Node Wish List
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 From:  bemfarmer
9581.241 In reply to 9581.240 
Strange results...

Note that the number of points input to the qhull need to be 3 or more, and should be an integer, (not
having a decimal point.) Otherwise, on two computer systems, home and work, the slider behaved weirdly, with mouse motion above or below the slider,
the slider would move, and weird exceptions occured. With 3+ integer number of points, the slider works fine.
So set the slider minimum to 3, and have no decimals, in its info box.

Getting your error sounds strange.

- Brian
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 From:  Psygorn (DRILLBIT)
9581.242 In reply to 9581.241 
Hi Brian,

I asked James directly about the problem however, I'd be happy if you take a look at it too.

you can find the .nod file here: https://moi3d.com/forum/index.php?webtag=MOI&msg=9476.466
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 From:  wayne hill (WAYNEHILL5202)
9581.243 
Here are my latest versions. Yes, the original Voronoi conversion was limited to 100 objects. Updated to 1000.

Wayne Hill

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 From:  Psygorn (DRILLBIT)
9581.244 
Hello all,

Could we have a search ability within Nodeeditor? (like blender when we press F3 a search window pops up)

Also when doing right-click to find a node could we have the opened windows open until we click on empty space?
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 From:  WN
9581.245 In reply to 9581.244 
"Could we have a search ability within Nodeeditor?"

That's all that's implemented.
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 From:  Psygorn (DRILLBIT)
9581.246 In reply to 9581.245 
Dear WN,

Yes I have already seen that but I meant something like search ability inside blender3D ( I don't know if you have seen it or not)

Inside Blender3D if you press F3 (a default hotkey for search within Blender3D) I meant something like that! (And I know it may sound a bit odd but somehow I miss that ability when I work with Nodeeditor)
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 From:  WN
9581.247 In reply to 9581.246 
Psygorn, I agree with you but there is no such thing in this program.
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 From:  Psygorn (DRILLBIT)
9581.248 In reply to 9581.247 
ok, :-)

But could it be made for it? because this thread is called "Node Wish List"
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 From:  Michael Gibson
9581.249 In reply to 9581.248 
Hi Psygorn,

re:
> But could it be made for it?

I would think that it's possible if someone dedicates a lot of time and effort on it.

At the moment it's not really being actively developed by anyone so it's not too likely though.

- Michael
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 From:  Michael Gibson
9581.250 In reply to 9581.248 
If you like the node approach to making geometry you might want to check out the Grasshopper system in Rhino, it's more mature and has more dedicated development resources on it.

- Michael
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 From:  Psygorn (DRILLBIT)
9581.251 In reply to 9581.250 
Yes Node approach is interesting :-)

However, I do not have Rhino at the moment and I love MOI over other CAD modelling tools. So, I think I will wait (for developers to develop more features on Nodeeditor)

And thank you for your reply.
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 From:  Frenchy Pilou (PILOU)
9581.252 In reply to 9581.251 
Else you have this free Nodes prog online :)
https://cables.gl
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 From:  Psygorn (DRILLBIT)
9581.253 In reply to 9581.252 
Interesting! and this online Nodes prog could export too?
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 From:  Frenchy Pilou (PILOU)
9581.254 In reply to 9581.253 
I suppose yes! ;)
"Easily export your piece of work at any time. Embed it into your website or use it for any kind of creative installation."

EDITED: 18 Jan 2022 by PILOU

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 From:  Psygorn (DRILLBIT)
9581.255 In reply to 9581.254 
Ok, thank you for the link.
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 From:  wayne hill (WAYNEHILL5202)
9581.256 
I am attempting to simulate the Explodemove of two Voroni patterns extruded as Pilou's demo below, but with a new node on the NE (node editor, elephant some call).

Ref:
http://moi3d.com/forum/index.php?webtag=MOI&msg=10470.4

The problem that is happening with my NE code is, everything is exploding when it should stay as a solid when moved.

If the objects are defined and applied, then the explodeMove is executed from the command line, it works fine.

The factory API for explodeMove is being guessed at by trial and error. Mostly error.

factory('explodemove', objects, distance, point);

Is there an additional parameter that says to keep the objects solid and not explode?

Thank you,
Wayne

EDITED: 11 Mar 2022 by WAYNEHILL5202


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 From:  wayne hill (WAYNEHILL5202)
9581.257 In reply to 9581.256 
Here are the differences between the two results.

The command line keeps all the objects together.
The NE code takes all the solid objects and separates them.
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 From:  Michael Gibson
9581.258 In reply to 9581.256 
Hi Wayne, inputs for the ExplodeMove factory go like this:

Index 0 : "Objects" - object list of objects to explode.
Index 1: "Scale factor" - numeric value for scale factor.
Index 2: "Origin" - optional origin point for scaling.

- Michael
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 From:  wayne hill (WAYNEHILL5202)
9581.259 In reply to 9581.258 
Hi Michael,

Thank you for the quick reply. The input parameters you provided are as expected. This leads to additional code is required to filter the objects types and keep the closed objects together. Back to coding...

Thank you,
Wayne
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 From:  bemfarmer
9581.260 
Draft of a 3D log spiral node.
For 2D, set zFactor to zero.
This is just an alpha version with little testing.
I want to add arcLength output...
(Code came from powerConeSpiral script.)

- Brian
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