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
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