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mesh / vertex editing in QCIs 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? More like this
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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.
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?
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.
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?