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Full Version: Nodebundle for playing with nodes

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From: djordje
4 Mar 2016   [#18] In reply to [#17]
This graphical programming interface is very interesting!!
Nice work Karsten.

Is it only possible to create nodes in javascript?

If somebody would enable writing nodes in python (or ironpython), I think this would open new doors for further development of MoI nodes.
From: Barry-H
4 Mar 2016   [#19]
Hi Karsten,
thanks again for your help. I have installed the node as per your instructions and it works.
The reason I wanted it was to automate the array layout of a selected object within a given
rectangular area. (basically what you helped me with before)
With the Maths nodes I can do the calcs based on the given area and the selected item's
bounding box dimensions. The only thing that doesn't happen if I add a rotate node to the item
it does not update the bounding box.(the selected stays where it is but grayed out)
Anyway as it is now you can set your area select an item add a gap and it will automatically
fill the area with rows and columns. I will post the result when I get it working.
Thanks again.

Barry.
From: Barry-H
5 Mar 2016   [#20]
Hi Karsten,
attached is the Auto Array file. I sorted the rotate problem out, it's node was needed prior
to the Bounding Box node so now the Bounding Box updates if you rotate the item.
To use the Auto Array select your item prior to loading.
The screen shots shows the adjusters.
Again many thanks for your help & to Max for developing this Plugin.

Barry

Attachments:
XAutoArray.nod

Image Attachments:
AutoArray1.png  AutoArray2.png 


From: BurrMan
5 Mar 2016   [#21] In reply to [#18]
"""""If someone would enable python""""""

Dave morrill wrote that awhile back. Actually created an editor, but left the forum before sharing it. I think he had neen working on a shell that aloud him to do it. The VIP shell is located in his facets repository i think (but am not sure)

https://github.com/davidmorrill?tab=repositories

You would have to remake the connections yourself because he didnt leave his initial results here
..
From: djordje
7 Mar 2016   [#22] In reply to [#21]
Thank you Burrman.
Is this the project of David Morrill, you are referring to:
http://moi3d.com/forum/lmessages.php?webtag=MOI&msg=3341.1

This does not look like a Nodebundle, but some other custom UI for MoI modelling.
I am actually interested in writing Nodebundle nodes with python.
From: BurrMan
7 Mar 2016   [#23] In reply to [#22]
Yes thats one of the examples he was working on.

No, its not part of node editor. It is a shell which can be interfaced with moi. Then you can program moi with python of whatever you want.

But the way dave set it up, it was basically a parametric node system for working in moi. And he was using python to run moi.
From: djordje
8 Mar 2016   [#24] In reply to [#23]
Thank you.

It would be nice if at some point in future, somebody would write a custom MoI Nodebundle component which will enable writing python nodes. I am not a programmer and could not do that.
From: Michael Gibson
8 Mar 2016   [#25] In reply to [#24]
Hi djordje, it would probably be require a major effort involving a considerable amount of work to do that, it's hard to even estimate what would be involved... maybe many months of focused work, maybe longer even. So it's fairly unlikely to happen anytime soon.

MoI is focused on using JavaScript as its scripting language so if you want to experiment with these things you will probably need to do it in JavaScript and not in Python, sorry.

- Michael
From: djordje
8 Mar 2016   [#26] In reply to [#25]
Thank you for the informative reply Michael. It helped.
From: Barry-H
11 Mar 2016   [#27]
Can Michael's CenterAtOrigin script be converted to a node ?

var objects = moi.geometryDatabase.getSelectedObjects();

var bbox = objects.getHighAccuracyBoundingBox();

var factory = moi.command.createFactory( 'move' );
factory.setInput( 0, objects );
factory.setInput( 1, bbox.center );
factory.setInput( 2, moi.view.getCPlane().origin );

factory.commit();

Barry

Message 7777.28 was deleted


From: Karsten (KMRQUS)
14 Mar 2016   [#29] In reply to [#28]
Hello James,

I had a look at your Problem and as a possible solution, we can make a true/false inputfield in the Infopanel. I did something like that in e.g. subD/simpleBridge. The Loftnode is one of the original nodes written by Max - and these are holy for me - so I won't touch them. Nevertheless I can make a new one based on this in the next days.

Have a nice day
Karsten
From: Karsten (KMRQUS)
14 Mar 2016   [#30] In reply to [#20]
Hello Barry,

I have tested your arrayfile with the boundingbox-stuff!

Cool Idea!

Have a nice day
Karsten
From: Barry-H
14 Mar 2016   [#31]
Hi Karsten
Just to let you know I modified the BoundingBox
Node to "getHighAccuracyBoundingBox" and it works a treat.
I also added an auto position centred within the max X and Y.
This works Ok but if you revolve the object it can move of
Centre. So that's why I posted about Michael's CenterAtOrigin script.
I have tried to modify it but failed so if you can have a look that would
Be great.
(I'm trying to learning JavaScript but more mistake's than success)
Cheers
Barry
From: Karsten (KMRQUS)
16 Mar 2016   [#32] In reply to [#28]
Hello James,

I made a new loft-node, where you can switch between closed and open by entering true/false in the info panel. A checkbox would be better, so we have to ask Max if it is possible to implement such a feature someday in the core development.

Kind regards
Karsten

Image Attachments:
loftnode.png 


From: Barry-H
16 Mar 2016   [#33]
I have modified Michael's CenterAtOrigin script to make a node.
If I use it as an output it works but it applies as well thus if positional sliders & rotations are altered
it produces another set of objects. I'm not sure what to do to overcome this.
Any pointers would be great.

Barry (JavaScript beginner)

// ############ Centre ############
function Centre()
{
this.addInput("In","objectlist");
this.addOutput("Out","objectlist");
this.properties = { capend:true };
}
Centre.title = "Centre";
Centre.desc = "Centre";

Centre.prototype.onExecute = function()
{
//var objects = moi.geometryDatabase.getSelectedObject();
var objects = this.getInputData(0, moi.geometryDatabase.createObjectList());
var bbox = objects.getHighAccuracyBoundingBox();

var factory = moi.command.createFactory( 'move' );
factory.setInput( 0, objects );
factory.setInput( 1, bbox.center );
factory.setInput( 2, moi.view.getCPlane().origin );
factory.commit();
}


LiteGraph.registerNodeType("Transformations/Centre", Centre);
// ############ End Centre ############
From: Karsten (KMRQUS)
16 Mar 2016   [#34] In reply to [#33]
Hello Barry,
the factory.commit() pushes the created object to Moi s geometry database - finished and allready. That is not what you want. So you should store the geometry in a variable and place it in an output. I donĀ“t have access to a sample at the moment (only my Cellphone), but you can find examples in every node that has a geometry output:-)

If you can't find a solution, please tell me.
Happy programming
Karsten
From: Karsten (KMRQUS)
16 Mar 2016   [#35] In reply to [#33]
Hello Barry,
I had a quick look in the above posted factories2.js -
something like that should work for you:
replace the commit-stuff with

var output = factory.calculate();
this.setOutputData(0, output);
factory.cancel();

Have a nice day
Karsten
From: Barry-H
16 Mar 2016   [#36]
Hi Karsten,
could do with an example when you have time.
Cheers
Barry
From: Barry-H
16 Mar 2016   [#37]
Hi Karsten,
works a treat many thanks. Can you explain what a frame is.
Cheers
Barry

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