Stashes are states of the mesh at user set points in time. it's not an
actual tool, but will be the basis for some cool upcoming tools.
This looks extremely interesting! IS this kinda like a morph state saved to the verts?
Thank William! It's duplicates of the mesh, but they aren't linked to the scene, so they aren't visible, or renderable, but they are saved in the blend file's data block.
I can bring them back at any time.
I can also access them via the DataTransfer modifer, even while unlinked, and transfer all kinds of data from them over to another mesh.
I'm gonna use these stashes as a normal source my next tool. But there's a number of things you could do with them of course. The simplest would be just as backups, where you could cycle back and forth.
The base mesh here stores pointers to these stashed away meshes and the Select Stash tool previews them by some simple custom opengl edge drawing.
Oh, your latest mesh tools are super cool! I love seeing innovation in this area. Modeling seems to have been really neglected over the past decade or so. Glad to see this change.
I've been working on a de-chamfer / un-chamfer script for 3DSMax lately. I was looking around for a way to do this in Max and the only stuff I could find was one old script from a decade ago with no working links anymore, and one that's part of a larger paid for toolset (and doesn't look like it can handle chamfers that border ngons). So I just made my own.
I messed around with the dechamfer script some more and managed to make some progress towards chamfer intersection support. Only very basic intersections work right now, but it's getting there
I messed around with the dechamfer script some more and managed to make some progress towards chamfer intersection support. Only very basic intersections work right now, but it's getting there
@MACHIN3 Impressive work. How did you approach the problem from the math point of view? Do you have any interesting read on the subject to suggest?
Don't have anything to read sorry. There isn't much math involved either. There's some vector stuff to get the per vert direction for the offset/chamfer. Then I'm basically just growing the outer faces based on the reach value. These get removed and I'm bridging the opening, which produces the triangles. Shading issues - which are already minimal due to the resulution - get fixed via normal transfer from an uncut source mesh.
I messed around with the dechamfer script some more and managed to make some progress towards chamfer intersection support. Only very basic intersections work right now, but it's getting there
I have been working for a while now on an upcomming tool called Pin & Relax for TexTools which is started to mature recently to something productive.
It unfolds and Pins selected edge loops into straight lines and relaxes the rest of the UV island. Similar to Headus UV layout with its edge constraints. It does not re-scale the edge distance but instead maintains it.
There is also support for selected multiple edge loop sets where it straightens and relaxes them largest to smallest but this mode is not yet fully fool proof.
This video is a quick introduction to the Select Pattern script
from the Pushing Points Topology Scripts
Collection for MODO, which enables you to define a pattern for your polygon
selection.
This video is a quick introduction to the Edge Arc script
from the Pushing Points Topology Scripts
Collection for MODO, which enables you to convert a single edge to multiple
edges in an arc formation.
I’m looking for naming suggestions. I’ve got to say, “Plug” is a
great name however, so props for that. Mayjor props to @WilliamVaughan of course, as I think he was the first to do a "detaling via polyon replacement" with his Polystein Kit for Modo.
Unlike in Maya’s Plugit or Modo Polystein Kit, I don’t require you to
do any kind of polygon selection here. MESHmachine figures that out. I’m also doing an auto Normal Transfer at the end.
@MACHIN3 Looking cool, but one thing I think you might be missing here, is that the selection that's required is not just a downside. It also allows the scale to be set to the selection, and in some cases allows you to stretch the boolean if you decide to make a rectangular selection rather than a square one for instance.
I also can't tell if you can select (and place) the shapes from a library, as you can in other tools.
@MACHIN3 Looking cool, but one thing I think you might be missing here, is that the selection that's required is not just a downside. It also allows the scale to be set to the selection, and in some cases allows you to stretch the boolean if you decide to make a rectangular selection rather than a square one for instance.
I also can't tell if you can select (and place) the shapes from a library, as you can in other tools.
Changing the scale like this? Place assets from libraries like this? Gimme some time, I've started on this specific tool just yesterday.
I'm also not tech artist and I've been doing lots of scripts but using MEL in Maya which is nice some simple things. I do know some very basic Python too and lately I've been looking into switching for good from MEL to Python so i was guessing that you guys are using Python but what i was curious about is how much in your scripts is "pure" Python and how much is using software specific built-in commands to do certain things. For now, there are few tools i would like to do like some selections tools what you William are doing but then also some other like MACHIN3 chamfer/boolean cleanup similar scripts shared here on the previous page.
@MACHIN3 Looking cool, but one thing I think you might be missing here, is that the selection that's required is not just a downside. It also allows the scale to be set to the selection, and in some cases allows you to stretch the boolean if you decide to make a rectangular selection rather than a square one for instance.
I also can't tell if you can select (and place) the shapes from a library, as you can in other tools.
Changing the scale like this? Place assets from libraries like this? Gimme some time, I've started on this specific tool just yesterday.
All I can say is that that looks a lot less convenient than making a face selection and having the selection automatically scale to it! Choice is great, so I welcome being able to place it manually, I just hope you don't skimp on the options Polystein has.
Ive found that giving the user a few options for placement has worked out well. I personal prefer the Auto Scale, placementand Auto Rotate but some prefer the last method shown in this video:
Replies
Couple of quick demonstrations of new scripts:
https://www.pixelfondue.com/blog/2018/5/17/modo-topology-script-select-polygon-ring
https://www.pixelfondue.com/blog/2018/5/17/modo-topology-script-circle-slice
http://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine#latest
Working on a texture packer tool. Next step is to integrate the windows open file dialog, replacing the current input method. Batch packing using naming conventions would be cool too.
https://www.youtube.com/watch?v=TlC969RQmj4
Thanks guys!
I messed around with the dechamfer script some more and managed to make some progress towards chamfer intersection support. Only very basic intersections work right now, but it's getting there
MODO | Topology Scripts: Select Pattern
This video is a quick introduction to the Select Pattern script from the Pushing Points Topology Scripts Collection for MODO, which enables you to define a pattern for your polygon selection.
https://www.pixelfondue.com/blog/2018/5/29/modo-topology-scripts-edge-arc
MODO | Topology Scripts: Edge Arc
This video is a quick introduction to the Edge Arc script from the Pushing Points Topology Scripts Collection for MODO, which enables you to convert a single edge to multiple edges in an arc formation.
https://www.pixelfondue.com/blog/2018/5/29/modo-topology-scripts-select-pattern
of course several types of wood + a lot of presets
option to auto set tiling by scale
FX: flames, sparks, hot air
spawning emitters automatically in Blueprint
from vertex paint (manual override)
from point(s) of origin outwards, with world noise
planar tex option, with pivot and scale - for people who want to attach their own render-target based system
work in progress script:
https://www.pixelfondue.com/blog/2018/6/5/modo-topology-scripts-set-position-pie-menu
I’m looking for naming suggestions. I’ve got to say, “Plug” is a great name however, so props for that. Mayjor props to @WilliamVaughan of course, as I think he was the first to do a "detaling via polyon replacement" with his Polystein Kit for Modo.
Unlike in Maya’s Plugit or Modo Polystein Kit, I don’t require you to do any kind of polygon selection here. MESHmachine figures that out. I’m also doing an auto Normal Transfer at the end.
You and William are doing some nice stuff here! Do you guys use Python for making all these various tools?
I use Python for all of my tools. Im an artists not a programmer and have found python easy to get into.
For now, there are few tools i would like to do like some selections tools what you William are doing but then also some other like MACHIN3 chamfer/boolean cleanup similar scripts shared here on the previous page.
Someone requested this today; Its a Boolean Cleanup script: