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
For now it will be this blocky style due to time constrain, but I would like to be able to put in more functionality for more soft and bulgy shapes with more noise. The way I create my cracks is fairly inviting for other styles of shapes too.
This is a few days old, but this is the general breakdown before I tessellate everything too highpoly.
You know what I really need in Photoshop, a way to take my selection from one layer and put it on a new layer and then delete my selection from the old layer. Basically extract the data on to a new layer. I use the j key to do this currently and it's annoying because the selection goes missing, also I tried ctrl + x for cut, but that also loses the selection and then you have to use some mumbo jump key combination to paste it onto the new layer and it never lines up in the right spot.
@Malcom Isnt that what Shift + Ctrl + J does? Supposed to create a new layer from selection using cut. It doesnt keep the selection though unless I read that wrong.
This is the script for Maya that makes it easier to
select edges for sewing shells in the UV Editor. Just select one edge
and run the script. The algorithm will find and select the edges
required to sew the shell regarding to this edge. Also there is the
second mode that at once sews shells together. To make it more
comfortable I'd recommend to apply the hotkey to the script.
Cool stuff, what's pymel I've seen the word around for a while but I'm not sure the definition. I'm still learning and just writing everything in mel so far, will start to integrate python as a get better.
malcolm, thank you Pymel is very handy as you work not with strings like in mel but with objects. It gives many benefits. However, if you have to process large amount of data, then you’d better learn Maya Python API for fast working of a script. As to me it’s not so handy but fast.
I wrote a plugin for Substance Designer that let you import assets from Quixel Megascan using Quixel Bridge Link to the post for all the details of the plugin!
The plugin in action:
The plugin is completely open source and you can find the repository here
if you are referring to my plugin thank you, i appreciated you comment. The plugin is completely free and open source for everybody Megascan Link v0.1.1-beta
Replies
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
This is a few days old, but this is the general breakdown before I tessellate everything too highpoly.
@sltrOlsson - thank you for the breakdown. looks good
it is slower but if you're really bothered about speed you want to be poking openMaya instead cos the basic python stuff is still slow as shite.
Link to the post for all the details of the plugin!
The plugin in action:
The plugin is completely open source and you can find the repository here