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Thread Split: Some posts in this thread have been moved here
From: speedy (AL2000)
Hi Pilou
the video shows the performance achievable
with Kangaroo Plug-in ,created by the genius of Daniel Piker for GH/Rhino ...
It is a simulator of movements, mass ,gravity ,acceleration,
etc etc applied mostly to the Mesh ....really amazing ..
Perhaps using mathematical data only (Algebric and Trigonometric)
It fails to do something like ...
personally I see it very difficult
best
al
From: Karsten (KMRQUS)
Hello,
I want to post my last snapshot:
For those are interested in - extract the file in in a subfolder and copy the folder nodeeditor.v.0.85 to e.g C:\Programs(x86)\Moi\ui\. After that, start Moi and go to Options and Shortcut keys. Click the Add button. Enter a key e.g. F8 or Alt+N. Under command place:
moi.ui.createDialog( 'nodeeditor.v.0.85/index.html', 'resizeable,defaultWidth:680,defaultHeight:420', moi.ui.mainWindow )
Now press close - and enter your shortcut key. - Hopefully it works. In the attached file nodes_V0.85_mod8.xls is a short overview for the additional nodes.
To start working with the nodeeditor press the right mouse button. Hold down and chose a node. A double click on a node opens the info panel on the right side - same result as pressing the info button on the right upper side and click to the node. Most of the nodes have inputs and outputs. At the moment there are three datatypes:
numarrays -> for numbers and arrays of them
pointarray -> for points and sequences of points
objectlists -> geometrical objects like points, lines, curves, bodys ...
Boolean -> at the moment unused
The node is like a blackbox, which takes inputs of the mentioned datatypes and processes them to an output. Outputs can be connected to the input of another node. Outputs of type numarray and pointarray can be connected to multiple node inputs. Objectlists can only connected one by one. If you want to connect to multiple nodes, you can use a clone node for that. To connect outputs to inputs, press the left mouse button on the output and drag the cursor to the input you want to connect. Release the mouse button over the input and Output is wired to the input. The color of the wire depends on the data type which will "transported". Under the basic Menu item (RMB) is a Output node that brings the data to Moi. To start the processing, press the start button. The Apply button pushes the data/geometry permanently to Moi.
I'm not a native speaker, so maybe can take the infos and bring them back in a improved version.
Have a nice day/afternoon/night to all
Karsten
From: Frenchy Pilou (PILOU)
Remarquable!
I will translate all that the next week in French! (xls file)
(and the nodes itself inside the node editor inside the Moi program!
Seems you must say to save somewhere the actual Elephant Node editor! ;)
From: mkdm
Hi Karsten and thank you very much for your post and your new "unofficial" version of Project Elephant!
I have seen that the archive contains also all my nodes and all the other nodes written so far.
That's a very good thing because it's exactly what I meant when I suggested to start to be more clear and plain
when we present new nodes to the community.
This is a good starting point for next unofficial versions of Project Elephant.
I think that this way will greatly help anyone to play with the Node Editor :
an updated zip file containing the new version and a .xls file for a basic documentation.
In the last few days, thanks to some sporadic spare time, I'm testing and coding a new node dedicated to PointArray elaboration,
and I think that soon I should be able to publish a new "unofficial" version of Project Elephant containing this new node.
Best,
From: James (JFH)
Hello Karsten,
One small request: Planar node
It need only have a single input & single output
with no options. I can test for you & upload new mod files
Have a great weekend
-James
something like this:
// Planar
function Planar()
{
this.addInput("In","objectlist");
this.addOutput("Out","objectlist");
}
Planar.title = "Planar";
Planar.desc = "Planar";
Planar.prototype.onExecute = function()
{
var inObj = this.getInputData(0, moi.geometryDatabase.createObjectList());
var output = moi.geometryDatabase.createObjectList();
if ( inObj.length> 1 ) output = factory ('planarsrf', inObj);
this.setOutputData(0, output);
}
LiteGraph.registerNodeType("Construct2/Planar", Planar);
From: speedy (AL2000)
Hello Karsten and Friends
I can not install this latest version
I attach some pictures ...
I think I did all right
in your opinion what's the problem
any help is extremely welcome
thank you
best
al
Image Attachments:
1.jpg
2.jpg
3.jpg
4.jpg
From: Karsten (KMRQUS)
Hello James,
good idea. It looks like the planarsrf factory make a multiprocess by itself, but it dosen't work for non planar curves. We have also look to the UV configuration - depending on what someone want to do with it, we also need network or a two rail sweep with 2 profiles.
Have a nice day
From: James (JFH)
Hello Karsten
Can you please have a look at the code and tell me what is missing or wrong.
I would really appreciate it
Have a great weekend
-James
From: Karsten (KMRQUS)
Hello Al,
My italian is very limited, but it seems that the folders are empty. Something went wrong with the copy or the extraction of the files. I downloades and checked the zip file and here it seems to be ok.
Please check and give a feedback.
Have a nice day
Karsten
From: Karsten (KMRQUS)
HelloJames,
I cant't test at the moment - I have to work, but here a some things I saw.
// Planar
function Planar()
{
this.addInput("In","objectlist");
this.addOutput("Out","objectlist");
} <<<<Brace missing
Loft.title = "Planar"; <<<<<< Planar
Loft.desc = "Planar"; <<<<<<
Loft.prototype.onExecute = function() <<<<<<
{
var inObj = this.getInputData(0, moi.geometryDatabase.createObjectList());
var output = moi.geometryDatabase.createObjectList();
if ( inObj.length> 1 ) output = factory ('planarsrf', inObj);
this.setOutputData(0, output);
}
LiteGraph.registerNodeType("Construct2/Planar", Planar);
Then it should work.
