Tech Artist - What are you working on: FOREVER Edition!

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  • V!nc3r
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    V!nc3r polycounter lvl 5
    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):

  • malcolm
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    malcolm Polycount Sponsor
    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.
  • V!nc3r
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    V!nc3r polycounter lvl 5
    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).
  • malcolm
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    malcolm Polycount Sponsor
    Sounds exactly like how I'm learning to create scripts for Maya. Thanks for the info I'll check it out in the future.
  • Klunk
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    Klunk polycounter lvl 4
  • Vendetti
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    Vendetti polycounter lvl 7
    Klunk said:
    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
  • Klunk
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    Klunk polycounter lvl 4
    my head hurts

    it's a long way from release but will probably looking for beta testers who don't mind their max being fried ;)

  • Vendetti
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    Vendetti polycounter lvl 7
    Klunk said:
    my head hurts

    it's a long way from release but will probably looking for beta testers who don't mind their max being fried ;)

    count me in :D
  • poopipe
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    poopipe quad damage
    I'm in too.  I regularly fry max myself 


  • Machiavelli
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    Machiavelli polycounter lvl 5
    This is so effective!!! Love it!
  • Klunk
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    Klunk polycounter lvl 4
    playing with some curve fitting

    convert the default bezier "e" into 105 points then back to  an 11 knot bezier shape
  • Tekoppar
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    Tekoppar polycounter lvl 8
  • poopipe
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    poopipe quad damage
    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




  • Tekoppar
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    Tekoppar polycounter lvl 8
    Got the snap kinda working.


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