I've got to this node editing today. Very interesting stuff. Now I want to figure out how to: Create a set of radial or random points that can be adjusted (like as with _radialpattern.js) then turn it to voronoi, then fat lines then round corners. Maybe it would be too much and it should stop at voronoi?
Larry's CenterPoints script has checkbox option to create the centerpoints of the circles (arcs), say of the _radialPattern script.
Then select the points, and run voronoi script.
So which to pursue? circleCenter script, or circleCenter node and/or radialPattern node, with center output?
- Brian
Is there an old "get circle centers script" somewhere?
ps, A Doyle spiral with p=1, and q = ~24+, with voronoi applied to centerpoints, makes hexes which are only a little irregular.
Neat to see that the CenterPoints script might be helpful in an entirely unrelated context! The problem I was intending to solve with it is now being better dealt with by a more general Coordinates script that I'm almost done with, so I'll be happy to simplify the CenterPoints script to make it a more general tool for creating the center points and make the export of the coordinates optional. I will also remove the adjustment of the origin and axes as that isn't necessary in this context. When finished, I'll post it here.
You're welcome! Much simpler now: no extraneous options, just create points for the centers of selected circles and arcs.
If someone still wants the coordinate values, either follow up with SavePointFile or use Coordinates which creates leaders with either absolute or relative coordinates. Coordinates will be finished soon.
Added a minor modification to the CenterPoints script to check the MoI version as the script uses features introduced in version 4.
Thanks for catching that! I had zipped up the wrong version of the script & thus the error message you should not have received. The correct version is attached in the message above.
Hi Wayne out of interest, can the node editor search the 'workspace' / drawing for a series of points that are already
in place - e.g. node editor checks drawing for all entities with a specific geometry, object name or a certain line color
THEN after these points or objects are selected we run another function on or with those shapes that 'qualified'.
BR Stefano.
The Node Editor has many limitations. It is a rudimentary parametric scripting tool supported by a limited number of members in a public domain. What you are asking goes well beyond the capability of the Node Editor.
It sounds like you are asking about how to select objects and then run commands on them. The design of the MoI UI incorporates that type of workflow already. Beyond the click and click/drag selection mechanisms, suggest you explore the Scene Browser to be able to select via names, types, or styles. Many MoI commands operated on the object(s) that are previously selected, but if no object is selected, the command prompts you for what to select. You don't really need any additional scripts to do these basic tasks.