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Full Version: Nodebundle for playing with nodes

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Thread Split: Some posts in this thread have been moved here

From: Chris (CHRISTOPHER021)
5 Mar 2021   [#1814] In reply to [#1812]
Yep guys, join us on discord. Easy to chat and discuss problems and help out :)

https://discord.gg/zNTasYd invite link
From: WN
5 Mar 2021   [#1815] In reply to [#1813]
Hi Nkallen.
Yes, you can talk, since this is done mechanically without understanding the process, in general terms,
I understand that there is a process of changing existing files, they add the necessary commands to certain places,
but this is not enough.
Yes, I managed to clone the repository via Git and I updated it today, and the bug with cloning the widget is fixed, thank you.
But the error from my previous post is not fixed.
From: WN
6 Mar 2021   [#1816] In reply to [#1813]
Hi Nkallen.

You need to create a separate thread on the forum, as these are different plugins.

Here's another mistake, nod "Number" returns an error if the counter is less than the value in the properties.

Where is it more convenient for you to receive error messages?

Image Attachments:
Counts.PNG  Properties.PNG 


From: Chris (CHRISTOPHER021)
8 Mar 2021   [#1817] In reply to [#1816]
Report them on the github (https://github.com/nkallen/elephant/issues) if you can or visit us on discord :)
From: nkallen
8 Mar 2021   [#1818] In reply to [#1816]
Hey -- I'll look at these bugs today. I definitely like discord if that works for you. Here's the invite:

https://discord.com/invite/zNTasYd
From: bemfarmer
24 Mar 2021   [#1819]
SetName.js is a node to re-Name a geometric Object. It is a script which adds the SetName node to the Objects2 menu, and may be placed in the nodeeditor> node>Extensions folder.
The node may be placed just before an Output Node. The desired output name may be typed in the Name field. Saving your node program also saves the modified Name.

It is a minor modification of Karsten's SetStyle node. Rainbow was commented out.

Seems to work OK, but I do not really know what I am doing... Also, only very limited testing was done.

Also, Karsten's BrepNameSubObjects node is throwing an error, in MoI4, when the input is curves, rather than a surface.
It works with a gyroid patch surface to name faces and edges.
(did not try MoI3.)

- Brian

Attachments:
SetName.zip


From: Frenchy Pilou (PILOU)
8 Apr 2021   [#1820]
Any idea for "disapear" the result of the Trimming piece so keep the "big cube" trimed and disapear the little angle!
(or how select the little trimmed piece ...or mke it "invisible" ...)

Beacause TrimObj Node as no parameter included :(
here it's manually move after the node TrimObj


From: Psygorn (DRILLBIT)
6 May 2021   [#1821] In reply to [#1]
Hello all,

Well I am new to Nodeeditor in MOI 3D, I am currently using "nodeeditor 1.1 jms"

I have downloaded the attached files. and I see this:

 

As you can see "Run" is not active! how can I fix it?

I appreciate any help :)

Thank you Karsten for sharing! :)
From: bemfarmer
6 May 2021   [#1822] In reply to [#1821]
Hi Psygorn (Drillbit),
The picture is very blurred, but it is the very old motor.nod node program, of Karsten. It does not work on my current node editor setup.
(Red in boxes likely indicates missing node(s).)

Instead, try Max's motor2 node:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.203
Note that this link is for an old version, and to make it work, it is necessary to replace the three math nodes with new math nodes, with the same inputs and outputs, and F formulas, to make it work.
The three old math nodes are obsolete "frame" versions...(Note the obsolete "blue" color coding of the wires.) The old color coding is even different from Max's picture, but Nodeeditor has changed
a lot over the years.
There must be a more recent version of motor2, (???), probably with a quartz clock input...
The motor2 node in the link should be updated.
motor2Q.nod has quartz clock, and also needs the motor2.3dm file.

Note that the Motor2.nod node needs the motor2.3dm file of the crankshaft to be loaded into MoI.
I ran (a more recent) motor2 node a few years ago.

- Brian

The Angle node may be replaced with a Quartz node, with Hz (Hertz) input from Constant node with value 1.

Attachments:
motor2Q.nod


From: Psygorn (DRILLBIT)
7 May 2021   [#1823] In reply to [#1822]
Tanx bemfarmer,

I used motor2Q.nod and motor2.3dm and it works like a charm! :) tanx

So, it is compatible with current version of nodeeditor?

And one question do we have the ability to search for nodes within the nodeeditor environment? (Like Blender you press F3 and a search combo opens)

Also is it possible to have nodeeditor inside of MOI, like one of its panels? (Objects, Types, Styles)
From: Psygorn (DRILLBIT)
8 May 2021   [#1824]
Hello guys,

I had created the attached nodes using nodeeditor 1.1 jms.

I wanted to select all created spheres and perform "union" command on them. I faced some difficulties as to I don't know how to select objects within nodeeditor.

My next goal is to find the intersection edges of small spheres with the larger one ( Is it possible to do such thing using nodeeditor?)

any help is appreciated. :)

Attachments:
Spheres.nod


From: Frenchy Pilou (PILOU)
8 May 2021   [#1825] In reply to [#1824]
When you have few number of objects you can make something like this


From: Psygorn (DRILLBIT)
8 May 2021   [#1826] In reply to [#1825]
Hi PILOU,

I don't get it! I want to select create objects by nodeeditor.

Edit: How one can do it by controlling the movement of objects?

Could you please explain how I should use it to select created objects? So, then I can perform "Union" on them.

Later I would like to know how I can select certain edges using nodeeditor is it possible?

Attachments:
Move.nod


From: Frenchy Pilou (PILOU)
8 May 2021   [#1827] In reply to [#1826]
I am not sure you can "select" an object result : you can take the result for make something with it!

The Union Node works like that (that is here "Selected" by hand) but will be the same if it's an object(s) resulting of something!
https://moiscript.weebly.com/construct.html#bibeunion
From: Barry-H
8 May 2021   [#1828] In reply to [#1826]
Hi,
the node you need is the concat.
Barry



Image Attachments:
Screenshot (646).png 


From: Frenchy Pilou (PILOU)
8 May 2021   [#1829] In reply to [#1828]
Problem of Nodes system : when you stop for a while you forget all! :)
Even you have made the Library ! ;)
https://moiscript.weebly.com/basic.html#bibeconcat
From: Psygorn (DRILLBIT)
8 May 2021   [#1830] In reply to [#1828]
Thank you Barry-H :)

By the way do you know if it is possible to do this (Selecting certain edges of unioned mesh) or not?


From: Psygorn (DRILLBIT)
8 May 2021   [#1831] In reply to [#1829]
I understand PILOU :)

Is there a manual to read and learn the functionality of nodes?

in a glance https://moiscript.weebly.com/construct.html#bibeunion I was not able to find out how "select" works for example.

Should I keep digging into above link?

or is there another source for learning that kind of things.
From: Frenchy Pilou (PILOU)
8 May 2021   [#1832] In reply to [#1831]
You have all nodes here with their explanation so it's not exactly a manual but...
in English...and in French ;)
https://moiscript.weebly.com/biblio-elephant.html

You have Selected Node
https://moiscript.weebly.com/objects.html#bibeselected

and this shows (2 lines bottom) the action on the Select Node on this page : https://moiscript.weebly.com/node.html

From: Psygorn (DRILLBIT)
8 May 2021   [#1833] In reply to [#1832]
Ok

So, digging it is! :)

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