How hard would it be to create an interface that would receive x-, y-, and z-coordinates from serial or IP to Blender for visualization?
3D coordinates sent to Blender
I have a question that is related to this post. Once you import a mass of x,y,z points as vertices into blender, how do you then create faces to produce a surface? I took surveying data and imported it as x,y,z points into blender. It looks correct as far as the elevation relationships and spacing. I would really like to make a surface from all of these points but have no idea if there is any auto-surfacing tool available in blender. I am not ready to manually create faces for over 5,000 vertices. If anyone could help with my question I am hoping it will help sraaoyen as well.
I have tried searching for import coordinates and so on, but can’t really find what I’m looking for.
Some of the built in import scripts will demonstrate for you how Blender handles coordinates. In terms of surfacing the mesh, it really depends on what the vertex data represents. Is is a point cloud for a volume such as gas? fluid?
@woodman5k: So your problem is related to a land survey? Can you provide more information about the point data? The solution is highly dependent upon the unique characteristics of the data.
Thanks Ian for the response, I am working with both irregular points where spacing is not even between points and gridded data. For the gridded data the points are equidistant from eachother in the X and Y direction. I can easily convert the irregular points to gridded in another software package (ESRI’s ArcGIS) but this process greatly increases the number of vertices. I figured out a work around for creating a surface with the gridded data. I used excel to sort based on x and then based on y the used an if statement to create a face between two points next to each other in either the x or y direction…since this is a grid. Then in the blender interface I could multi-select vertices and fill since each grid cell now has edges. Here is a helpful hint, instead of pressing F and choosing auto fill in blender edit mode press shift + F to fill with triangles and then press alt + J to convert to quads. This method is much much faster!
Cheers 
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