Anim8or Community
General Category => ASL Scripts => Topic started by: Raxx on April 24, 2013, 10:58:19 pm
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If you have some good script ideas but don't have the time or skills to make them yourself, ask and you might receive.
ASL can...
- Export object editor data to ASCII formats
- Manipulate mesh data in the object editor
- Make parametric shapes in the object editor
- Be used for manipulating animation in the scene editor
ASL can not..
- Import data
- Access morph targets
- Access the figure/sequence editors
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hi Raxx and every other ASL Coder, i have few request for you:
1. i have made Form-Grille, Form-Grille_Ex Script that can make lattice like form using any mesh.
req. can anybody make true lattice form script (with joint not separated).
2. one of our coder made loft Script (Llyr Carter) that can also loft between two mesh (in correct
some time or mostly though) "http://homepage.ntlworld.com/w.watson3/main/command.html"
req. can anybody make blob-mesh Script that use Geo-sphere and a tension parameter.
3. we have subdivision (Anim8or), unsubdivide (some time it don't work though. esp. if the mesh
is modified after subdivision), triangulate, untriangulate Script.
req. can anybody make dynamic-tessellation script which subdivide and unsubdivide surface area
depending on it's curvature and mesh density (like Z-brush do, but simple way).
if no body ans. it, i will try them after 2013! hope to know from you all.
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If such a thing already exists forgive me but a tool that selects alternate faces, edges or points would be good.
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well it is possible, esp. if the mesh formation is regular and vertex are ordered. but i think i can help you, wait a little more (you will know).
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Is there a way to HIDE selected points in a mesh, something I used to have with Sculpt 3d and would be helpful.
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Sorry Kreator, there's no way to hide points, edges, or faces using ASL, except in an obscure, workaround fashion that would most likely be error-prone. Granted, it would be a useful feature.
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captaindrewi - check my post.
Advanced Modeling Tool-Set:"http://www.anim8or.com/smf/index.php?topic=4616.0"
you will find a tool named "AlterFace" to use it select a face and run it.
it work for face. vertex, edge are little more difficult because not every Mesh have regular, patterned formation. but if you need it badly give me a "PM", i will try my best then.
thank you to ask for the tool.
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Fantastic,Thank you Polygon_terror.
Super.Just wondering if it could have options for alternate variations like 1 in 3 or 1 in 4 etc.
I don't need this though.what you have created is splendid as is.
A quick play below using the script :)
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Polygon_terror
The script is fine as is,but
not how i imagined,that being my fault for not providing
adequate info.
As it creates alternate faces over an entire mesh.
Is it possible to create a more controlled local version.
ie; Highlight a number of regular faces and then run a script which then eliminates alternate faces.
Just saying once more the script is a great help as it is.
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It would be good with a fracture script like the fracture tool in blender
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I love this topic, I'm surprised I never looked sooner! I didn't really have the will-power to read every suggestion, so forgive me if any are repeats.
Speed up for Win8, Win7 and Vista! Let anim8or take full advantage of the processing power and RAM offered by more powerful systems!
folders implementation: group objects, figures, seqs and scenes in seperate folders.
Use attributes and ART rendering alongside bump, alpha, and transmaps to create more complex textures
simplify the accessibility and use of the 'edge properties' dialog
Easier setting of multiple views
custom colour schemes or custom skins (or an updated GUI more reminiscent of Adobe Premiere, Maya, etc commercial programs)
Sequence and scene modes- face/line stress level, green-yellow-red (maybe down to purple) lines or faces that show the level of influence a bone or morph is having on the faces or lines of a mesh. Might be useful for some people, but certainly not priority.
.png import
Audio import (even if it's basic, like mp3-limited)
Hide points and faces gets a +1 here, I ALWAYS have needed that!
Thanks so much Steve for being back and listening to the community. Being a really powerful tool with plenty of strengths and weaknesses, I really would love to see anim8or catch back up in the game! :)
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[[EDIT]]: whoops. Thought this was an Anim8or improvements thread... Carry on! If any of these do work, please consider producing the ones that do.
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I'm not sure if this is possible or not, but I think a multi slider tool would be great. I use the slide tool often, but you can only select one point at a time. If you need to slide 50 points, it can get tedious. But if you could select all 50 points at once, then slide them all at the same time, that would be amazing.
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It'd be useful, but unfortunately it can't be done very intuitively with scripts.
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captaindrewi - check my post.
Advanced Modeling Tool-Set:"http://www.anim8or.com/smf/index.php?topic=4616.0"
you will find a tool named "AlterFace" to use it select a face and run it.
it work for face. vertex, edge are little more difficult because not every Mesh have regular, patterned formation. but if you need it badly give me a "PM", i will try my best then.
thank you to ask for the tool.
Very cool and so many. Thanks very much.
