[Request] Replicate Cinema4D Cloner

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  05 May 2013
because scripted modifier doesn't have a build mesh mechanism. the best what i see is to write scripted primitive like my Chimney, but use defined mesh instance. make a Pick button to get a object to be used as clone
 
  05 May 2013
Originally Posted by denisT: because scripted modifier doesn't have a build mesh mechanism. the best what i see is to write scripted primitive like my Chimney, but use defined mesh instance. make a Pick button to get a object to be used as clone

Ok. I will try that tomorow. I thought it was possible to do it because when you assign modifier to a object, it automatically becomes mash. Then using meshOp methods we can create/copy polygons/elements. Anyway thanks for advice.
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  05 May 2013
Originally Posted by denisT: the best what i see is to write scripted primitive like my Chimney, but use defined mesh instance.

it works pretty well. i will try to have time to make a sample plugin.
 
  05 May 2013
Originally Posted by gazybara: How write simple cloner modifier using only mxs, something similar to Mograph Cloner inside Cinema 4D. This VIDEO explains basic usage of cloner.
I'm interesting only for Linear, Radial and Grid mode.

does anyone have any samples or ideas about cool spacing patterns?
 
  05 May 2013
Originally Posted by denisT: does anyone have any samples or ideas about cool spacing patterns?

How about this

delete objects

function tree currentHeight maxHeight parentbox:undefined branchingChance:0.15 = 
(
	firstbox = undefined
	for i = currentHeight to maxHeight do 
	(
		newbox = Box()
		if firstbox == undefined do (firstbox = newbox)
		if parentbox != undefined do
		(
			newbox.parent = parentbox
			in coordsys parent (newbox.scale = [0.95, 0.95, 0.95] ; newbox.pos = [0, 0, 30])
			about newbox.parent rotate newbox (eulerAngles (random -10.0 10.0) (random -10.0 10.0) (random -10.0 10.0))
			if (random 0.0 1.0) <= branchingChance then
			(
				branchbox = tree i maxHeight parentbox:newbox
				about newbox rotate branchbox (eulerAngles (random -45.0 45.0) (random -45.0 45.0) (random -180.0 180.0))
			)
		)
		parentbox = newbox
	)
	firstbox
)

function animateTree treeBox currentFrame:0 frameIncrement:3 =
(	
	for i = 1 to treeBox.children.count do
	(
		nextFrame = currentFrame + frameIncrement
		animateTree treeBox.children[i] currentFrame:nextFrame
	)
	
	endScale = treeBox.scale
	
	with animate on
	(
		at time 0 treeBox.scale = [0,0,0]
		
		at time currentFrame treeBox.scale = endScale
	)
)

myTree = tree 0 25 branchingChance:0.25
animateTree myTree
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  05 May 2013
I was watching all day this code and try to figure out how to make simple object plugin. And you post the right question in the right time . It's interesting voxalize forms can be produced like reefs corals, see urchin or see star.
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  05 May 2013
Originally Posted by denisT: see a sample clone plug-in: http://forums.cgsociety.org/showthr...?f=98&t=1108353

I must admit it's very cool. Which will be right exp for voxel tree code that I posted yesterday.
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  05 May 2013
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