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created Geo-loop
on 09-09-2009 04:03 AM
Anyone familiar with Geo poly from polyboost? You select a face, of any number of sides, hit it, and it makes the poly perfectly planar and equi-angular. So an 8 sides face becomes a perfect octagon. This is handy for extruding perfect cylinders that will smooth into perfect cylinders.
But, I want a geo loop tool. Let's say you have a tree branch, and you create it out of an 8 sided cylinder, but you want the tip to be 4 sides, and have it taper down in between. After collapsing edges, you're left with an odd cross section that isn't as round as it could be. I want a geo loop tool that let's you select an edge loop, and it will make it planar and equi angular.
Does one exist? If not, will a kind soul attempt to create one?
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would you mind making a screenshot for this, i dont get it
DARN it hurts my eyes
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Yeah I think I know what you mean, but a quick screenshot/paintover would definitely help illustrate what you want out of this.
I thought you were a technical artist anyway, can't you script this? 
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, Administrator,
11,475 Posts,
Join Date Oct 2004,
Location London, UK
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In Maya, sure - piece of cake. (you didn't mention what software....)
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, triangle,
432 Posts,
Join Date Oct 2004,
Location Vancouver
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Quote:
Originally Posted by MoP
Yeah I think I know what you mean, but a quick screenshot/paintover would definitely help illustrate what you want out of this.
I thought you were a technical artist anyway, can't you script this? 
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Not anymore, I'm a level artist, and the second my title changed, all my skills disappeared!
Wharghoul, in Max.
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Quote:
Originally Posted by Whargoul
In Maya, sure - piece of cake. (you didn't mention what software....)
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Polyboost is a Max exclusive plugin.
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, spline,
134 Posts,
Join Date Jul 2009,
Location The writhing south
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While I can't speak much to the script you are looking for and far be it from me to teach the poopmeister, I can say that I might approach this differently...?
I would remove the faces of your branch cylinder so that you only have the two end-cap polygons, then border select them and use the bridge tool. From here you can use the bridge options to modify segments, taper, bias, etc to get a really nice transition from an 8-sided polygon a 4-sided one, that has a good organic curve to it and everything. You can even throw some twist in there if you like.
Depending on your branch you might do this in two sections or per sub-branch or something, but using this basic technique and some soft-select afterwards I'd think you could get some decent results pretty quickly.
also HELL YEAH LEVEL ARTIST WELCOME TO THE CLUB BUDDY.
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, spline,
201 Posts,
Join Date Nov 2005,
Location Los Gatos, CA
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I need to post an image, I'll do it shortly. That would work Cman, but it would take a lot longer than having a script.
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Yeah, I was just being an ass. Most people don't say what they want it for (even though it's assumed it's Max). I just like quoting "what software" because so many noobs some in here and ask a question, and people always have to ask what software in the next post. And poop is such a noob
Also, he could have been referencing a tool, and asking for something like that, ie. XSI has this cool mumbojumbo tool, I want something similar in Lightwave, can anyone help?
But the idea is cool, and I probably will make one for Maya - the math seems fairly easy, except for a little bit of "best fit" stuff. I already have one I wrote for fitting things to the best plane (great for capping off a wrist for example) - but adding something to "cylinderize" it shouldn't be too tough.
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, triangle,
432 Posts,
Join Date Oct 2004,
Location Vancouver
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Gotta run, but here's what I mean:

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Does loops set flow work? I know I have had some luck and also not so much luck with that method.
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Something my counterpart here at SD wrote for Maya was an "un-bevel" script which you'd use instead of Collapse in this case - basically it finds the incoming edge angles of the edge you're trying to collapse, and reconstructs the "correct" vertex position from this, and collapses to that position, retaining the volume of the shape.
It's a python script, so maaaaybe portable to Max fairly easily, but I dunno if I have the time/inclination to look into that yet 
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, Administrator,
11,475 Posts,
Join Date Oct 2004,
Location London, UK
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Geo Loop? That would be handy. +1
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, Grand Marshall Polycounter,
9,663 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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That would be a nifty tool. Sometimes I will ask our artists to up res a cylindrical model like a barrel which looks too faceted. It would be great if they could just add the extra edge loops click the button and have a perfect cylinder at a higher res. Cody let me know when you have finished writing this.
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, dedicated polycounter,
1,424 Posts,
Join Date Oct 2004,
Location vancouver canada
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If you maya users get this before me when I went and made that jpeg, i will shake my fist at you over the internet SO HARD!!!!
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Quote:
Originally Posted by malcolm
That would be a nifty tool. Sometimes I will ask our artists to up res a cylindrical model like a barrel which looks too faceted. It would be great if they could just add the extra edge loops click the button and have a perfect cylinder at a higher res. Cody let me know when you have finished writing this.