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Hi every one, i am online again! happy new year to all of you...
to captaindrewi: well try Pattern-Face, it work locally but your Mesh should be regular in formation to work worthy, if i get some time i will do exactly what you wanted. i attached an image of a Model created using that Tool and 'EdgeRing' no Texture, no Face Selection by hand, only few Material and a Cylinder!
to rellik420: i am agreed with Raxx, MultiPoint-Slide not possible but Group-Sliding possible go to my post (here: http://www.anim8or.com/smf/index.php/topic,4616.0.html) take my PolyMesh Modeling tool set, search for GroupSlide it is interactive. see instruction to use it, thank you.
thank you lppena ,but remember to follow the instruction, to not to be unhappy :).
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Absolutely marvelous polyGon_tError.very great thanks :)..Yes the 'face pattern' works to solve my request.
just had a play with it.
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captaindrewi: i updated my ToolSet again, check for 'AlterFaceEx' it should do exactly what you asked before(Selective), and can work where 'PatternFace' may show wrong Selection(not error, it is not completed for now).
* you written my forum_name compressed, why?.
Miatpi: you may try 'SplitPoint', for Crack/Shatter like effect see the attached image, try and reply if like it or not. 'Splitpoint' support Texture/Material as well.
* Claude also have a Splite Point Script, Search the Forum it also do it.
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Terribly sorry polyGon_tError i suspect it was because i was in a very relaxed frame of mind and additionally because of a lazyness streak in me.It wont happen again sir..thanks for the update.
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polyGon_tError
I'm not getting expected results.
before and after alterface_ex in 0. 97d just one face selected after the script is run.
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well, OK, no problem, thanks...
but Selecting a Single Face-Line/Strip may not work with it, it better work with FacePattern.
remember to disable 'Back Button' during this Script use or not to Select in Multiple Mesh.
* this is 'Selective' Version of the Original one.
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Hi All,
I have been learning anim8or for about a month now, it's good. I am running version 0.98 on wine and have used the scripts, Edge to point or faces to point script by NickE and Apply Selection by Claude (thanks to those guys who wrote them). When I use them on a normal mesh I have no problem but when I try to use them on a subdivided mesh (the cage that appears when I go to edit/ convert to subdivided) they won't work for me. I am guessing that they weren't originally written to function this way (unless I am not doing something right)?
Would it be possible to make these two scripts work on the cage of a subdivided mesh?
Cheers
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To my knowledge there is no way to perform mesh operations on the cage mesh of a subdivision object, so unless I'm missing something, your only option is to convert it back to mesh and perform the operation. If/when Steve implements that functionality, it'd be easy to enable those scripts to work with subdivision meshes.
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Thanks for the reply, it will be good when that comes around.
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model4me don't forget to check my post. i added some other Selection Tool as well.
here: http://www.anim8or.com/smf/index.php/topic,4616.0.html
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Thanks for those, quite a lot. I will have a look at these. The pictures will help me understand what the do.
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It would be useful to have a script that would subdivide an entire mesh or multiple selected faces, excluding any selected faces that are already smaller than a given size. Does anyone know of such a script, or could someone write one?
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Sorry for the late response. I think it might be a little hard to write such a script, though not impossible. Now, what might be easier on the scripting end would be to make a script that selects all faces of a certain size or greater, and then the user can go to Edit->Subdivide Faces. Would that be enough?
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Yes, that would work fine.
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Alright, the script is done and located in the Select Larger/Smaller (http://www.anim8or.com/smf/index.php/topic,4996.0.html) topic.
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A request for an edge and point dissolve script, if I may.
Here's how it should work:
Edge dissolve (with cleanup)
(http://pix.academ.org/img/2015/01/17/519c131d4b2812b75f5c151bb805eca9.png)
Edge dissolve (without cleanup)
(http://pix.academ.org/img/2015/01/17/a5fb2d7c35a167e08c09478fab51c788.png)
Vertex dissolve
(http://pix.academ.org/img/2015/01/17/a392e5974853e4f93b6f576d54e0e445.png)
I'm not sure how best to handle the UVs on seams during edge dissolve. Probably just pick one of the sides and arrange them between the affected UVs on that side.
(http://pix.academ.org/img/2015/01/17/640_a608955e7265fbc856d140bf14dea668.png) (http://pix.academ.org/img/2015/01/17/a608955e7265fbc856d140bf14dea668.png)
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Hey nemyax, I had kind of hinted at this to Steve before, with this as a form of auto-healing after deleting a point or edge (with cleanup).
I have an Anim8or UI overlay in the works that I'll be embedding features like this in. I was thinking of adding this dissolve feature as a script, and whenever you hit the delete key it'll run the script and dissolve the point or edge instead of performing the original delete command. The only issue is that command scripts like this don't have undo capability.
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I had kind of hinted at this to Steve before
Ah, then you should keep trying! Steve is very keen on the important stuff if you can prove it's important =)
I hadn't realized how useful this would be until I implemented it - so thanks for keeping on reminding me about it until I finally did something :)
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I understand the value of some form of edge/point/face dissolve - they are on my list of things to do. But I don't know when I'll get to them.
It's not clear how to implement them however. It's easy to introduce convex faces which are invalid faces. nemyax there are several in your examples that won't properly render. So I'll describe this in a bit more algorithmic manner what I'd propose:
For edge dissolve I'd propose something like your with clean-up:
1) Find connected groups of faces that are adjacent via a selected edge.
