The Globes and the Dimples 1-20  21-40  41-44

 From: anthony 3 Oct 2007  (1 of 44)

 From: Michael Gibson 3 Oct 2007  (2 of 44)
 979.2 In reply to 979.1 Hi Anthony - thanks for sharing all this, wow those are some gorgeous looking results! Great shot with the focal blur. The simulated hemisphere lighting looks really nice, I want to try several different display options for v2, I should be able to incorporate something along those lines. - Michael

 From: Marc (TELLIER) 3 Oct 2007  (3 of 44)
 Thanks for the script, looks great! How did you construct your ball, with arrays? EDITED: 3 Oct 2007 by TELLIER

 From: TwinSnakes 4 Oct 2007  (4 of 44)
 Thanks what I was wondering too, how did you make the golf ball?

 From: anthony 4 Oct 2007  (5 of 44)
 979.5 In reply to 979.4 It's hard to describe with words, but here goes. Base Shape The ball was constructed by first creating an icosahedron from scratch. I used the arc tool with the center at the origin, the start at 0,0,1 and the end at 2,0,1. This gives you a perfect arc along one edge of an icosahedron with an angle of atan(0.5) or 26.565 degrees. Then just array these arcs into place. Dimples Next create one dimple by scaling a small sphere along one axis. Then use curve-array and select one of the arcs to arrange the dimple along that path. You'll need some more arcs that cross over the surface from one edge to the next. And do some more "curve-arraying" to create the dimples in the middle. Cutting Once all the dimples are in place do a boolean subtract with a unit sphere to cut them out. This operation took about 10 minutes on my PC and it looked as if MoI locked up, but it was actually working hard to calculate all the intersections and stuff like that. This operation failed to include all the dimples -- some were simply ignored for some reason. I was able to resolve this by scaling up by a factor of 10. I read this tip in one of the posts here. Smoothing Then, and this is important, select the sharp edges and fillet them with a G2 Blend not Circular. This rounds off the edges and makes the ball look better. I also had problems here because the fillet would fail with the radius that I needed. And some dimples were ignored again even with a very small radius. And those dimples didn't lie on a visible border either. I may have left out a few things, but that's the basic workflow. In the end I resorted to modeling one section (i.e., one face of the icosahedron) and arraying them into place. After joining all 20 pieces, boolean ops no longer worked. This is not what I wanted. I'll have to go back and try to model it as one piece so I can do a cut-away rendering.

 From: Frenchy Pilou (PILOU) 4 Oct 2007  (6 of 44)
 979.6 In reply to 979.5 Just a little question for a newbee golfer:) All golf ball have the same number of dimples or there exist some different model? Else cool tut! I will try to find another solution for the fun :) --- Pilou Is beautiful that please without concept! My Gallery

 From: anthony 4 Oct 2007  (7 of 44)
 979.7 In reply to 979.6 They have different numbers and different patterns.

 From: Marc (TELLIER) 4 Oct 2007  (8 of 44)
 Wow, this is quite impressive! Thanks for taking the time to describe your process. I imagine there is many ways to do this, I initially though you have used small spheres in an array following 3d spiral curve. It interested me because I have a white cell (immune system) project to illustrate, which somewhat share a similar construction, being objects scattered around a sphere. I'll probably end up drawing it manually... :-) -Marc

 From: anthony 7 Oct 2007  (10 of 44)
 979.10 In reply to 979.8 Thanks. The spiral curve approach could work, but I haven't seen that pattern on a real golfball. But it may eliminate most of the problems I had during modeling. You could also use MoI. Just model the cell, then snap lil spheres to the surface. Here's a post by MG that shows how to make a blobby-cel shape: http://www.moi3d.com/forum/index.php?webtag=MOI&msg=415.2

 From: andras 26 Oct 2007  (11 of 44)
 979.11 In reply to 979.1 helo Why do I get "check console" blender message?

 From: Michael Gibson 26 Oct 2007  (12 of 44)
 979.12 In reply to 979.11 Hi Andras, I think that Anthony's blender import script needs to have the "Weld vertices along edges" option in MoI turned off when you export, otherwise it will try to put up a warning message. My guess is that is what is happening to you. In MoI expand the mesh options dialog by using the arrow in the lower-left corner, and uncheck that option, and then you should be able to use that mesh data with Anthony's script. - Michael

 From: rob (WAVEZ) 28 Oct 2007  (13 of 44)
 This is really fantastic. It looks like I just might be using this importer script for my characters. To get OBJ imported models to look right I learned that I had to give the model an Edge Split modifier, which helped a lot.

 From: anthony 28 Oct 2007  (14 of 44)
 979.14 In reply to 979.13 Thanks. Just remember that if you apply the EdgeSplit or any other modifier, the true normals will be deleted, and averaged normals will be calculated. This will defeat the purpose of my script.

 From: andras 28 Oct 2007  (15 of 44)
 979.15 In reply to 979.12 Thanks Michael it is work. (just if I use only N-gons some faces will be missed but if I use only Triangles than it is perfect) thanks!

 From: Richard (RUSIRIUS) 29 Oct 2007  (16 of 44)
 Sweet plug-in anthony! Works great. Thank you :)

 From: Alain 4 Apr 2010  (17 of 44)
 Hi Anthony Thanks for this plugin. It seems that I'm to stupid to get good results with it. I just tested it with a freeform surface, used "N-gons" and turned off "weld vertices along edges" and "Angle" is 12 (degree?), see "Freiflaechentest_N-Gones_001.jpg". One test is with "triangles only" insteat of "N-gons", see "Freiflaechentest_only_triangles_002.jpg". I love Moi but it would be useless for me if I never can import proper models from moi into another 3d software like blender. I hope somebody can help me for a proper export-import process ? Kind regards Alain