I made an add-on for blender that rotates selected geometry around the Active Edge (the edge that was selected last) and makes a corner based on the angle of rotation.
The way it works is based on a trigonometric formula. Here's a link to the very first inkling of the idea I had a half a year ago, where I realized this should be possible but hasn't been implemented before in any 3d programs afaik:
Almost a year has passed from the release of Octopus and here is a bunch of gif animations showing you, what you can do with it. The list is not full at all just the fraction of the thing which you can do with it. Most of the menus are using a Hold and Release behavior. This means the menu is active only when you hold down the hotkey you assigned to it.
Modifiers:
Quick Snap menu using the preview/instant functionality:
Spinner modes (Horizontal / Vertical mouse move and wheel changes different parameters)
Axis uses screen space orientation converter which convert your screen space to world space. This way you don't have to watch your world space orientation
Revolve clone also uses the same technique
Simple spinner again using stepped parameters changing on vertical axis.
Preview / Instant functionality combined with Auto Smooth
It feels like Maya has more new scripts than 3DSMax :-) Let us Max users enjoy some unique scripts like Octopus menu. We already feel like everyone is giving up on Max, while it's still awesome!
There are currently about 5000 scripts for 3dsmax so, it's pretty hard to find to figure out new ones. But for example Blender... It's really coming up recently in this aspect.
The aim of Quick Patch is to quickly create localized patches, that can be used to fix shading issues for situations where you don’t have a stash(a normal source) around. The tricky part with this tool was to make it conform to the surface as perfectly as possible(or it won’t be useful for normal transfers), while ignoring irregularities created by mesh details.
Worked on a small update for my Substance Bake Preparation tool:
You now have an overview of which meshes are going to be exported, quickly hide/ unhide lowpoly and highpoly meshes and fixed a small bug with the export file format.
I have been always a bit jealous about the cool pop-up menus you guys use in your plugins. With the next update my plugin can finally join the cool-pop-up-menu-club
I have been always a bit jealous about the cool pop-up menus you guys use in your plugins. With the next update my plugin can finally join the cool-pop-up-menu-club
Some more coding practice/fun. Couple more tonemappers added to Toolbag this time, RomB, Gran Turismo, Reinhard white-preserving, Hejl-Burgess ALU(since the Hejl in TB3 is actually Hable/Uncharted), ACES reference..
Also made a material to graph their curves with the LDR range visible.
I'm working on recreating Blenders transform system in 3DSMax:
Almost done creating the basic move/grab part for objects, including snapping. Still a ways from release, but what with all the hype around Blender lately I thought a few people might be interested.
I just finished my checker map tool for Maya. It toggles your
own checker map image on/off with one click and preserves your original
material assignments. Or you can use one of the four built in procedurally generated checker patterns, it also has buttons for tiling and you can toggle base
colour with one click. The tool works on selection or on the
whole scene. If you're interested in the script you can see a longer
video here with audio and download link. youtu.be/tiiLlOA1v9Q
Thanks Eric, I'm not a fan of the circle ones myself, but I could add it in if someone wanted it. The preset checkers are generated procedurally in mel script so it's quite time consuming to create additional patterns. I just went with the one I've used most of my career plus three of the other ones the guys at work seemed to like.
First post in this thread, 'will look like a n00b among all these wonderfull addon/scripts
Do you all go into coding sessions during your spare time? I do (very rarely during work, even if I use my personnals scripts every day), and because of that, I don't code enough to get a quick & fast addon development.
So, that's said, here a... Polycount addon for Blender (2.8):
As readme says, areas are in m², and vertex count is not enough precise (a sharped cube will get the same vertex count than a smoothed one, for now).
Maybe some guys here are using glTF? Here my addon relative to it, with some tiny function more generally realtime oriented (the current addon name isn't suitable - it's using my portfolio name -, I have to change it, and probably even rename the github repo, but, until I do that):
Cool, where do you go to learn blender scripting, is it written in Python? I'm learning mel myself and developing small Maya tools, looking to move into Python after I have a good grasp at mel scripting, still lots to learn with each new project. No coding experience here, just learning at my own pace from forums and tutorials online.
Yep it's Python (which I've discovered through Blender). Actually firsts scripts on Blender are very easy to write, as all python commands are accessible through right click on UI and/or console, you can barely sometimes just copy-paste and click Run. Things gets a lot harder when you have to create an UI, do non-visual & advanced functions, navigate and understand the Blender Python API, etc.
