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.
Thank you for the quick reply. The input parameters you provided are as expected. This leads to additional code is required to filter the objects types and keep the closed objects together. Back to coding...
Draft of a 3D log spiral node.
For 2D, set zFactor to zero.
This is just an alpha version with little testing.
I want to add arcLength output...
(Code came from powerConeSpiral script.)
Ok, I had to do some deep searches for an answer to my problem. Found the solution to my objects exploding in a rarely referenced documentation by Max Smirnov.
Was wondering what Lont+ meant.
(I did read that post by Max 5 years ago, but never really grasped it.)
Did a slight upgrade of alpha logSpiral node.
But see that Karsten? already did a curve length node.
So (at least some?) MoI curves have a .length property, so I do not have to re-calculate the arcLength...