They are mainly intended for things like sculpting.
Apart from being all quads, the advantages are that the topology is distributed evenly across the surface and that they also use only around 80% of the geometry of a comparable resolution UV sphere.
Below is a screenie of the triangulated counts for a Sphere and a PolySphere (both with a res. of 32x32)
I have just uploaded an amended version of the PolySphere script for compatibility reasons, due to a resent API change with the script meta information that stopped the addons showing in the prefs. window
It will now work with recent builds and has been tested with r34674!
I have only been scripting for 5 or 6 weeks, so once you get used to it, its not that bad really (at least for the stuff i want to do :P)
I use the info panel a load when scripting and basically use the code that blender throws up together as a macro, which i then clean up a little to make the code faster.
There are extensive docs on the API but its currently in a constant state of change due to the refining of 2.5, but they are still an amazing ref. and are updated with changes very regularly.
I also learned a lot from dissecting other peoples scripts and then modifying and reimplementing the code into my own (GPL ftw) and there are also examples in 2.56\scripts\templates that you can check out for ref.
It's been a while since I last dived in. I ought to give it another try. Python scripting isn't my first choice, but it has potential. I've heard some really nice things about how easy and modular the new scripting for 2.5 is. I've been thinking about cooking up my own lip-syncing solution.
I have only been scripting for 5 or 6 weeks, so once you get used to it, its not that bad really (at least for the stuff i want to do :P)
I use the info panel a load when scripting and basically use the code that blender throws up together as a macro, which i then clean up a little to make the code faster.
There are extensive docs on the API but its currently in a constant state of change due to the refining of 2.5, but they are still an amazing ref. and are updated with changes very regularly.
I also learned a lot from dissecting other peoples scripts and then modifying and reimplementing the code into my own (GPL ftw) and there are also examples in 2.56\scripts\templates that you can check out for ref.
Hope that helps
It does, thanks .
On a totally different note I saw your meshlab/polycruncher video. I now love meshlab . Did anyone point out to you guys that poly cruncher was licensed by autodesk in max 2009. Its in all current releases since 2010 as a modifier. According to Ken Pimmental its been heavily optimised (takes about 1/2 the ram it used to). Check out pro optimiser.
It's been a while since I last dived in. I ought to give it another try. Python scripting isn't my first choice, but it has potential. I've heard some really nice things about how easy and modular the new scripting for 2.5 is. I've been thinking about cooking up my own lip-syncing solution.
Yea Python is awesome.
I was able to get a reasonable enough grip on it to make my first script in 2 days, without any previous coding exp. ...which is amazing really.
By the time 2.6 is out, you will be able to control everything in Blender via scripting, which has some great potential. Even the GUI is all python coded iirc and they are adding new stuff all the time...The only downside currently is that the API is a moving goal while they refine everything, so scripts can break 2 or 3 times even between official beta releases.
I really cant wait until everything is set in stone :P
It does, thanks .
On a totally different note I saw your meshlab/polycruncher video. I now love meshlab . Did anyone point out to you guys that poly cruncher was licensed by autodesk in max 2009. It was heavily optimised and turned into a modifier. If you havent seen it give 'pro optimiser'
Oh great!
Yea meshlab is badass...the really should take the code and stick into Blender.
I tend to use decimation master now really but sometimes its faster to use Meshlab still.
As for Max, yea, Riki uses Pro optimiser in the fountain HP vids in conjunction with MeshLab.
Replies
Apart from being all quads, the advantages are that the topology is distributed evenly across the surface and that they also use only around 80% of the geometry of a comparable resolution UV sphere.
Below is a screenie of the triangulated counts for a Sphere and a PolySphere (both with a res. of 32x32)
How does this help get rid of the tris?
Do you mean select and convert to quads? (A and Alt+J)
oh right!
I never used Shift+J before...and its my sad duty to inform you that Shift+J doesnt work in 2.5
A:Yes http://www.metalliandy.com/
B:Not yet but i intend too (this is my first script)
C:Yes
see you at the next mammal eating contest andy
What a charmer you are...i bet you get all the ladies.
I have just uploaded an amended version of the PolySphere script for compatibility reasons, due to a resent API change with the script meta information that stopped the addons showing in the prefs. window
It will now work with recent builds and has been tested with r34674!
http://www.metalliandy.com/downloads/scripts/add_mesh_polysphere_012.py
I have only been scripting for 5 or 6 weeks, so once you get used to it, its not that bad really (at least for the stuff i want to do :P)
I use the info panel a load when scripting and basically use the code that blender throws up together as a macro, which i then clean up a little to make the code faster.
There are extensive docs on the API but its currently in a constant state of change due to the refining of 2.5, but they are still an amazing ref. and are updated with changes very regularly.
http://www.blender.org/documentation/250PythonDoc/
I also learned a lot from dissecting other peoples scripts and then modifying and reimplementing the code into my own (GPL ftw) and there are also examples in 2.56\scripts\templates that you can check out for ref.
Hope that helps
edit: It was alt, not ctrl.
Enjoy
It does, thanks .
On a totally different note I saw your meshlab/polycruncher video. I now love meshlab . Did anyone point out to you guys that poly cruncher was licensed by autodesk in max 2009. Its in all current releases since 2010 as a modifier. According to Ken Pimmental its been heavily optimised (takes about 1/2 the ram it used to). Check out pro optimiser.
Yea Python is awesome.
I was able to get a reasonable enough grip on it to make my first script in 2 days, without any previous coding exp. ...which is amazing really.
By the time 2.6 is out, you will be able to control everything in Blender via scripting, which has some great potential. Even the GUI is all python coded iirc and they are adding new stuff all the time...The only downside currently is that the API is a moving goal while they refine everything, so scripts can break 2 or 3 times even between official beta releases.
I really cant wait until everything is set in stone :P
Oh great!
Yea meshlab is badass...the really should take the code and stick into Blender.
I tend to use decimation master now really but sometimes its faster to use Meshlab still.
As for Max, yea, Riki uses Pro optimiser in the fountain HP vids in conjunction with MeshLab.
I will look into it
Thanks for the kind words guys
Fixed the registering so it will now work with recent builds and has been tested with r34958!
http://www.metalliandy.com/downloads/scripts/add_mesh_polysphere_013.py
I have just updated this script to version 0.14 for compatibility with recent API changes
http://projects.blender.org/tracker/download.php/153/467/26250/16398/add_mesh_polysphere_014.py
Enjoy!
I have just updated the script to v0.1.5 and amended it for compatibility with recent API changes. It now works with 2.58 r37702
http://projects.blender.org/tracker/download.php/153/467/26250/16820/add_mesh_polysphere_015.py
Enjoy!
A great addition to Blender too, thanks!
Thanks for the kinds words everyone
I must admit that I'm pretty chuffed by them including it!
AFAIK, it will be kept in the Mesh> Extra Objects> PolySphere
http://projects.blender.org/tracker/download.php/153/467/26250/19583/add_mesh_polysphere.py