- Karsten
From: speedy (AL2000)
Hi Karsten
In the folder there are all files as you can see ....
perhaps there is a conflict because I do not know what else
best
al
Image Attachments:
5-.png
From: James (JFH)
Hi Noders,
Please find attached zip file of updated node editor with inclusion of new "Planar" node.
: located Construct2/Planar
It does just as the Planar tool in Construct menu of MOI i.e. convert a closed curve to a planar surface. If one or more curves lie wholly within the perimeter of a curve it will create planar surface of boolean difference.
Have a great weekend
- James
From: Karsten (KMRQUS)
Hello Al,
quit difficult to say from here. Did you try to reinstall? Is the old one with all the before posted js files still running? If yes! You are up to date.
Maybe someone that have already tested the zip file, can give a feedback if it is running, to exclude a general problem?
We will find a solution!
Karsten
From: speedy (AL2000)
Hi Karsten and James
INCREDIBLE
I searched a lot
to understand what is not working ..
result:
I wrote "nodeditor- instead nodeeditor" in folder
patience
now everything works fine.......
<James>
"Planar surf " wel done, although I still have not
tested , there is an absolute need to repopulate the surface tools ..
Just a question , he also works with points (3 or 4)
replacing somehow meshes.......
In any case Many Thanks for your interest-
Have a nice weekend to all
al
From: James (JFH)
Hi Al
>>Just a question , he also works with points<<
No, it is simply a node equivalent of manual Planar tool,
with the same limitations: it only converts planar closed
curves to a planar surface bound by that curve.
But despite its limitations, it is quite useful.
Compare the 2 node files I did for wastzzz:
hexMESH.nod and hexMESH2.nod
mFlowObj only works on single input objects,
so separate flows were needed for outside and inside curves,
so there is lots of unnecessary wiring.
Also with flowed planar surfaces, the normals remain associated
with each individual surf obj, hence each obj extrudes individually.
(assuming not flowed over compound curvature: MOI cannot handle)
This is not the case for surfaces constructed after constituent curves.
That said it would be better if the node did more.
We want node editor to have a small number of very powerful nodes,
like MOI itself, rather than bloatware solution
with hundreds of single purpose nodes.
Have a great weekend & happy noding.
-James
Message 7777.214 was deleted
From: mkdm
Hi everyone.
Just in order to keep Project Elephant's stuff straighten up a little bit, I created this new thread :
"Project Elephant's UNOFFICIAL Repository"
at
http://moi3d.com/forum/index.php?webtag=MOI&msg=8197.1
I hope that it will be useful for everyone.
Best!
From: James (JFH)
Hi Karsten,
Thank you for new Logic nodes. They will be a supremely useful.
Can you please copy your post to this thread, so others don't reply in the "Project Elephant's UNOFFICIAL Repository" thread. I think Marco would like it free of discourse, and only as a directory to various versions of node editor.
On the subject of Marco; if he included a "Pattern" input into his "PatternSelArray" node, we could dynamically generate num arrays by connecting "values" output of your new logic nodes . Now that would be a powerful combination.
Keep up the good fight!
-James
PS I have been desperately trying to create a "SelEdges" node based on "SelectEdges" script. It would seem a simple task, since all the code is there in the script, but for the life of me, I can't get it to work. I wonder if you can see the utility of such a node, if it might be a task that you could turn your superior skills towards.
From: mkdm
Hi James, Karsteen and everyone.
> "...I think Marco would like it free of discourse, and only as a directory to various versions of node editor..."
Thanks a lot James for this clarification!
You're totally right!
"Project Elephant's UNOFFICIAL Repository" thread should be only a directory to all versions of Project Elephant,
and SHOULD NOT INCLUDE ANY COMMENT OR DISCOURSE.
If we use it in this way, it could be really helpful for everyone and could be a very fast way to get all versions of P.E. (Project Elephant)
So Karsteen,
regarding your latest post in "Project Elephant's UNOFFICIAL Repository" thread (
http://moi3d.com/forum/index.php?webtag=MOI&msg=8197.2),
in which you talk about an update to your "Nodeeditor v0.85 mod 9" version, could you please instead post a new "Reply to All"
composed by a copy of my first post followed by your new P.E. version ?
So, the new reply in "Project Elephant's UNOFFICIAL Repository" thread should be like this :
"Project Elephant versions:
-----------------------------
<A copy of all the text of the latest post in the thread. That is :
1) Project Elephant version "v.0.85" - ********* MAX'S OFFICIAL VERSION *********
......
------------------------------------------------------------------------------------------------------
2) Project Elephant version "v.0.85_mod"
...
...
8) Project Elephant version X
...
------------------------------------------------------------------------------------------------------"
With the addition of the text for the new version :
9) Project Elephant version "V.0.85-mod10"
downloadable at < Url>
Support Files :
<Url to any documentation file (doc, xls, txt, etc...)
<Url to any .nod file to test the new functionality>
------------------------------------------------------------------------------------------------------
I hope I made myself clear enough :)
Ciao!
- Marco (mkdm)
From: mkdm
Hi James,
> "..if he included a "Pattern" input into his "PatternSelArray" node, we could dynamically generate num arrays by connecting "values" output of your new logic nodes"
ASAP I will work on this "Pattern" input. Thanks.
Best,
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