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C4DS

PolyGnome - Mesh Construction Kit

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  • @3D-Pangel thanks for the detailed description.

     

    When I created the examples in this thread I avoided placing assets next to each other in order to more easily display what would happen with assets and the parent mesh. When placing assets adjacent to each other (not every other polygon of parent) the assets bases would fuse together. But currently the coexisting polygons will not be removed.

    It's difficult to predict what needs to be done in such case. In your case you would want to get rid of those coexisting polygons, but others might not want these to be removed. The best would then be to provide an option, but with a lot of extra features that means the user interface will easily get filled with many options.

    I will thus need to provide a way for more user-options without cluttering the user interface.

    A future feature is "disposable polygons", this does not directly perform what you suggest, but by providing the right options to the user this feature could probably be turned into exactly that.

     

    Currently you can indeed only place a single asset at a time. In future the "repetition" feature will provide what you suggest. Selecting an asset with 2x2 base you could then fill a 12x12 selection with 36 assets. with a single press of the "weld" or "float" button.

    But here again, options might be required. Maybe the user wants to flip the asset in X or Y (or rotate) every other position. Options are better than hardcoded solutions, but they clutter the user interface. Also for these I will need to figure out how to provide the options without resulting in an overwhelming user interface.

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  • 28 minutes ago, drmadMower said:

    Is there a method to use plug so object to be used to create a widget can point to or away, equally, from edges of poly and widget 'edge' used as a base, from whence a 'widget 'y' (height)position then results as placed on poly plane?

     

    I am not sure to follow your explanation.

    Are we talking about an asset included with the plugin, or one you created?

    If it is the latter it sounds to me that the axis is not positioned properly for what you want to achieve.

    If half of the asset is below the plane of selected polygons, this sounds like the axis of the asset was still positioned in the center of the mesh when you added the asset to the PolyGnome library.

    To properly position and orient the asset onto the destination mesh both the axis position and rotation of the asset need to be set up as indicated in the documentation.

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    18 hours ago, C4DS said:

    @3D-Pangel thanks for the detailed description.

     

    When I created the examples in this thread I avoided placing assets next to each other in order to more easily display what would happen with assets and the parent mesh. When placing assets adjacent to each other (not every other polygon of parent) the assets bases would fuse together. But currently the coexisting polygons will not be removed.

    I will thus need to provide a way for more user-options without cluttering the user interface.

    I will admit that logical layout of the user-interface is a nice feature of this plugin so preserving a clean GUI but at the same time providing additional features and options will be a challenge.  I can only suggest using tabs on the existing window.  Tabs could be as follows:

    1. Weld - This is where you put options for eliminating co-existing faces, whether or not the widget is protruding or extruding (the top three buttons on the existing window), whether you are welding or floating, etc.  One other option is whether or not to scale the widget to the selection or not.   This would be grayed out if you have Weld selected because in that situation, scaling to the selection is the default. 
    2. Adjust - The angular controls on the current layout
    3. Populate - Are you populating one widget at a time or are you auto-populating within a selection (with a window for providing the named selection).  For either is it a 1x1, 2x2, 3x3 (via drop down list box).  If you are auto-populating, then a future option could be to allow either full population or alternate.  An example of alternate would be that if you selected 3x3, then between every 3x3 grid of polygons in that selection which do get a widget is another 3x3 group of polygons that don't get a widget.  Just a thought.

    Below each of these windows are static controls that don't change with each tab for selecting the asset, executing the plugin on the asset and Undo.  

     

    Again, just some more thoughts.  But at the very minimum, I think the option to eliminate co-existing faces is critical and must be incorporated somewhere.

     

    Dave

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  • Been working on next update of the plugin.

    Some features that didn't make it in official first release have now been added:

    - resizable thumbnails

    - filtering on asset name, number of columns/rows

    - edge selection for asset insertion

     

    Short video demonstration of this build

    https://vimeo.com/238197054

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  • New features are ready for beta testing.

    The repetition option didn't make it as I encountered quite some side effects during design. As such I focused on the multi selection option, as this allows for a workaround to the repetition option without issues.

    New in version 1.2:

    - resizable thumbnails

    - filtering of assets by name, column, row

    - edge selection for asset insertion

    - multi polygon or edge selection for duplicate asset insertion

    - auto removal of coexisting polygons after asset insertion

    No changes to the main user interface

     

     

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    great upgrades, especially multi insert, filtering will speed up workflow too...

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    how come this product seems to be missing from the store?

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  • 5 hours ago, Vozzz said:

    how come this product seems to be missing from the store?

    Due to technical PayPal-account issues I have asked Igor to temporarily remove all my plugins from the store, until the account issues are resolved.

    While plugins cannot be purchased until things are settled, I am still working on next updates. Both for PolyGnome as for Seamilar.

    Current customers will thus get new versions when beta testing of added features is completed.

     

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    As it is back now to the store now bought it as a x-mas present for me.

    Think it´s very useful and saves a lot of time once you have your assets created.

    Needs a bit of planning to create assets, especially axis positioning if you want perfect positioning, but love it a lot by now.

     

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  • The official release of version 1.2 had been delayed but has now been finalized.

     

    New in version 1.2:

    - resizable thumbnails

    - filtering of assets

    - use edge selections or polygon selection to insert assets

    - insert asset multiple times at once

    - improved material handling on assets

    - merge point/edge/polygon selection tags by name

    - insert asset into scene at world's origin without host object or edge/polygon selection

    - removal of coinciding polygons

    - new "on surface" positioning option

    - added support for tags of type point/edge selection, XPresso, vertex map

     

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    On 12/28/2017 at 10:27 AM, C4DS said:

    The official release of version 1.2 had been delayed but has now been finalized.

     

    New in version 1.2:

    - resizable thumbnails

    - filtering of assets

    - use edge selections or polygon selection to insert assets

    - insert asset multiple times at once

    - improved material handling on assets

    - merge point/edge/polygon selection tags by name

    - insert asset into scene at world's origin without host object or edge/polygon selection

    - removal of coinciding polygons

    - new "on surface" positioning option

    - added support for tags of type point/edge selection, XPresso, vertex map

     

    Any progress? No version number listed on the product page. 

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  • 58 minutes ago, Rockthepixel said:

    Any progress? No version number listed on the product page. 

    The product page doesn't contain the version number, since I have no access to update/manage the store pages.

    For every change in product description I would need to contact the owner of the C4DCafe website to make these changes. As such, I had decided not to include any reference to plugin version number, as this would require more maintenance for store owner.

     

    When purchasing the plugin via the C4DCafe Store you actually only purchase the license. As mentioned in the product description you then contact me via PM or e-mail (preferably e-mail) with the necessary information to complete the order, upon which you will be sent the latest version of the plugin. Which currently is 1.2

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