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    [Plugin] Create 3d mesh from construction points... ver 1.0

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    • K Offline
      kirill2008
      last edited by

      Description: Little plug-in, which creates approximate 3d mesh from a set of selected construction points.

      Usage: 1) put “pnts2mesh.rb” to “Google SketchUp 6\Plugins” folder
      2) start SketchUp 6
      3) draw some construction points (or import dxf file with points cloud)
      4) select a set of construction points, which you want to be processed, on the screen
      5) choose “Plugins>> Create 3d mesh from construction points...” command from the main menu
      6) “Mesh Settings” input box appears, specify appropriate values for “Cells count” and click “Ok” (note: big values of “Cells count” takes a lot of time to process)

      Videos of usage:
      http://www.youtube.com/watch?v=iM4foc0MLTU
      http://www.youtube.com/watch?v=NZw-PwH9bDY


      pnts2mesh.rb

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      • massimoM Offline
        massimo Moderator
        last edited by

        Thanks Kirill, really a good plugin and it works fine!

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        • Didier BurD Offline
          Didier Bur
          last edited by

          Hi Kirill,
          Maybe a progress bar would be handy, because when generating a 20x20 mesh or higher takes a long time.
          I've PM'ed you a version of your script with Todd's progress bar class (renamed to avoid any conflict with other scripts 😉 ). It is based on the "m" size of mesh, that's-to-say if you select a 20x10 mesh, you'll get 5% by 5% progress numbers in the status bar.
          Of course feel free to keep it or delete it, but users may think SU is frozen when creating big meshes 😛 .
          Another question: is it due to the "z" calculation formula that the mesh doesn't "stick" to the construction points exactly ? or did I miss something ?
          Best regards,

          pts2mesh.jpg

          DB

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          • K Offline
            kirill2008
            last edited by

            Thanks for feedback! Especially for progressbar, of course I keep it 👍
            Didier, you did not miss about exactness... As I mentioned in description, plugin creates only approximate 3d mesh surface and it is really due to the "z" calculation formula.
            I'm going to make it more accurate. I just need to adapt cumulative mesh length minimization algorithm from another project (more info: http://lss2008.livejournal.com/9938.html). Of course, it will take a little time 😉

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            • J Offline
              Jim
              last edited by

              Need a test model?


              stanford_bunny_verts.jpg


              stanford_bunny_verts.skp

              Hi

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              • I Offline
                ideas_arte
                last edited by

                This is very impressive, thank you very much! 😄

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                • Chris FullmerC Offline
                  Chris Fullmer
                  last edited by

                  Maybe a roadkill bunny that got squashed by a truck, so all its z values are the same? 😄

                  Chris

                  Lately you've been tan, suspicious for the winter.
                  All my Plugins I've written

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                  • K Offline
                    kirill2008
                    last edited by

                    @chris fullmer said:

                    Maybe a roadkill bunny that got squashed by a truck, so all its z values are the same? 😄

                    Chris

                    Well... Actually a rectangular (not necessary flat) bunny would be more suitable, I guess 😄.

                    The initial 6000 points girl:

                    http://pics.livejournal.com/lss2008/pic/0003htxh/s320x320

                    Failed 'pnts2mesh.rb' test:

                    http://pics.livejournal.com/lss2008/pic/0003gckr/s320x320

                    Only rectangular hat is more or less succesful:

                    http://pics.livejournal.com/lss2008/pic/0003f5eg/s320x320

                    Well, the current algorithm is better when you've got few construction points and need to obtain a smooth rectangular piece of terrain (similar to the sandbox tool).

                    http://pics.livejournal.com/lss2008/pic/0003k5dx/s320x320

                    The plugin treats each construction point as a local extremum of the result surface.
                    If the points cloud is quite dense, then Constrained Delaunay Triangulation (CDT) is more proper choice.

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                    • mitcorbM Offline
                      mitcorb
                      last edited by

                      Hi, kirill2008:
                      Thank you for this timely and very useful plugin.
                      I am in the process of using it for a site topo.
                      I hope you can refine the z precision. Currently, I am correcting z's by moving the geometry one by one. This probably affects the local surrounding slopes and elevations and produces a surface no more accurate than leaving the z's alone.

                      You mentioned the Constrained Delaunay Triangulation. Is this available for use in Sketchup 6 or 7 through the User Interface?

                      Thanks once again.
                      mitcorb

                      I take the slow, deliberate approach in my aimless wandering.

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                      • GaieusG Offline
                        Gaieus
                        last edited by

                        Hi Mitcorb,

                        You could either use points_cloud_triangulation (if you already have the points imported) or Cloud_V6 (if you "only" have the xyz data). Practically, both use the same (Delaunay) triangulation method - at least as far as I know.

                        Gai...

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                        • mitcorbM Offline
                          mitcorb
                          last edited by

                          Thanks, Gaieus
                          I will give these a look.
                          I salute you for your tireless efforts.
                          mitcorb

                          I take the slow, deliberate approach in my aimless wandering.

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                          • K Offline
                            kirill2008
                            last edited by

                            @mitcorb said:

                            Currently, I am correcting z's by moving the geometry one by one.

                            OMG, it's no good... I'll try to fix z calculation as soon as possible. But I guess you need to try alternative terrain generation tools also, because I doubt whether little (btw, experimental) plugin has enough power to perform complex topo site work.

                            @mitcorb said:

                            You mentioned the Constrained Delaunay Triangulation. Is this available for use in Sketchup 6 or 7 through the User Interface?

                            Yes it is available. If you have terrain contours (horizontals), then you may try to generate triangulated surface from contours. It is one of "Sand box tool" (built-in) possibilities.

                            http://pics.livejournal.com/lss2008/pic/0003q03p

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                            • K Offline
                              kirill2008
                              last edited by

                              @jim said:

                              Need a test model?

                              I'm afraid 'pnts2mesh.rb' will fail in such test 😞
                              You see, plugin creates only rectangular 3d mesh and calculates only one z level for each x,y position. It has no enough power to process a bunny 😳

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                              • mitcorbM Offline
                                mitcorb
                                last edited by

                                OK, thanks.
                                I did not realize that Sketchup was already using these concepts in its standard tools.
                                That is what is so good about this forum.

                                By the way, I am merely experimenting with the plugin and I do realize that the original intention of Sketchup was to be a "quick" vizualization tool. Actually, doing the tedious knitting to tweak a model is a learning process in itself, and having gone through the process, I feel that my learning curve is beginning to level out a bit, as far as modeling goes. (still much to learn about ruby and rendering)

                                Thanks again, I am having fun.
                                mitcorb

                                I take the slow, deliberate approach in my aimless wandering.

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                                • K Offline
                                  kirill2008
                                  last edited by

                                  @mitcorb said:

                                  That is what is so good about this forum.

                                  I agreee. This forum keeps very friendly atmosphere as well and it's great 👍 and positive.

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