Patrick Winkler 45 Posted March 9, 2016 'div floored' can cause trouble because it returns a float: def RunNode(self): self.Params.c.value = self.Params.a.value // self.Params.b.value Proposal: def RunNode(self): self.Params.c.value = int (self.Params.a.value // self.Params.b.value) Quote Share this post Link to post
Marissa Farrell 428 Posted March 9, 2016 (edited) Patrick, With regards to your suggestion for the Curve node using Cubic/Bezier modes, since this node produces a NURBS curve, I don't think it's as simple to give those options. I can, however, modify the poly nodes to behave in this manner, and I've already begun doing so. NURBS Curves use a boolean called "byFit" to determine whether it's a curved index or not, and does interpolation to calculate the line, at least to my knowledge. I'll attach the modified poly nodes to this post once I complete them. Edited March 9, 2016 by MarissaF Quote Share this post Link to post
Patrick Winkler 45 Posted March 9, 2016 (edited) In the german version 'Interpolation Point Mode' is translated as 'Defined by Cubic spline ...' and 'Control Point mode' as 'Defined by Bézier spline - Draws a lin witch looks LIKE a Bézier spline'. Now I now that 'byCtrlPts' is the option I missed. thanks. Edited March 9, 2016 by Patrick Winkler Quote Share this post Link to post
willofmaine 89 Posted June 23, 2016 WOW!! I have just wasted HOURS trying to position a 3D symbol ("Symbol" node) with the output from a "Point 3D" node. About half that time was spent before I realized that the "Symbol" node only accepts X and Y coordinates, and not Z. Why in the World of 3D modeling would the "Symbol" node not comprehend the Z axis?? The other half of my time was spent trying to find a precedent script showing how to locate a 3D symbol vertically - not to be found! Then, finally, I found your "Symbol N" node - THANK YOU! Quote Share this post Link to post
AlanW 489 Posted July 6, 2016 Hi, You can save a lot of time if you click edit the node and you can see what it accepts. For instance edit Point2 node you see no Z but point3 you see Z. HTH Quote Share this post Link to post
Patrick Winkler 45 Posted August 1, 2016 This Node filters the incoming objects by a criteria. Basicaly it's the ObjsByCrit node which just checks if the matching objs are on the input list. The Example example might not make many sence because you can combine criterias with '&'. But it can be usefull in other cases. Quote Share this post Link to post
Kevin McAllister 1,040 Posted August 21, 2016 Marissa, Could you update the Description for the Offset Poly node so it includes information about changing the offset direction (eg. offset - the offset value, positive for outside offset, negative for inside offset). Thanks, Kevin Quote Share this post Link to post
Marissa Farrell 428 Posted August 22, 2016 (edited) Hey Kevin, I'll have to think of the best way to word things, but yes, I can work on making that change. There are other cases with the offset node - in your case, it seems you're talking about closed polys. It's always important to also consider open shapes - like an "S" shape, I want to believe that it follows the negative = left, positive = right, but I don't want to be incorrect on any information before I share it, and I need to think about cases like 'What if the "S" is rotated 90 degrees?' I can certainly, for the time being, work on including a note for closed shapes. Edited August 22, 2016 by MarissaF Quote Share this post Link to post
Kevin McAllister 1,040 Posted August 22, 2016 Thanks Marissa. I hadn't thought about open polys since I was testing it with a rectangle. In testing open polys I think its the opposite to your post. When facing the direction of the poly's flow, left is positive and right is negative. Interestingly this is not true when polys are closed. Positive means outside regardless of whether they're drawn clockwise or counterclockwise. Kevin Quote Share this post Link to post
Marissa Farrell 428 Posted August 22, 2016 That's funny because I'm seeing different results here. (Which is why I'm holding off on it ) Quote Share this post Link to post
Kevin McAllister 1,040 Posted August 22, 2016 VW is so consistent :-) My tests with open polys were done with the Polyline Tool.... KM Quote Share this post Link to post
Marissa Farrell 428 Posted August 22, 2016 I tested with both the polyline and freehand tools, both sticking to my initial results of drawing to the left when negative, right when positive. I've also tested by 'reversing' the polys and get the same results. So there must be more to it. I don't know what determines the sides. Quote Share this post Link to post
AlanW 489 Posted September 16, 2016 (edited) Benzier Splines can be drawn as attached, which you probable know but it was fun to use line types. You could make lots of line styles and turn out some interesting lines. Sorry this is probable not the spot for this post maybe move it. Benzier Splines.vwx Edited September 16, 2016 by Alan Woodwell Quote Share this post Link to post
hans@mnpro.no 4 Posted January 20, 2017 On 15.1.2016 at 7:29 PM, MarissaF said: Here's a place to make requests for new nodes/enhancements for existing nodes. I would like to have a marionette tool that could make 3d voronois, Gyroids, G_SkeletalGraphs, other skeletal meshes or anything like the lattice you get when you give the edges in a mesh a thickness. If you convert theese to subdivision afterwards you can get beautiful organic shapes that are also applicable to architecture and design. In other words more of the same tools you find in Grashopper for Rhino (which is actually node-based) and in Wings3D and TopMod (freeware subdivision modelers) 2 Quote Share this post Link to post