Developing a Plugin


#1

I want to create a plugin for maya based on this proprietary tool. https://www.deepdyve.com/lp/association-for-computing-machinery/reptile-how-to-skin-a-dinosaur-Fk8SzvIr9i?impressionId=571422c509130&i_medium=mydeepdyve&i_campaign=readLater&i_source=readLater

What I need to know is how to import voro++ into maya and how to scatter points, use curves for flow and distribution, and use the voronoi regions for mesh generation. http://crd.lbl.gov/departments/applied-mathematics/math/software/voro-a-three-dimensional-voronoi-library-in-c/


#2

Do you know how to code with C++ and how to write a plugin for maya?
Your first question sounds as if you don’t know how to use an external library in C++ what is a problem because the maya API is an external libraray as well.
Please correct me if I’m wrong.

If you are not familiar with C++, learn C++ first.
If you are not familiar with the Maya API, learn it. For this task you will need a deep understanding of how maya works internally, how you create meshes, how you access existing geometry, how you create and connect attributes.

Now if you know how to code a maya plugin with dependency nodes, AETemplates and contexts, then you should search for point distribution libraries, the same way you found the voro++. Or you read some point distribution papers and implement it yourself.