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#1 (permalink) |
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Junior Member
Join Date: Aug 2006
Location: Jivno - near Budweis, Czech Republic
Posts: 31
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Hello, again, people!
This idea has been in my head for a while and I have finally decided to start working on it. Yes, you're guessing it right - it's the powerful magnificient superb bugfree Blender 1:1 mesh unwrapping tool! I've been working on this for a large portion of today's afternoon and finally am proud to present to you the Blender Unwrapper v0.0! It's not so great and superb and not at all bugfree, as I have mentioned earlier, but at least, it works. No texture support included yet, but I'm still very proud of myself Just check out the picture:![]() Blender Unwrapper at work. No textures or flaps yet, but you can already affect the final shape of the piece by selecting edges, along which the algorithm cuts the model. I can post the code here, if you wish, but it really is very conceptual at the moment, so I don't recommend this. But I hope to improve it to a stable and usable state.
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My website with my music and stuff |
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#2 (permalink) |
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Senior Member
Join Date: Jan 2006
Location: Hfx, NS, Canada
Posts: 2,022
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Speaking for myself. I'd rather have Texture support over flap creation anyday.
Nice work though indeed.
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Download my projects today R5Unit EG-6 Droid Stubby Z34 Speedy Buggy If I find these files or a printed version on eBay, I personally will rip the seller's *censored* - Anonymous |
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#3 (permalink) |
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Senior Member
Join Date: Jan 2004
Location: Brighton Uk
Posts: 2,645
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Another unwrap tool would be good though and what would be even nicer would be a curve fitting program to go with it. It's many years since I could write programs that fast. I will watch with interest (not a lot of comprehension unfortunately)
A question if I may when I loaded Blender all I kept getting was a message saying load "Python" not having a clue I looked for this program and loaded it still got the same comment again. Gave up after that and went back to metseq no staying power. Please go on with the thread regards barry
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Barry HMS Starling, Spruance, TSR2, Tarawa |
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#5 (permalink) |
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Junior Member
Join Date: Aug 2006
Location: Jivno - near Budweis, Czech Republic
Posts: 31
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Thanks for feedback, everyone.
2 barry: I'm afraid, I can't help you with your Blender problem. Maybe, if you specified it a little bit. What platform are you running on? Cause win32 version should have python interpreter embedded. 2 rmks2000: The unwrapping algorithm was the hardest thing. Now, it's fun already.
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My website with my music and stuff |
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#7 (permalink) | |
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Junior Member
Join Date: Aug 2006
Location: Jivno - near Budweis, Czech Republic
Posts: 31
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Quote:
).
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My website with my music and stuff |
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#8 (permalink) |
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Senior Member
Join Date: Sep 2005
Location: Salt Lake City, UT
Posts: 241
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I draw my flaps on in 2D after unfolding the geometry anyway. It's easier that way to get them to fit into the white space between parts on the page.
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John Griffin. Current Project: The M48 Tank in 1:16 |
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#9 (permalink) | |
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Senior Member
Join Date: Jan 2004
Posts: 611
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Quote:
http://celeriac.net/unfolder/index.html http://celeriac.net/unfolder/lib/217/Unfolder.py Woody over at the "German village" has been working with ithttp://www.kartonbau.de/wbb2/thread....tuser=0&page=1 http://www.kartonbau.de/wbb2/thread....tuser=0&page=1 http://kartonbau-aktiv.de/wbb2/threa...5f2eaaa&page=1 I'm not sure if that's all of his threads. Perhaps a fellow villager could help. |
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#10 (permalink) | |
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Junior Member
Join Date: Aug 2006
Location: Jivno - near Budweis, Czech Republic
Posts: 31
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Quote:
Hoping to produce something presentable soon.
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My website with my music and stuff |
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#11 (permalink) |
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Junior Member
Join Date: Aug 2006
Location: Jivno - near Budweis, Czech Republic
Posts: 31
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Hello again, I'm proud to present another picture of my Unwrapper tool for Blender in action. This picture demonstrates the texture support, I've recently added.
![]() The colors are strange, but you can find correctly colored version in my gallery.
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My website with my music and stuff |
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#12 (permalink) | |
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Senior Member
Join Date: Jan 2004
Posts: 611
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Quote:
This is very good, I was worried you might be put off. What format or formats do you intend to use for export? I really would like to see a .dxf option. ![]() Woody is now running a construction thread http://www.kartonbau.de/wbb2/thread....430#post111430 |
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#13 (permalink) | |
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Junior Member
Join Date: Aug 2006
Location: Jivno - near Budweis, Czech Republic
Posts: 31
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Quote:
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My website with my music and stuff |
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#14 (permalink) |
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Junior Member
Join Date: Aug 2006
Location: Jivno - near Budweis, Czech Republic
Posts: 31
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YEEEESSS!!!
I finally got texture support into my blend->svg exporter! The textures had bad transformations yesterday at two o'clock in the morning, but I managed to repair it today. I only had to swap two vectors, which I had interchanged. A simple moral for all of you: Don't work, when you're tired!
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My website with my music and stuff |
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#15 (permalink) |
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Junior Member
Join Date: Aug 2006
Location: Jivno - near Budweis, Czech Republic
Posts: 31
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Blender Unwrapper is dead, long live the B-Paperizer!
Today (better said, yesterday) I finished the first usable version of my Blender unwrapping script. I also made up a new name for it - B-Paperizer. I know it sounds strange, but that's the purpose. This is a screenshot of the script in action: ![]() First, you need to have a texturized model (I will have to continue with my blender tutorials). Then you select all faces and convert them to triangles. Then, unselect everything and select just those edges that should become cuts. Click "Unfold", select a paper size, click "Create borders" to see the paper borders, place your unfolded model inside the borders and click "SVG Export" And you have a nice textured unfold of a 3D model. Just add flaps, print, cut out, glue, etc..., etc...If you want to try my script out, see the attached file. The .py file has to be copied into the Blender script directory in order for Blender to "see" it.
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