Thanks Peter, much appreciated. I shall give it a go and report back.
Cheers



On 28 November 2013 12:49, <pete...@skynet.be> wrote:

>   as matt said, first separate each polygon island.
> there are some scripts out there that do this, but worst case: select with
> polygon island filter, then extract and so on.
>
> then boolean all of them one at a time - in the top right of the image I
> attached, was the line of vbscript I used for this:
>
> for i = 1 to 71
> ApplyGenOp “BooleanGenUnion”, , “polymsh” & i – 1 & “;cube” & i, 3,
> siPersistentOperation, siKeepGenOpInputs
> next
>
> It expects there to be a series of objects named cube1, cube2,... (select
> all your extracted meshes, alt+enter for a multippg and rename them – they
> should now have sequential names) and a series of objects polymsh0,
> polymsh1,... which are the results of each boolean.
> it’s not very smart for naming, so create the first boolean by hand,
> duplicate it and name it polymsh0.
> Now it should find all subsequent booleans which will be named
> polymsh1,polymsh2 and so on - that get created by the script.
>
> it runs a few seconds and the very last polymsh should be the result of
> all booleans, *if nothing went wrong*.
>
> If it has only part of the objects, that’s because somewhere along the
> line a boolean didn’t work – and resulted in an empty mesh. So find the
> last one before the empty one, and boolean them by hand.
>
>
>
>
>  *From:* Chris Marshall <chrismarshal...@gmail.com>
> *Sent:* Thursday, November 28, 2013 12:30 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: skin lots of cubes
>
>  OK I accept that, it's not ideal but it's a solution. I'd rather get the
> result you have with the multiple booleans / hard edges, which is what I
> was after, but how are you doing it?
>
>
>
> On 28 November 2013 11:26, <pete...@skynet.be> wrote:
>
>>   I’m kind of with Matt on this.
>> If it’s simple cubes and no rounded corners you’re after, booleans would
>> do.
>>
>> see the attached, the middle one is a scripted boolean between 70 cubes.
>> Nothing so fancy as what Matt suggests – just a boolean between two
>> cubes, then a boolean between the result and a third cube and so on.
>>
>> I was surprised to see that you can get something acceptable with rounded
>> corners even, depending on how demanding you are.
>> the one on top has the rounded corners shader - which unfortunately only
>> considers the convex angles.
>> the one below has a rounded bevel on all edges – so concavities are
>> treated as well – but there are some nasty spikes.
>>
>> Booleans generate less than ideal topologies for working with – doing
>> smooth deformations on top of all of this will be troublesome.
>>
>>  *From:* Matt Lind <ml...@carbinestudios.com>
>> *Sent:* Wednesday, November 27, 2013 7:25 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: skin lots of cubes
>>
>>
>> Couldn’t you separate by polygon island, Boolean, then re-merge?
>>
>>
>>
>> That much could be scripted without too much trouble as you could do a
>> distance search between cubes to know which cubes should be Booleaned with
>> each other.  You could script it to Boolean while merged, but that would
>> require a little more work in the form of the algorithm.
>>
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall
>> *Sent:* Wednesday, November 27, 2013 7:01 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* skin lots of cubes
>>
>>
>>
>> Hi All,
>>
>> After managing to get a frozen poly mesh from hundreds of ICE cubes, what
>> I need to do now is perform something like a boolean union on them all
>> (though they are a single merged polygon), a bit like polygonizer but
>> without the round corners. Any tools out there that could do that?
>>
>>
>>
>> Thanks
>>
>> Chris
>>
>>
>>
>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>



-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk

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