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    Free form deformation balloon

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    • C Offline
      CPhillips
      last edited by

      I worked on it a bit tonight and got the speed up to the point it might be useable. Here is an example using a model I use as a test case.

      http://sketchyphysics2.googlecode.com/files/BendingADeer.gif

      It still needs a lot of work. Starting with the UI.


      BentDeer.zip

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      • D Offline
        Daniel S
        last edited by

        Hi Chris!!!

        Great Script!!! I wonder what happens in very simple models like a cube... Subdivides the faces? or not working in this cases?

        Daniel S
        PS. I attach a image.. the result of moving three control points on a cube will give a result like this?


        cube.jpg

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        • C Offline
          CPhillips
          last edited by

          @daniel s said:

          Hi Chris!!!

          Great Script!!! I wonder what happens in very simple models like a cube... Subdivides the faces? or not working in this cases?

          Daniel S
          PS. I attach a image.. the result of moving three control points on a cube will give a result like this?

          It doesn't subdivide faces. That would be even slower. 😄

          The more faces you have the better the results.

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          • fredo6F Offline
            fredo6
            last edited by

            It seems that at least you triangulate the faces, from what I could judge with the deer's kees (and the few faces that were not triangular in the original model).
            This is a great tool, and judging from the video, the performance are more than "better"! (compared for instance to a simple shear of the model, that would take 40 seconds with a Ruby script). I imagine that you use a compiled version in C++).
            I would encourage you to continue on this path, really!
            If you need some help for the GUI, just post a description of what you need and I am sure we would find a way to contribute.

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            • C Offline
              CPhillips
              last edited by

              @unknownuser said:

              It seems that at least you triangulate the faces, from what I could judge with the deer's kees (and the few faces that were not triangular in the original model).
              This is a great tool, and judging from the video, the performance are more than "better"! (compared for instance to a simple shear of the model, that would take 40 seconds with a Ruby script). I imagine that you use a compiled version in C++).
              I would encourage you to continue on this path, really!
              If you need some help for the GUI, just post a description of what you need and I am sure we would find a way to contribute.

              I don't triangulate but I do explode curves. That is probably what you are seeing..

              The animated gif is about 2x playback so its a bit slower than it appears. But it is all written in ruby. I expect it would be a bit faster if I moved some of the calculations to C++. But I think the bottle neck is the moving of each vertex.

              I might take you up on the gui help.

              Chris

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              • JClementsJ Offline
                JClements
                last edited by

                Hi Chris, as always, very impressive.

                A few questions:

                Are the deformations restricted to just the SU default axis?

                If the group/component is rotated manually before being deformed, what determines the deformation "planes"?

                Is there an ability to deform relative to a specified point, (ie., center, opposite handle, or inference point). Is there concentric deformation relative to a specific point?

                Regards, John

                John | Illustrator | Beaverton, Oregon

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                • C Offline
                  CPhillips
                  last edited by

                  @jclements said:

                  Hi Chris, as always, very impressive.

                  A few questions:

                  Are the deformations restricted to just the SU default axis?

                  If the group/component is rotated manually before being deformed, what determines the deformation "planes"?

                  Is there an ability to deform relative to a specified point, (ie., center, opposite handle, or inference point). Is there concentric deformation relative to a specific point?

                  Regards, John

                  Sorry for the delay responding. Missed this post.

                  When I initialize the Free Form Deformation (FFD). I create a 2x2 or 3x3 array of construction points that span the bounding box of the group. For 2x2 its one construction point at each corner. 3x3 has one at each corner and each midpoint.

                  Then I calculate a weight for each vertex in the group based on the distance to the construction point.

                  The user can then move the construction points any way they like. Singularly, in groups, scaled, rotated whatever.

                  Once you are done moving the points you select update and the script will move each vertex in the mesh based on the pre-calculated vertex weights.

                  Does that answer your questions?

                  Chris

                  Here is an example with more control point manipulations.

                  http://sketchyphysics2.googlecode.com/files/snowman.gif

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                  • PixeroP Offline
                    Pixero
                    last edited by

                    It looks great. Is it possible to have lines connecting the dots? That would in my opinion make it easier to see the deformation and which points are moved where.
                    I think it could be hard to see sometimes otherwise.

                    Would it be possible also to see the deformation in wireframe like in the new sear transformation script?

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                    • C Offline
                      CPhillips
                      last edited by

                      @pixero said:

                      It looks great. Is it possible to have lines connecting the dots? That would in my opinion make it easier to see the deformation and which points are moved where.
                      I think it could be hard to see sometimes otherwise.

                      Would it be possible also to see the deformation in wireframe like in the new sear transformation script?

                      I have a version that shows the lines, but in practice the lines get in the way when you are trying to move the control points. I think it could be done right by writing a custom tool. But that is a bit more than I can take on just now.

                      Generating a wireframe would probably be too slow, but I will check it out.

                      Chris

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                      • JClementsJ Offline
                        JClements
                        last edited by

                        Thanks, Chris. It looks like a practical interface/approach.

                        If only ONE point were selected, then is the "stretch" done relative to the opposite point on the same plane or relative to the center of the 9-point plane?

                        John | Illustrator | Beaverton, Oregon

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                        • K Offline
                          kwistenbiebel
                          last edited by

                          😲 😲 ...
                          Looking great already !

                          This plugin, together with a (yet to be developed) 'subdivision tool', takes SU one step closer to the ability to model organics.

                          Might I add a feature to the wishlist for that plugin? : a 'soft selection' tool additional to the selection of control points.

                          Great work.

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                          • F Offline
                            Fletch
                            last edited by

                            This is really great... will be following this development closely. The only bummer is that you cant 'watch' the deformation live, nor can you apparently inference the deformation to other objects in the scene. This is the major power, IMHO, of the current Scale Tool... that you can 'squish' the object down or up to align with adjacent model geometry. For instance scale-align the width of a wall to an adjacent object... but still it's very powerful and just plain fun. 😄

                            Fletch
                            Twilight Render Cross-platform Plugin for SketchUp on PC or Mac

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                            • W Offline
                              Whaat
                              last edited by

                              @kwistenbiebel said:

                              a (yet to be developed) 'subdivision tool'

                              It's in the works 😉

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                              • K Offline
                                kwistenbiebel
                                last edited by

                                Whaat,
                                He he 😄
                                I actually wrote that some minutes before I discovered that thread....
                                This is a major leap for sketchup to me.
                                Knowing your amazing coding skills, the subdivision tool will be great I am sure...

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