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new - advanced_plane_plugin - available ;)

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vobla:
Hi all,

I'm very happy that I found this brilliant software by accident. ;)
It's very usefull, simple and quite powerfull.

I found the basics of syntax very simple, so I wrote this small script (called advanced, because it's a bit better than plane_plugin  ::)).
Now, you can draw a plane and divide it to as many segments as you like (it's a bit lie, but anyway :D )
BTW, comments in spring_pugin_1.a8s are helped alot, thanks. ;)

You can find it in the attachment.
Cheers. ;)

EDIT: please download the latest version from the very last post.

sciwizeh:
cool! until now ive been using the original and subdived faces to get this result now i don't have too!

hihosilver:
Great little script there.
I've been hoping there would be one with these options.

Claude:
Hi vobla

Good work.

I have a few suggestion if your interested.

1)Use a different line for comments.It would make your
code easier to read.

2)You don't need to initialize $i and $j to 0.

3)Right now,your faces(normals) are facing down toward -Y.It might
be better to have them facing up.You just have to reverse the winding(the
order you're adding the vertices)Seen from the top,you're going counter clock wise.
Go clock wise.

4)You could also calculate the UV coords so that your mesh would show a
complete texture,seen from the top.
Texture coords are:
Image                 UVcoords
Bottom left          0,0
Bottom right        1,0
Top left               0,1
Top right             1,1
So,you can calculate them in a way similar to the one you used for the vertices.

Hope it helps.
Welcome to Anim8or.
Claude

vobla:

--- Quote from: Claude on January 17, 2008, 01:52:32 am ---Hi vobla

Good work.

I have a few suggestion if your interested.

1)Use a different line for comments.It would make your
code easier to read.

2)You don't need to initialize $i and $j to 0.

3)Right now,your faces(normals) are facing down toward -Y.It might
be better to have them facing up.You just have to reverse the winding(the
order you're adding the vertices)Seen from the top,you're going counter clock wise.
Go clock wise.

4)You could also calculate the UV coords so that your mesh would show a
complete texture,seen from the top.
Texture coords are:
Image                 UVcoords
Bottom left          0,0
Bottom right        1,0
Top left               0,1
Top right             1,1
So,you can calculate them in a way similar to the one you used for the vertices.

Hope it helps.
Welcome to Anim8or.
Claude


--- End quote ---

Hey thanks,

This help very much. I'll definitely take a look at that tomorow ;)

EDIT:
Hi all,

Here's the new version.

Roadmap:)

1) -- DONE --
2) I preffer to keep things clear ;) You are free to modify it anyway ;)
3) -- DONE --
4) According to my calculations, new ST (UV ..whatever) coords formula result is correct, but when I add texture to a plane in Anim8or it gets clamped. Is it normal behaviour? If not, I messed something up..  ::)

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