2d stroked shapes

theMuteboy's picture

Can someone point me in the right direction on how to create basic geometric shapes with a stroked outline - I've come across the stroked circle patch from Noise Industries but the same thing for rectangles, triangles, etc would be great. My method is simply to use the line tool, but it seems awkward I'm hoping to ultimately be able to alter the size of the shapes but always keep the width of the the stroke the same.

cheers

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cwright's picture
Re: 2d stroked shapes

Out of the box, I don't think there's really a good/simple way to do this -- on 10.6, you could do it with a bunch of line segments, but that's a lot of work.

Maybe we should bump Quartz rendering up on our priority queue... :)

gtoledo3's picture
Re: 2d stroked shapes

It's not out of the box, but the line expression patch is pretty flexible.

usefuldesign.au's picture
Re: 2d stroked shapes

Quote:
Maybe we should bump Quartz rendering up on our priority queue... :)

As in Quartz 2D API? Excellent news if that's slated! I guess you've tested a lot of frameworks/libraries to 'do' drawing in QC. Interested on why you choose Quartz in the end, cwright? Seems like a logical choice. Does it mean we will need to code for Quartz?

Or you will create Quartz primatives as interoperating patches for us to manipulate ie. shape with inputs for stroke, fill, x pos,y pos (,z pos in QC space). Pattern generator (from scene) -> new round cornered rectangle shape @input for pattern fill. Think like your particle tools the way info is passed b/w patches.

Very interesting... happy christmas kineme users.

cwright's picture
Re: 2d stroked shapes

usefuldesign.au wrote:
As in Quartz 2D API? Excellent news if that's slated! I guess you've tested a lot of frameworks/libraries to 'do' drawing in QC. Interested on why you choose Quartz in the end, cwright? Seems like a logical choice. Does it mean we will need to code for Quartz?

Quartz2D because it's included on each mac, and Apple is actively maintaining it. In our experience, bringing in 3rd party frameworks has been quite problematic (ParticleTools won't work in 64bit mode because VEE is 5 years stale, Kineme3D has lots of quirky bugs because of autodesks FBX SDK. libnoise is the sole exception -- it works exactly as expected, no strings attached).

we haven't designed it much at all, so a lot of the "how"s are up in the air.

usefuldesign.au wrote:
Or you will create Quartz primatives as interoperating patches for us to manipulate ie. shape with inputs for stroke, fill, x pos,y pos (,z pos in QC space). Pattern generator (from scene) -> new round cornered rectangle shape @input for pattern fill. Think like your particle tools the way info is passed b/w patches.

I'm personally hoping for some nice middle ground -- ParticleTools seems a bit too complicated, but with something like this I don't want it to be too simplified either (or it looses its utility). As noted above, it's early in the design phase (as in, all we've discussed is that it'd be cool and useful, and possible ;), so if you've got ideas on how it should work we'd love to hear about them (on a separate thread, of course ;)