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C4DS

PolyDup

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What a shame is a fantastic plugin, I am very interested, is there a way that you could sell me a license? You should sell your idea to MAXON's, cinema needs ideas like these since Blender is getting ahead of many 3D programs and soon Blender will be more popular.

 

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On 6/4/2020 at 5:33 AM, Quasar Engine said:

... is there a way that you could sell me a license?

Plugin will be available for purchase when completed, from Tools & Pixels website.

In the meantime I have picked up development of this plugin again. I have added a rotation widget, allowing to adjust the angle of the extract prior to pasting it into the destination mesh. I am thinking of also allowing to adjust position and scale with such widget.

A new beta will be provided shortly ...

 

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This is awesome Daniel. I’m not sure why so little feedback but I will certainly purchase right away and appreciate your plugins. I’m really glad to hear this will be available. Sadly working at home with two toddlers leaves me very little time for any dabbling in 3-D, but just wanted to express my excitement for this plugin and the cool features you’ve demonstrated

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Daniel,

 

I would agree that this looks to be a fantastic plugin.  I am surprised at the large number of downloads without any feedback and agree with your action to take it off-line for now.  But please do NOT stop developing it....you are on to something here.

 

Couple of questions:

 

  1. Does the geometry to be copied have to come from the same object that they are being copied to?  Can they come from another object?
  2. Once the geometry is stored, is that storage permanent or can it be saved to a library (....you can probably guess where I am going with this...can this be a follow on to Polygnome).  What I love about PolyDup is that the polygon's stored can be both open and closed selections and therefore a small library of what is essentially loop selections can be used to build and large variety of finished structures.  Therefore, far more versatile!  You need to consider increase the library feature beyond 5.
  3. As selections are now modular, any thought to a "replace" replace function?  For example, you are building a column mesh of 2 x 3 polygonal loops - each loop being 2 polygon's high.  Think of each loop mesh as the "floor" of a building.  You have 5 different patterns (or floor designs) and you have created a structure that is 10 floors high.  Upon looking at the 6th floor, you want to change it.  Therefore rather than deleting floors 6 to 10 and rebuilding, as each floor follows the same 2 x 3 polygonal footprint, you just replace the 6th floor with something else from the library.
  4. There needs to be some error feedback if you are not selecting a set of base polygons that match the same footprint as those in the library.  A couple of things to consider:
  • Allow the library feature to contain multiple tabs of base meshes all based on footprint.  For example, one tab is 1x3, another is 2x2, another is 2x3, etc.
  • You make a tab of base meshes active prior to making the selection on where you want the new geometry to be copied to.  When making the "copy-to" selection, should the user select the wrong base area that corresponds to the active tab, the program lets you now.  For example, say you are working with 2x2 bases.  Should the user accidentally select a 3x2 base area or a floor outline that is 3x2, the program highlights the 3x2 selection in red and/or a message pops up that says "wrong base area selected".
  • What would be really cool (but extremely hard to figure out) would be auto-fill.  Once you select enough polygons, the program automatically fills in the rest of the selection and highlights ONLY those objects it has stored that would work with that auto-filled selection.  I have no idea how you program this, but it certainly would speed up the workflow.  Just a thought.

Again, I see some great potential to this plugin....so please keep working on it.

 

Dave

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5 hours ago, 3D-Pangel said:

Couple of questions:

 

Now THAT's some feedback. Thanks for bringing up these points, Dave.

 

Some of the posted demonstration video show this already, but it sure is important to mention this.
The geometry copied from one object is not limited to be pasted to the same object. It can be pasted onto any polygon object, of the current scene or any scene which is currently opened in Cinema 4D.
You can thus copy geometry from object A in project B, switch to project C and paste the geometry onto object D ...

 

When copying geometry it is "temporarily" stored into a selected slot.
I mean "temporarily" as it will be overwritten with any new geometry you decide to copy and store into that same slot. At this point in time 5 slots are available. This plugin is meant to copy/paste geometry on the fly. It isn't meant to actually store the copied geometry into a library, which is what PolyGnome allows. However, I might provide a future update which allows a way to "export" the copied geometry towards PolyGnome's library. But nothing has yet been decided in this regard.

Alternatively, it could be possible to provide a way to extend the number of available slots. But as any application allowing to copy/paste content to and from the clipboard is limited to a single item, I figured that having a way to copy/paste a few items would be enough ... without the need of having to provide a whole library management system.

 

I might misunderstand your point, but PolyDup requires at least an open end in the copied geometry.
Contrary to PolyGnome, PolyDup does not allow for welded or floating assets. With PolyDup the copied geometry is always welded when pasted.

