Nicholas Bishop is currently working on implementing an armature based automatic mesh generating modifier. Whilst still in development, it looks like a fantastic way of generating basemeshes for sculpting or creating smooth meshes with arbitrary topology. See the video for a demonstration:
Skin Modifier test from Nicholas Bishop on Vimeo.
Nicholas Bishop writes:
Currently, the code mainly handles the topology generation with some extensions of my own to nicely handle almost arbitrary topology with loops. I’ve coded some of the tricky mesh evolution too, but it’s mostly non-functional right now.For a more detailed outline of how it works, see the paper it’s based on:
If I can get the mesh evolution stuff working, this could become a very powerful tool for generating forms; even in it’s current immature state it’s quite fast and easy to generate basic stuff. Certainly nothing you couldn’t do with ordinary edit mode, but a bit faster (at the cost of precision of course.)
One last note, please refrain from sending me links to ZSphere videos and saying “make it do x, y, and z!”. Believe me, I’m aware there’s more work to be done here, but I don’t get paid to write Blender code. A little patience is needed :) Thanks!
http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/
(Note: The name B-Mesh used in the paper is nothing to do with the blender B-mesh project.)
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