2) Delete all selected edges and and adjacent faces.
2) If any end points are left without any edges attached, delete them.
3) Rebuild faces from connected groups. There are a lot of possible problems: one example of many is if a ring of edges completely encircle a group of faces, then deleting them will create an island. If anything strange like this is present, bail out and revert to the original mesh.
4) Convert any sequence of connected edges that are part of the same two faces into a single edge. (This is the "with clean-up" part.)
For point dissolve:
1) Selected points with 0 or 1 edge are deleted.
2) Those with 2 edges are replaced by a single edge. Adjacent faces, if any, are rebuild accordingly.
3) For those with 3 or more edges and have two edges each (i.e. a properly built mesh), delete all the edges and add a new face as above. Again multiple problems can arise, such as islands. These will cause Anim8or to bail-out.
For face dissolve:
1) Replace each selected face group and all it's edges and points with a single point at the group's center.
2) Rebuild adjacent faces with this new point in the place of all their deleted edges.
3) Delete degenerate faces (i.e. those with only two edges).
Then there's the concept of face and edge collapse, which is another topic ...
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There are a lot of possible problems: one example of many is if a ring of edges completely encircle a group of faces, then deleting them will create an island. If anything strange like this is present, bail out and revert to the original mesh.
Bailing out is one option. Another would be to go for the closest valid result. An example from Wings:
(http://pix.academ.org/img/2015/02/12/200_d4266026ca2a649882521010c3b852d7.png) (http://pix.academ.org/img/2015/02/12/d4266026ca2a649882521010c3b852d7.png)
Perhaps this would be the "least surprise" choice in situations where you dissolve edges in multiple areas at once. But of course, it's your call.
For face dissolve:
1) Replace each selected face group and all it's edges and points with a single point at the group's center.
But this is collapsing =) Anim8or's Merge Faces already dissolves face groups.
Then there's the concept of face and edge collapse, which is another topic ...
Maybe this discussion should be snipped off the script request thread into its own?
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well, look like you people forget about me! ... ok! ...
that is 'easy to do but can cause problem' kind of task as Steve mentioned above - due to inside-tech of 3D geometry or in other word tri/ quad formation cause overlapping face or blank face (if i am correct) and they apear incorrectly in render or viewport!
you may also give a try to some of my modeling tool script esp. rewind poliGon (can help to fix above mentioned error), Close-Edge, concave fix, Merge Helper etc. those tool can help doing it and i also added some texture support to them.
to Steve: kindly add undo support and suddent crash after running script. i am not sure but there is some kind of memory leak happening some time with running script over complex model!
to Raxx: can you please try my tool set again to see if ok (i tested but don't how they work with others)
... thank you all
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polyGon_tError
I did try your scripts looking specifically for dissolve and collapse, but didn't find what I needed.
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you call it 'dissolve and collapse' and i (or other some time) call them 'remove and merge/ close'. try this way :)
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polyGon_tError
Your close-edge script doesn't collapse individual pieces of selection. It just merges all vertices affected by the selection. I've been emulating collapsing in the recent versions with "scale to almost-zero then convert to points then merge". Works well enough.
I've found nothing resembling a dissolve among these tools (http://www.anim8or.com/smf/index.php/topic,4616.0.html).
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Hello Anim8ors,
I don't know what type of thing is possible with scripts, but I have been wondering about these:
Would it be possible to write a script that will automatically change a material's texture for each frame while rendering a movie by flipping through a series of images in a specified folder and applying each one in sequence?
Would it be possible to make a script that will automatically move, scale, and rotate texture UV mapping for an object (so that the texture is animated) while rendering a movie.
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It looks like your first request might be possible. I'll get back to you with a solution if it is.
As for the second one, unfortunately, we can't animate UVs in the scene editor since we can't access the actual mesh data yet.
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Well...never mind. I was able to implement it, but it's too unpredictable. Sometimes it works, sometimes it doesn't, and it's a lot of hassle to set up.
The best solution is still probably Terranim8or
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Thanks for trying, Raxx.
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@ronaldefarmer fyi, I revisited this and figured out most of the issues. It's more doable now, though still requires some work.
The above vid shows three image sequences, two of which are the walking and idle animations applied to one object, while the poof cloud at the beginning is applied to a separate object. It doesn't do it the Terranim8or way of (if I remember correctly) making multiple materials and objects and swapping visibility. Instead it uses a single objects and swaps textures.
If there's any interest in it, I'll tidy up the script and make a step-by-step tutorial on how to use it.
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Always interesting at the very least.Also a very enjoyable vid snippet.
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Nice dead rabbit Raxx, and yes I would DEFINITELY use this script. P.S. where do I find that website of yours with all the anim8or content?
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I was thinking... would be amazing to have a physics plugin for an8. I used Cre8or in the past, but it doesn't work with Win7/+... And now with the IK, I believe such plugin would have potential. I dunno, like making ragdolls and stuff. Just an idea!
I definitely love Phur from RAXX and BHV2An8 from NickE.
Also, sometimes I was thinking there would be great to have a way to import AE camera to An8.