Hey! That looks really cool!
I am currently working on 3D tools as well. I am hitting the wall a lot though, this gives me hope! :) Would you, or anyone be interested in making a tool set like this, open source it as an API? All those low level geometry operations are great, I would love to have an extended api that makes it EASY to create, edit and interact with geometry. Basically a framework that abstracts all the annoying bits and developers can create LOTS of tools easily? I have so many ideas but always get to frustrated with the 3D api. What do people think? I don't think a rewrite of the 3D api is coming soon, maybe we can drive something that will benefit everyone? Thanks for your tools and let me know what you think! Rock on jo On Sun, Nov 11, 2012 at 12:28 AM, ArnoB <[email protected]> wrote: > really really nice work! > thanks! > > > On 9 nov 2012, at 03:31, Frederich Munch wrote: > > > http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/ > http://www.nukepedia.com/gizmos/dynamics/ > > These builds are for 6.3 and 7.0b100. > There are more concise descriptions on the respective pages, but a brief > overview > > Geometry Tools; surprisingly, creates and modifies geometry: > Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy > geometry onto points or with an accumulated transform. > 3D Curves that you can sweep, revolve, or create an axes on. > Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face > removal/poking and point merging. > Test geometry for intersection with an ellipsoid, trapezoid, or cylinder > for: > modifying attributes with values or expressions, and applying Transform, > Bend, Bulge, Taper, and Twist deformers. > > Dynamics; oddly enough, allows rigid and soft body simulations in Nuke. > Integration with particles to trigger emission when objects collide or > simulate geometry emitted from a stream. > Achieve realtime playback with a massive amount of objects (30,000 for > example). > Simulate deforming geometry and concave objects. > Animatable properties and constraints (point, hinge, spring, soft pin, > soft to rigid). > Baking of both rigid and soft bodies (invokable in UI and command-line). > Bake object transforms to Axis nodes. > > > Thanks, and let me know of any issues. > > _______________________________________________ > > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users > > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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