Forkroot 1.02 is out

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Old 09 September 2012   #1
Forkroot 1.02 is out

The editor speed is a little faster (internal caching).
New Quad Mesh algorithm for better connections.
New Joint Smoothing parameter.

Check out the demonstration here:

https://vimeo.com/49988513

Rui Batista
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Old 09 September 2012   #2
Wonderful! This just keeps getting better and better.

Thanks so much, Rui.
 
Old 09 September 2012   #3
Originally Posted by rui_mac: The editor speed is a little faster (internal caching).
New Quad Mesh algorithm for better connections.
New Joint Smoothing parameter.

Check out the demonstration here:

https://vimeo.com/49988513

Rui Batista


Super plug, I wanted to know if there will have the opportunity to use my own network quadmesh with splines, controlled by ik?
to release the arms or other animatable tentacles of a simple shape?
(a bit like the thing in the film).
 
Old 09 September 2012   #4
I'm planning into creating a quad mesh generator for any type of spline.
So, you can draw your own splines (and they can be made dynamic with the Hair module, for example), and a quad mesh could then be generated out of them.

Rui Batista
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Old 09 September 2012   #5
Nice plugin. The quad meshing looks really impressive!
 
Old 09 September 2012   #6
Looks really nice, congrats on the release, Rui!
 
Old 09 September 2012   #7
Originally Posted by rui_mac: I'm planning into creating a quad mesh generator for any type of spline.
So, you can draw your own splines (and they can be made dynamic with the Hair module, for example), and a quad mesh could then be generated out of them.

Rui Batista


That would be most awesome and powerful. Thank you for the great Update.
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Old 09 September 2012   #8
Appreciate sub level branching is a way off.

But - What about a selection tag with points on the forkroot spline that we can use to attach other forkroot splines to? or would the quad mesh not see those sub spines?
 
Old 09 September 2012   #9
No, it would not see them.
The way it was made, it checks for a main segment (usually segment #1) and then treats all other segments as branches of ONLY that main segment.
I have been taking notes in how to do it in a more generic way.
That will lead to several (good) things:

Forkroot 2.0, with multiple branching.
A tree creating plugin
A Quad Sweep Mesh object that will act on any spline, even the ones drawn by hand
...

Rui Batista
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Old 09 September 2012   #10
Thanks for the feedback Rui

Look forward to version 2 (when you get the time). First and last options certainly look exciting.
Middle option - could be just me, but DPIT and Xfrog have a lot of that covered.

bfn
 
Old 09 September 2012   #11
I know that DPIT and Xfrog have that covered.
But I always wanted to create a plant generator :-)
And I will make it simpler to use and, of course, cheaper than DPIT and Xfrog.

Rui Batista
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Old 09 September 2012   #12
Originally Posted by rui_mac: No, it would not see them.
The way it was made, it checks for a main segment (usually segment #1) and then treats all other segments as branches of ONLY that main segment.
I have been taking notes in how to do it in a more generic way.
That will lead to several (good) things:

Forkroot 2.0, with multiple branching.
A tree creating plugin
A Quad Sweep Mesh object that will act on any spline, even the ones drawn by hand
...

Rui Batista


Yes! Tree creation would definitely be on the top of my list for version 2.0

Very excited.

Best,
Winh
 
Old 09 September 2012   #13
Originally Posted by deepshade: Thanks for the feedback Rui

Look forward to version 2 (when you get the time). First and last options certainly look exciting.
Middle option - could be just me, but DPIT and Xfrog have a lot of that covered.

bfn


They do, but we've used both plugins extensively recently and I can tell you that Rui is on to something much more elegant and superior from what I've seen so far.
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Old 09 September 2012   #14
Fantastic update Rui! Rock on!
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Old 10 October 2012   #15
Hi Rui - just a quick question - when I use the 'animate over time' option, and use a ForkRoot Quad Mesh object to render it, the mesh is static, and doesn't update as the spline animates; I have to use SweepNurbs to get the mesh to animate. But then the mesh isn't connected any more...

Is this a little bug..?
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