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