mesh / vertex editing in QC

colinyell's picture

Is there a plugin that will enable the editing of the position of the vertices of a mesh in realtime in Quartz?

I used to use VVVV and it had a module called vertex editor that enabled the editing of a mesh and the ability to save the new vertex positions.

Is it possible to build a similar patch in quartz that would save the vertex position data of a mesh to a structure, edit that structure and in tern edit the mesh?

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cybero's picture
Re: mesh / vertex editing in QC

In a word, no.

There is the GLSL shader [not HLSL] and there are OpenCL & Core Image but apart from those code programmable editors there isn't anything that provides anything like the precise facility you seek [including deliberately altering and refreshing mesh model's vertices on the fly ].

One could create an OpenCL kernel to act as a Mesh Filter, for instance.

One can create a mesh that is reactive / dynamic [within it's pre-existing positions / structure]

That said, you can create and export structures as loadable files, like .plist , .xml .csv files.

These can the be parsed into meshes.

colinyell's picture
Re: mesh / vertex editing in QC

Ok is it possible to make a 3d mesh in a programme and get it into a structure some how then use mesh creator node to display that mesh and by editing the structure edit the model?

I could then use the kineme file tools to save the structure as a .PLIST

The thing I have no clue about is how to get a 3d model as a structure, any ideas?

colinyell's picture
Re: mesh / vertex editing in QC

Doh, Get mesh component seems to do exactly that.

cybero's picture
Re: mesh / vertex editing in QC

Quote:
Doh, Get mesh component seems to do exactly that.

Pretty much so. You can also flag Mesh Loaders to load all meshes and you can also process the mesh structure directly from the Mesh Loader. Set Mesh also allows for the introduction of components from meshes into a build your own mesh workflow.

colinyell's picture
Re: mesh / vertex editing in QC

So I now have a simple cube loaded in as a collada file and im using the get mesh node to extract the structure with which I have been testing the possibility of editing with java script and then I'm sending the edited structure to the mesh creator node hence allowing for the ability to move vertices.

The problem I now have is texture cordinates. Is it possible to extract the uv cordinates data from my cube mesh and handle this as a structure that can also be sent to the mesh creator node?

Scratchpole's picture
Re: mesh / vertex editing in QC

This is exactly where I have got too this afternoon.... Did you ever find a way to create the UV coordinates from a structure?

I've been looking at this: http://kineme.net/composition/gtoledo3/MouseRibbonTexturegt Close but no cigar!

dust's picture
Re: mesh / vertex editing in QC

you can access mesh texture coordinates by utilizing the xml downloader patch. here is a cube example with dae. given the variance of collada exporters you will more than likely have to manually parse out your uv coordinates from the xml mesh file. also here is a parametric spherical map that may be useful as a starting point instead of using a mesh file ?

PreviewAttachmentSize
mesh_map_xml.zip362.93 KB
parametric_spherical_map.qtz366.77 KB

Scratchpole's picture
Re: mesh / vertex editing in QC

Thanks I got the UV's working. It was a problem with the dae export from Wings3D. Rebuilt my model with Blender and now the UV's work! :)

gtoledo3's picture
Re: mesh / vertex editing in QC

Cool.

To be super pedantic, I think that composition of mine you refer to does generate uv's and texture indices, it just doesn't do it according to vertex structure.

Maybe I'm wrong, but I don't think there's an automatic "one way" to UV wrap stuff, it's very much an art, and to your desired outcome. For example, with a cube, you could map one input image to each side, or make a bigger texture and map it so that each side is distinct. Or you could map it a way similar to that composition of mine, where the geometry becomes a mask, and the texture you input stays "flat" to screen. Or something else...

With the "ribbon" stuff, one is creating a ton of triangles - an image could be mapped to each two triangles, and look like it repeats (I think I did that with the "meshwriter_gt" plugin) or like it is in the example meshribbon composition, which allows you to get fancy with the texture, even if you have to write all of the texture in a separate buffer or use a static texture (eg., place the texture making parts in a RII, send that to the geometry/mask)... I think that method can be used to advantage for some looks with some keystoning on the output.

Scratchpole's picture
Re: mesh / vertex editing in QC

Thanks for the clarifications George. Here's where I have got with it all now :) https://vimeo.com/48137396