 

Replacing geometry will currently work, but only if the geometry matches in size. In future updates additional widgets might be provided to adjust the pasted geometry.

 

Currently the plugin provides visual feedback if selected polygons do not match with selected geometry to be pasted. This is based on number of polygon stitches that are required to weld the geometry to be pasted with the existing mesh polygons.
For now the plugin requires a matching number of stiches between mesh and pasted geometry.

 

With this plugin I do not have the intention in duplicating the effort of PolyGnome, as such will not provide a way to build up libraries of assets. However, as mentioned earlier, I might provide a way to export copied geometry towards PolyGnome.

 

Again, thanks for the feedback. Highly appreciated!

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Polygnome and PolyDup are really complimentary modeling tools and meant to go together (IMHO). 

 

Any thought to making PolyDup in two versions: standalone (essentially what you have now) and integrated into Polygnome as Ver 2.0.  In the integrated version (Polygnome 2.0), the open ended geometry of PolyDup can be stored and accessed similar to what Polygnome can do.  What I love about both programs is the ability to quickly build geometry.  But what I really love about PolyDup is the ability to merge the open ended selections in various combinations of new "closed" geometry which could then be saved in Polygnome.  If you integrate PolyDup into Polygnome, you could really create modeling libraries of infinite variety very quickly.

 

Plus, you go from having two products to three: Polygnome 1.0, PolyDup, Polygnome 2.0 (or call it something completely different: PolyFactory, PolySupreme, Polywannacrakcer, whatever).

 

Dave

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6 minutes ago, 3D-Pangel said:

... But what I really love about PolyDup is the ability to merge the open ended selections in various combinations of new "closed" geometry which could then be saved in Polygnome.  If you integrate PolyDup into Polygnome, you could really create modeling libraries of infinite variety very quickly.

Sorry, you've lost me there.

The only difference at this point in time is that PolyDup can automatically detect how to orient the to-be-pasted geometry for a best fit, and it allows interactive rotation of the to-be-pasted geometry. Apart from that PolyGnome is identical, and has a whole library management.

I do intend to extend PolyGnome to have auto-orient, interactive-rotation, and preview ... but I don't expect this to still happen before Q3 2020.

 

I am really trying to picture your "merge the open ended selections in various combinations of new "closed" geometry" ... but it draws a blank.

Care to elaborate what you mean?

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3 hours ago, C4DS said:

Sorry, you've lost me there.

The only difference at this point in time is that PolyDup can automatically detect how to orient the to-be-pasted geometry for a best fit, and it allows interactive rotation of the to-be-pasted geometry. Apart from that PolyGnome is identical, and has a whole library management.

I do intend to extend PolyGnome to have auto-orient, interactive-rotation, and preview ... but I don't expect this to still happen before Q3 2020.

 

I am really trying to picture your "merge the open ended selections in various combinations of new "closed" geometry" ... but it draws a blank.

Care to elaborate what you mean?

This video here (from 0:27 onward) is what I am talking about.  Maybe I am mis-interpreting what PolyDup can do more so than Polygnome but I use Polygnome for duplicating "closed" or "solid" objects onto other objects by aligning faces  to faces (put a 2x3 object onto set of selected 2x3 array of polygons).  What I interpret from that video link is that PolyDup can use "open" objects and re-arrange them on their open edges.  That is, the edges (not the faces) can be selected to add another level of PolyDup polygons.  This is best illustrated here:

 

image.thumb.png.4401d27888ad991a3d21b2c2db052d7e.png

 

Note that in the re-arranged object on the right, the middle and bottom "open" sections were swapped but you did that by selecting their edges rather (they were open so that there were no faces to select).  Here is the file where I have things better labeled.

 

PolyDup.c4d

 

Dave

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2 hours ago, 3D-Pangel said:

What I interpret from that video link is that PolyDup can use "open" objects and re-arrange them on their open edges.  That is, the edges (not the faces) can be selected to add another level of PolyDup polygons

 

 

PolyGnome could do this as well:

https://www.youtube.com/watch?v=yOAfiZrS9PA

 

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Beta 4 available for download (at bottom of first post).

While my current main focus is on developing for R20 (the latest version I am happily using) I do have spend the necessary time to port the plugin to versions R16 to R21, both for Windows and macOS. Unfortunately, a bug in R16 (maybe R17 as well) seems to interfere with pasting geometry.

As said, for now I am focusing on R20, and will look for a workaround for the R16-R17 bug later on ... if there would be any interest for these versions.

 

I have no access to S22, so cannot test if the R21 version of the plugin will run on that subscription version.

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