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  1. #1
    Member oscurart's Avatar
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    [AddOn] - Make Constellation Mesh

    I received a petition of a student on how to get the Constellation effect in Blender, since she had a plugin to do it on your own program.


    The result I got was similiar to the subs image:




    I decided to make a few lines to cover this problem.
    The addOn creates a new object from the vertices within the selected object.
    It has a slider to select the maximum distance at which join vertices.






    Suzanne Constellation in 3 minutes!






    Other Example by Caleb Roenigk:



    For download visit my blog: oscurart.blogspot.com

    Try the attached .blend !
    Attached Files Attached Files
    Last edited by oscurart; 17-May-13 at 18:35.
    Eugenio Pignataro
    Site: http://www.oscurart.com.ar Blog: http://oscurart.blogspot.com Twitter: @Oscurart
    Email: infoARROBAoscurart.com.ar



  2. #2
    Member 3pointEdit's Avatar
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    Oh wow, I love this effect. Hmmm really got me thinking of ways to parent the verts for interesting effects.
    Cheers, David ___________"awesome in space and other places".
    ________Follow me on twitter @3pointedit
    _____________ Check the Youtube Channel for tutorials.



  3. #3
    Member oscurart's Avatar
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    Originally Posted by 3pointEdit View Post
    Oh wow, I love this effect. Hmmm really got me thinking of ways to parent the verts for interesting effects.
    Hey !, thanks!
    MM, good idea, this could be easy...

    Good idea "edge ice" too.


    Greetings.
    Eugenio Pignataro
    Site: http://www.oscurart.com.ar Blog: http://oscurart.blogspot.com Twitter: @Oscurart
    Email: infoARROBAoscurart.com.ar



  4. #4
    Member 3pointEdit's Avatar
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    I guess i would just hook empties to verts and apply tracked constraints to the empties. Would look real nice on a tracked video... hmm thinking ironman hud effect now...
    Cheers, David ___________"awesome in space and other places".
    ________Follow me on twitter @3pointedit
    _____________ Check the Youtube Channel for tutorials.



  5. #5
    Member oscurart's Avatar
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    Originally Posted by 3pointEdit View Post
    I guess i would just hook empties to verts and apply tracked constraints to the empties. Would look real nice on a tracked video... hmm thinking ironman hud effect now...

    Not really necessary to use empty.
    Directly hook modifier should go.


    It is a good idea when I'll be adding.

    Thanks a bunch!
    Eugenio Pignataro
    Site: http://www.oscurart.com.ar Blog: http://oscurart.blogspot.com Twitter: @Oscurart
    Email: infoARROBAoscurart.com.ar



  6. #6
    Member MmAaXx's Avatar
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    nice script

    thankyou!



  7. #7
    Member Caleb Roenigk's Avatar
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    Just made a youtube video to show off this addon, its a great addon!
    http://youtu.be/V8_m3h5eIuM



  8. #8
    Member oscurart's Avatar
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    Originally Posted by Caleb Roenigk View Post
    Just made a youtube video to show off this addon, its a great addon!
    http://youtu.be/V8_m3h5eIuM

    Thanks! The video is in the post now.
    Eugenio Pignataro
    Site: http://www.oscurart.com.ar Blog: http://oscurart.blogspot.com Twitter: @Oscurart
    Email: infoARROBAoscurart.com.ar



  9. #9
    Member Atom's Avatar
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    I have been playing around with Oscurart's constellation code and thought...it is very similar to what RE:Grid does. So I modified RE:Grid to look at a source mesh instead of generate a grid mesh. When a valid object name is specified RE:Grid run's Oscurart's code.

    I modified OscConstellation to return a mesh instead of make an object. RE:Grid is already managing a parametric object on-the-fly. I link the result of OscConstellation to this managed mesh. I have extended the RE:Grid parameter list to include Limit and Thickness. These two values are passed to the mesh construction routines on a frame-by-frame basis. So you can animate the limit and reveal the mesh over time by animating these parameters.

    When a particle system is present on the RE:Grid object it deploys a particle at each vertex matching the particle system count to the vertex count of the generated mesh.

    This script also integrates the curve generation script shown in the tutorial video. A companion curve object is created and parented to the mesh object created on-the-fly. The Thickness parameter is routed to this curve object's bevel depth. So two like named objects are generated to create the result.

    It is not particularly speedy code, but it does perform the manual steps that we see demonstrated in the video on a frame-by-frame basis. I am attaching the code if anyone wants to have a look.
    Attached Images Attached Images
    Attached Files Attached Files
    Last edited by Atom; 18-May-13 at 12:39.
    OSX Mac Mini i7 @ 2.6ghz 16Gb Ram (no GPU)
    Windows 7 8Gb, GeForce GTX 660 2Gb Ram AMD Hexcore @ 2.7Ghz.
    Atom's Links Page



  10. #10
    Member oscurart's Avatar
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    Originally Posted by Atom View Post
    I have been playing around with Oscurart's constellation code and thought...it is very similar to what RE:Grid does. So I modified RE:Grid to look at a source mesh instead of generate a grid mesh. When a valid object name is specified RE:Grid run's Oscurart's code.

    I modified OscConstellation to return a mesh instead of make an object. RE:Grid is already managing a parametric object on-the-fly. I link the result of OscConstellation to this managed mesh. I have extended the RE:Grid parameter list to include Limit and Thickness. These two values are passed to the mesh construction routines on a frame-by-frame basis. So you can animate the limit and reveal the mesh over time by animating these parameters.

    When a particle system is present on the RE:Grid object it deploys a particle at each vertex matching the particle system count to the vertex count of the generated mesh.

    This script also integrates the curve generation script shown in the tutorial video. A companion curve object is created and parented to the mesh object created on-the-fly. The Thickness parameter is routed to this curve object's bevel depth. So two like named objects are generated to create the result.

    It is not particularly speedy code, but it does perform the manual steps that we see demonstrated in the video on a frame-by-frame basis. I am attaching the code if anyone wants to have a look.
    Woow, very cool!
    Eugenio Pignataro
    Site: http://www.oscurart.com.ar Blog: http://oscurart.blogspot.com Twitter: @Oscurart
    Email: infoARROBAoscurart.com.ar



  11. #11
    Member vklidu's Avatar
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    Nice looking effect - thank you. With Atom's version its maybe easier to work. Maybe small tut would be helpful, it took me some time to understand how it works and what script I only need...

    Anyway I was looking for this effect few years ago and in results I saw vertices has been connected interactively, depence on distance (I think).
    My question is if its possible to generate connections on animated object - deformed by modifiers or shape keys ...
    Thanks for info.

    @Caleb: how did you animate connectivity? bTrace?
    Last edited by vklidu; 19-Jun-13 at 15:49.



  12. #12

    Placing type over points of the constellation

    Hello,
    I would place names over all points of the constellation, my wish is creating types that move with my view, for ever readable. Can you explain me how to do? thanks



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