Some website are very great to learn programming basics (like codecademy for example).
currently playing around with some sweepline 2d polygon boolean operations.... a test modifier where a shape is being clipped against the meshes open edges and current selected faces
very impressive coding (not mine btw) handles
islands and holes with no input on my end apart from pumping in a load of 2d points and out pops the solution !
finding it quite hypnotic watching it..... triangles are intersections box's mesh points and asterix are the projections
the above code led me to revisit my cookie cutter code (trying to use max's editable poly cut routines was a fools errand, quite frankly it's a flakey load of rubbish). Anyway it's always easier creating new mesh from scratch so I delete the underlying in mesh and then fill in the holes.
still a lot of stuff to iron out but it's showing promise and seems much much more robust working in trimesh.
a few more bugs ironed out seems to work better than i ever expected
some stress testing on more text (ramping the interpolation up and down)
the above code led me to revisit my cookie cutter code (trying to use max's editable poly cut routines was a fools errand, quite frankly it's a flakey load of rubbish). Anyway it's always easier creating new mesh from scratch so I delete the underlying in mesh and then fill in the holes.
this is so amazing! please tell me you make this avaiable online
I started mucking around with the openLock system for 3d printing environments for miniatures and got hacked off looking for components so I knocked up a little asset browser that xrefs things into your scene from a dotnet list view.
It's not a general asset browsing solution but it's pretty simple and has saved me a lot of fannying about - if anyone wants the code to use as a jumping off point they're welcome to it
Replies
https://blenderartists.org/t/angle-tool
The way it works is based on a trigonometric formula. Here's a link to the very first inkling of the idea I had a half a year ago, where I realized this should be possible but hasn't been implemented before in any 3d programs afaik:
https://blender.community/c/rightclickselect/VZbbbc/
Some examples of usage:
More in this extended trailer (viewing time 4 minutes):
https://youtu.be/QJtgtN84Ip4
Modifiers:
Quick Snap menu using the preview/instant functionality:
Spinner modes (Horizontal / Vertical mouse move and wheel changes different parameters)
Axis uses screen space orientation converter which convert your screen space to world space.
This way you don't have to watch your world space orientation
Revolve clone also uses the same technique
Simple spinner again using stepped parameters changing on vertical axis.
Preview / Instant functionality combined with Auto Smooth
And much more
Follow the link:
https://rapidmxs.com
We already feel like everyone is giving up on Max, while it's still awesome!
Houdini - Procedural Watch Tower
Completely forgot to post here. Hardly getting time to work on this.https://youtu.be/jjMVFBTWheM
The aim of Quick Patch is to quickly create localized patches, that can be used to fix shading issues for situations where you don’t have a stash(a normal source) around. The tricky part with this tool was to make it conform to the surface as perfectly as possible(or it won’t be useful for normal transfers), while ignoring irregularities created by mesh details.
https://polycount.com/discussion/211760/tool-hair-strand-designer#latest
Grab the free update here: https://gumroad.com/l/jHVbm
Awesome addition for Zbrush for sure! :-)
Also made a material to graph their curves with the LDR range visible.
https://polycount.com/discussion/212862/3ds-max-loop-straighten-wit-constraints#latest
https://www.youtube.com/watch?v=qPQAuX6-2a8
got these parameters editable so far, will add some more later
Almost done creating the basic move/grab part for objects, including snapping. Still a ways from release, but what with all the hype around Blender lately I thought a few people might be interested.
I want to make a super simple crowd “sim” all in one material.
First test:
(all one mesh, one material, no textures, used Vertex Colors, UV0, UV1)
Resources:
Basemesh from Polycount Wiki (http://wiki.polycount.com/wiki/File:Basemesh_arshlevon_shoes.obj)
Got inspired by this tutorial: youtube.com/watch?v=xWq-ZPMhai8 (Animating huge crowds in Blender - Lazy Tutorials)
Breakdown:
Vertex Color: Gradient on the arms and legs
UV0: To differentiate between the left and right side
UV1: Direction
Also fun mistake that happend while making this:
Checker needs circles though! http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Map_Grids
Link is to imgur with webms of it
It's not a general asset browsing solution but it's pretty simple and has saved me a lot of fannying about - if anyone wants the code to use as a jumping off point they're welcome to it