I do get an error though:
Traceback (most recent call last):
File “C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\mesh_triangle_init_.py”, line 231, in execute
(verts, faces, N) = triangulate_object(o, args)
File “C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\mesh_triangle_init_.py”, line 80, in triangulate_object
res = triangulate(verts, faces, border, args)
File “C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\mesh_triangle\triangle.py”, line 153, in triangulate
in_mesh = createTriangleIO(verts, faces, border)
File “C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\mesh_triangle\triangle.py”, line 107, in createTriangleIO
io.trianglelist = (c_int * (NF * 3))(*faces_raw)
IndexError: invalid index
I can’t get this to work, getting the same errors as the ones mentioned above. Any solutions? Or is there an alternative for this? Thanks!
do you plan to update to Blender 2.8?
As others have already written, it would be a fantastic tool for text, clothing and softbodys.
I have the same errors others have posted - I have the 2015 Visual C++ installed (I even uninstalled the more recent 2017 redist and ran the 2015 installer to make sure).
This seems like a really useful addon if we could get it working…
For anyone still looking for simple triangulation tesselation, Loïc Norgeot’s BakeMyScan-addon comes with a Blender integrated UI interface for MMGtools, which was exactly was I was looking for. The only downside is there is no 2.80 support yet, but it works perfectly with 2.79!
Eventually, yes. I haven’t had time to look into the 2.8 API, but hopefully will get around to it!
Thanks for this, looks super useful! Triangle is small and light, so maybe someone finds it useful, but MMG looks fantastic and really powerful.
I need to find time to look more into this. It seems a bit bizarre and hard to narrow down, but I need to do some debugging to figure out what the issue is.
Great to hear.
I’m really looking forward to it.
Glad to see you are still around, and thank you for creating this addon.
I modified it a little for my cloth sim needs, but I am still trying to work out how to code the hole function for darts in cloth.
Are all of the command line switches compiled into the DLL?
Here is example mod version so far:
Thanks again Tom - I am ‘someone (who) finds it useful’.
Yes, I’m still around, but super busy with life at the moment… I do intend to revisit this though, when things settle down a bit!
amazing, do you mind sharing this?
I am also very interested in this.
Woah, that’s intresting.
Thanks for the interest…
I am working to polish it up, but I keep implementing, so the dirty code keeps getting away from me – still have several issues to solve.
This was just something I did for myself, but I would love to share when I am at a good state – I have a whole cloth sim tools panel with a couple of different remeshing tools modified from original authors.
- No, Jeacom, your work is interesting – you busted out your version overnight after seeing this – I love your work, and am trying to learn all I can from your coding when I have time.
Hey all, I’m back…
I managed to port Tom’s original version to 2.80 today as a test before I try to port my modified version (when finished).
I only made minimal changes, so some of the flags enabled in my version are not enabled here.
But, I did add the interactive view-port usage, so you can make changes visually without having to redo over again.
Triangulate With Triangle for B2.80 :
mesh_triangle.zip (384.9 KB)
- Caveats to working with Triangulate (Triangle) for those who don’t know :
- A closed (cyclic) curve is needed, and in Object Mode
- You can work from Top View or Front View, but working from FV requires either starting from TV and rotating 90 degrees to FV without applying rotation (which will hang and possibly crash Blender) – Or start in FV with ‘Align to View’ enabled for new creations (which sets objects to 90 degrees Global [X axis] - Do Not Apply Rotation)
- You can triangulate several outlines at same time individually, or as one outer object with internal objects as one object with use of Object Join
- Bezier curves are needed, so if you add other curve types, you must convert to Bezier – if from poly curve and you want your edges sharp, switch handles to ‘Free’
- For 2.80 – If you have multiple Collections, you must select the collection folder that you want active before selecting object(s) to ensure new triangulation object is created there – otherwise it could be created in a previous collection you might have been using and might be hidden – if is the case, you won’t see any mesh being created in view-port (it is hidden in another collection)
Examples of it working in B2.80 :
Hey, nice one! Really cool. Thanks for keeping this up-to-date
I’ll have a closer look once I get some free time. There are probably things that could be improved in the wrapper to make it more robust.