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C4DS

PolyGnome - Mesh Construction Kit

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that sphere video looks awesome!

 

the whole thing looks great!

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Looks very interesting!  It reminds me of the old Fusion Thing plugin from Lots of Pixels.  Not sure what happened, but Lots of Pixels shut down their web-site but if you are looking for a few ideas for the next release of your plugin, this Vimeo video may be of interest.

 

One thing I would like to see is what would happen if two widgets were placed adjacent to each other with touching faces (not touching edges at the base but touching faces on two different adjacent widgets)    Do they just overlap?  The neat thing about Fusion Thing is that should the widget be designed so that the faces exactly align with the same number of edges and points when placed immediately adjacent to each other, they are fused.

 

Now that would be very, very cool!

Dave

 

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Congratulation to release of PolyGnome Daniel, great job...

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  • 9 hours ago, 3D-Pangel said:

     

    One thing I would like to see is what would happen if two widgets were placed adjacent to each other with touching faces (not touching edges at the base but touching faces on two different adjacent widgets)    Do they just overlap?

     

    I cannot figure out exactly what you mean. Care to show an example in order to visualize the problem?

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    4 hours ago, C4DS said:

    I cannot figure out exactly what you mean. Care to show an example in order to visualize the problem?

    Will do because I am sure it will make a great feature.....unfortunately, I am on a business trip so I won't get to it for a few days.

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    On 9/18/2017 at 1:24 AM, C4DS said:

    I cannot figure out exactly what you mean. Care to show an example in order to visualize the problem?

    Okay.....what I noticed in the discussion to date is that all the widgets only fuse to the parent at the base.  Also, all examples shown in this thread have the widgets on every other polygon of the parent and NOT on adjacent polygons of the parent.  Therefore, I am not sure if the following two things are possible within the plugin:

    1. If two widgets are placed on adjacent polygons on the parent, would the bases of adjacent widgets fuse to each other?
    2. What if other polygons other than the base were to touch when placed on adjacent polygons?  Would they fuse as well?

    Here are some images to help explain what I am asking - first start with the design of the widget

    59c7c3b314ec7_Insert1.thumb.JPG.71a85925ee7616ac9037012393bf5c7a.JPG

     

    Therefore, if you follow the rule that the faces no do not exceed the extents of the base, when populated on adjacent polygons on the parent, you get the following result:

     

    59c7c3f01835e_Insert2.thumb.JPG.df8b0e70153c7c995afa73978ad19424.JPG

     

    If done correctly, some neat shapes could be created

     

    59c7c4f559558_Insert3.thumb.JPG.56a727d58904f7696a18b100a859381b.JPG

     

    Now, what I also picked up in this thread is that you can only place one widget at a time.  Pick a polygon on the parent object, populate it with a widget, pick another polygon on the parent, populate it with a widget, etc.   What I did not see is the ability for the plugin to select multiple faces on the parent and to automatically populate every selected face with the same widget (eg an "auto-populate all" capability).  Is that possible?

     

    If so, then is it possible for you to extend the 1x1, 2x2, 3x3, etc capability discussed in the third post.  That post discussed sizing a single widget across a single group of 1x1, 2x2 or 3x3 selected polygons.  Therefore, would it be possible to place multiple widgets across 1x1, 2x2 or 3x3 adjacent polygons within a much larger selection of adjacent polygons on the parent?  That is, say you select a large group of adjacent polygons on the parent and then define whether you want the widget to populate 1x1 (every polygon), 2x2 (every group of 4 poygon's: 2 in the X and 2 in the Y), 3x3 (every group of 9 polygons, 3 in the X and 3 in the Y) etc.  

     

    So say you have a selection that is 12x12 polygons in size.  With 1x1 selected, 144 widgets get automatically populated (one on every polygon of the plane).  With 2x2, 36 widgets get populated: one for every adjacent set of 2 polygons in the X and Y), and with 3x3, 16 widgets get populated on that parent plane (one widget for every adjacent set of 3 polygons in the X and Y).  The 3x3 example shown in the image below should help explain this:

    59c7d23fe0ced_Insert4.thumb.JPG.541bdeaf1792a22d189d3b3c3e2785b1.JPG

    Again, this could lead to some interesting shapes when subdivided

     

    Hopefully this helps explain what I was asking.  Again, not sure if all this capability is already in the plugin or not so my apologies if it is.  

     

    Thanks,

    Dave

     

     

     

     

     

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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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