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you can already do that with polyboost in max... it is very handy indeed...
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How do you want it to work? I'm figuring out the logic and came to a couple of questions:
Is every vertex in the edge loop modified to fit the regular shape, or is there a fixed point and the other just slide around? I guess it's easier to have a fixed point to start the calculation. How do you like it? Do you want to take the radius form the average distance from loop center, or prefer to take it from the chosen fixed point?
What if vertexes in the loop don't lie on a plane? Do you want them to be flattened on the average plane, or do you prefer them to keep the same projection distance from the average plane?
I may code such tool in forthcoming IC.Shape 2.
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, polygon,
572 Posts,
Join Date Dec 2008,
Location Milan, Italy
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I'd prefer to take from loop center, and to be flattened to an average plane. It would probably need to be made planar first, or I imagine the angles would be really difficult to figure out.
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To get the average plane I think to get the average center, then edge by edge do a cross product between edge vector and the vector from the center to the edge, then get the average normal from all cross products, it should be the average plane normal, the same used in flatten. I'm not completely sure, haven't tested it yet, but should work. I'm just asking myself how is calculated the average plane between bare verts...
(after a quick test...)
...Well, it seems it's not calculated at all. If you try a "Make Planar" on bare isolated verts it makes them planar in X.
EDIT
(after other quick tests...)
It seems "Make Planar" fails badly even on an edge loop in a cylinder. Again it makes verts flat along one axis.
Last edited by SyncViewS; 09-09-2009 at 02:39 PM..
Reason: typo
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, polygon,
572 Posts,
Join Date Dec 2008,
Location Milan, Italy
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It works if you cap it first.
Edit: So what i thought was actually true. Once you collapse vertices the original center of the circle is lost. The center calculated from all vertices at least. How do you construct a cicle without knowing the correct centerpoint? Some testing code:
Code:
(
--If there is anything selected?
local sel = getCurrentSelection()
if sel.count != 0 then
(
--Get the current modifier.
local theObject = modPanel.GetCurrentObject()
if(classof theObject == Editable_Poly)then
(
if(subobjectlevel == 1)then
(
local verts = (polyOp.getVertSelection theObject) as array
if verts.count != 0 then
(
local amount = verts.count
local centerpos = [0,0,0]
for i in verts do
(
centerpos += polyOp.getVert theObject i node:$
)--end for
centerpos = centerpos / amount
message = ""
message += "---Centerpos is:" + centerpos as string
print message
)--end if
)--end if
)
)
)
Last edited by jerry; 09-09-2009 at 03:30 PM..
while(true){ MakeArt(); }
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, triangle,
288 Posts,
Join Date Oct 2006,
Location Shanghai
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I think the fastest way, without fancy math would be to collapse edges and spherify the ugly loop as selection. I'm not sure if you can do that without adding a modifier though...
EDIT: Never mind that doesn't work that well at all.
Last edited by Vig; 09-09-2009 at 03:12 PM..
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, Grand Marshall Polycounter,
9,663 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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simple and dull algorithm
1. get average center point
2.get average plane
3. get average radius
4.create n sided circle with radius and center point
5 move vertexes to their counterpart in the circle
6.delete circle
7. rotare vertexes relative to the centerpoint until the hull is convex
even easyer script way slice edgeoop, cap edgeloop,geopoly, delete cap, move ugly verts to beaty verts and collapse
Last edited by arrangemonk; 09-09-2009 at 03:44 PM..
DARN it hurts my eyes
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Quote:
Originally Posted by poopinmymouth
If you maya users get this before me when I went and made that jpeg, i will shake my fist at you over the internet SO HARD!!!!
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we already have it, i use it all the time...
http://www.creativecrash.com/maya/do...e_version=2009
the example pic is doing it a different way, but it also has the functionality your looking for, if you select a loop is going around the tube and not down it.. it basically spaces everything out equally, so if you do it to a round loop it becomes a circle..
SHAKE IT!!!
Last edited by arshlevon; 09-09-2009 at 04:45 PM..
--------------------------------
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, card carrying polycounter,
2,098 Posts,
Join Date Oct 2004,
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Geo poly will equalize this stuff in max if you have it capped, but not for edges. I'm trying to see if the new tools in max 2010 will do that same thing. I know it's polyboost, but maybe something will work.
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, polygon,
629 Posts,
Join Date May 2008,
Location Kirkland, WA
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I realize I could cap, geopoly and reweld, but sometimes I'm wanting to do this on several edges down a tube, like on tree branches or tentacles, and it's just not as efficient as a script, which is why I asked. I already have access to the cap/geopoly method now.
*shakes fist at arshlevon*
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