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Showing results for tags 'cabinetry'.
I'm exploring the viability of using Marionette to create bespoke cabinets. They will vary in H, W, D, number of bays and bay components. I intend to use the script to generate several outputs; a simplified 3D model suitable for Hidden Line rendering used to illustrate the configuration; a detailed 3D model with panel gaps, filleted edges and individually orientate-able woodgrain textures suited to presentation Final Quality renderings; and (eventually) cut-lists derived solely from the input parameters. - But I'll start with just the simplified 3D cabinet first. I'm at the early stages of still figuring out what Marionette is capable of and how to achieve things that seem possible that will enable the above. As a result of seeing the impressive post by @DomCthe "parametric metal framework cabinet" I decided learning Python would be necessary, but it's slow going so I've returned to experimenting with Marionette nodes as-they-are, especially because of subsequent enhancements to Marionette's repertoire. Currently I'm stuck trying to make Extruded 2D polygons spawn at the desired location. I'm testing using the top panel of a long TV cabinet. I created the top panel's profile and prescribed it's location by using four point locations. The network achieves this up until the 2D polygon gets created, but when the Extrude node goes to work, it gets put on the opposite side of the Y axis. How do I control this? Or is there a better way of crafting and positioning these panels? (Note that many panels will have at least one mitred end so I can't use rectangles and standard extrude nodes). I'm now thinking about lofting between two profiles for each panel, but this is getting rather busy... Does this interest either you @Marissa Farrellor @DomC? Any help or guidance on offer would be great. Thanks! Marionette Sto - Dev 03.vwx