Note that the number of points input to the qhull need to be 3 or more, and should be an integer, (not
having a decimal point.) Otherwise, on two computer systems, home and work, the slider behaved weirdly, with mouse motion above or below the slider,
the slider would move, and weird exceptions occured. With 3+ integer number of points, the slider works fine.
So set the slider minimum to 3, and have no decimals, in its info box.
Yes I have already seen that but I meant something like search ability inside blender3D ( I don't know if you have seen it or not)
Inside Blender3D if you press F3 (a default hotkey for search within Blender3D) I meant something like that! (And I know it may sound a bit odd but somehow I miss that ability when I work with Nodeeditor)
If you like the node approach to making geometry you might want to check out the Grasshopper system in Rhino, it's more mature and has more dedicated development resources on it.
However, I do not have Rhino at the moment and I love MOI over other CAD modelling tools. So, I think I will wait (for developers to develop more features on Nodeeditor)
I am attempting to simulate the Explodemove of two Voroni patterns extruded as Pilou's demo below, but with a new node on the NE (node editor, elephant some call).
Hi Wayne, inputs for the ExplodeMove factory go like this:
Index 0 : "Objects" - object list of objects to explode.
Index 1: "Scale factor" - numeric value for scale factor.
Index 2: "Origin" - optional origin point for scaling.