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  • frankiezafe 10:58 on 2018-10-08 Permalink | Reply
    Tags: aesthetic, Blender, , , graphic design   

    A small training about how to use fonts and curves in blender targeted to graphic designer of OSP. The intend is also to evaluate the influence and interest of 3d software in print workflows.

    This is an internal event.

     
  • frankiezafe 17:14 on 2018-05-11 Permalink | Reply
    Tags: Blender, geometry, , ,   

    Custom export python script for blender and custom import javascript for threejs to enable morphing of vertex normal in morph targets. It might seems a bit technical, but without this, the object loaded in threejs doesn’t react to light correctly: without this export, if faces change direction after deformation, the lack of normal morphing implies that the illumination of faces is not correct. Try without, it will be clear 🙂

    Test it here:

    Or check this video:

    Anyway, the script is here: faces https://github.com/frankiezafe/Blender-scripts/blob/master/custom_threejs_keyshapes_export.py, with some javascript in comment to load it.

    Enjoy!

     
  • frankiezafe 16:45 on 2018-01-03 Permalink | Reply
    Tags: Blender, , ,   

    Normal map generation, using blender and processing.org.

    Read more here: Notes:Normal map generation.

     
  • frankiezafe 17:33 on 2017-01-12 Permalink | Reply
    Tags: , Blender, , , ,   

    screenshot01122017_171204940

    Preparation of a 3d model for skeleton example. The model is from Sophie Kahn and distributed by #additivism (their selection is really good!).

    Image of the model in the 3d additivism cookbook:

    rhino

    First step was to reduce (a lot) the number of faces of the model ( around 75% ), generate a UV map and link it to an armature, in blender, obviously. Note that the armature is displayed using Envelope. I never use it to work, but i find it lovely for screenshots.

    rhino-screenshot-002

    rhino-screenshot-001

    The skinning was tricky, due to the mesh mess. There are no arms for instance.

    After the export and conversion via OgreXMLconverter, the model has been easily imported in the engine.

    A lot of fine-tuning has been done on the material, to display solid and wireframe + having a light emission of the wireframe pass in the shadows.

    Here is the material definition:

    pass sophiekhan-mat
    {
    	ambient 0.8 0.8 0.8 1.0
    	diffuse 0.8 0.8 0.8 1.0
    	specular 0.02 0.05 0.05 1.0 0.1
    	emissive 0.0 0.0 0.0 1.0
    
    	alpha_to_coverage off
    	colour_write on
    	cull_hardware clockwise
    	depth_check on
    	depth_func less_equal
    	depth_write on
    	illumination_stage 
    	light_clip_planes off
    	light_scissor off
    	lighting on
    	normalise_normals off
    	polygon_mode solid
    	scene_blend one zero
    	scene_blend_op add
    	shading gouraud
    	transparent_sorting on
    
    }
    pass sophiekhan-wf
    {
    	ambient 0.0 0.0 0.0 1.0
    	diffuse 0.85 0.7 0.75 1.0
    	specular 0.5 0.5 0.5 1.0 30.2
    	emissive 0.31 0.26 0.2 1.0
    	polygon_mode wireframe
    	transparent_sorting on
    }
    

    Other screenshots:

    screenshot01122017_171414743

    screenshot01122017_171208673

     
  • frankiezafe 23:42 on 2017-01-03 Permalink | Reply
    Tags: Blender, , , ,   

    screenshot01032017_233404150

    Today, a lot of bug fixes on the basic classes of the polymorph packages.

    New: it is now possible to declare the resources folders in the XML! The common resources.cfg of Ogre can be replaced by a configuration.xml, placed in the same folder as the exec.

    The resources.cfg was looking like this:

    [Essential]
    Zip=../media/packs/PolymorphTrays.zip

    [General]
    FileSystem=../media
    FileSystem=../media/materials/scripts
    FileSystem=../media/materials/textures
    FileSystem=../media/models

    In the XML, it’s converted to this, with control over recursivity and read access.

        <resources>
            <group name=”Essential”>
                <resource path=”../media/packs/PolymorphTrays.zip” type=”Zip”/>
            </group>
            <group name=”General”>
                <resource path=”../media/models” type=”FileSystem” recursive=”1″ readonly=”0″/>
                <resource path=”../media/materials” type=”FileSystem” recursive=”1″ readonly=”0″/>
                <resource path=”../media/materials/textures” type=”FileSystem” recursive=”1″ readonly=”0″/>
            </group>
        </resources>

    The sreenshot comes from an evolution of the XML example, see Dynamic scenes loading

     
  • frankiezafe 18:40 on 2016-11-25 Permalink | Reply
    Tags: Blender, , ,   

    scene-loading

    Dynamic scenes loading.

    Based on an #XML description of the project, that looks like this:

    • <polymorph version=”0.1″ date=”20161124″>
      • <scenes>
        • <scene id=”3″>
          • <pobjects>
            • <plight name=”main_sun” visible=”1″ debug=”1″>
            • <pnode name=”floor” visible=”1″ debug=”0″>

    and so on, it is easy to load a new scene. The deletion and creation job is managed by a cool object call “PObjectManager” see: http://polymorph.cool/doxygen/classpolymorph_1_1_p_object_manager.html (thanks, doxygen!)

    In the example.1.xml, the key ‘n’ is binded to the method PObjectManager.nextScene().

    A little note: in the scene 1 (the middle one), the pile of plates has been done via a special tag:

    <repeat count=”20″ offset_pos=”0,10,0″ offset_dir=”0,5,0″ offset_scale=”-2,0,-2″ />

    When placed in a pnode, it will generate copies of the object automatically. Similar to array modifier of blender.

     
  • frankiezafe 20:27 on 2016-11-09 Permalink | Reply
    Tags: Blender, Menthol, , timeline, ,   

    Mentholed blender

    related issue in bitbucket

    blender-ui

    menthol-geditor-todo

    A long time ago (2 years maybe), i’ve worked with yacine sebti to make a bridge between a timeline editor in max/msp (yacine’s world) and openframeworks (my former world). The project was called Menthol. This prototype has been used in the void project.

    The openframeworks addon is here: https://bitbucket.org/frankiezafe/ofxmenthol

    During a 1 hour phone call with yacine, we discussed about how to build a standalone UI for the project. Several ideas where floating, such as a fully custom UI in openframeworks or a QT version, such as Iannix. This one is very good looking, even if yacine and i think that it is not precise enough for our usage.

    Then, like each time we spoke about this, blender pops in.

    I always liked the graph and the dope sheet panels. It’s a superb 2d simplification, with a lot of features (i just discovered the modifiers, my head is spinnin’!). I quickly draft the modifications to do on these panels to work as a standalone timeline editor.

    I’ll investigate this in december!

    nb: this feature is part of the polymorph engine presentation :), see here

     
    • xuv 20:59 on 2016-11-09 Permalink | Reply

      Just saying… Not perfect… but [CTRL]+[T] give you time in seconds instead or next to the frame number (It’s unfortunately not consistent)

  • frankiezafe 22:47 on 2016-10-30 Permalink | Reply
    Tags: Blender, ,   

    Chaise pagholz in blender, with @louise.

    chair-screenshot

     
  • frankiezafe 18:53 on 2016-10-12 Permalink | Reply
    Tags: Blender, , ,   

    Documentation about how to prepare meshes (structure, materials, etc.) usable by bullet in polymorph engine.

    >> https://bitbucket.org/polymorphteam/pe.2.0/wiki/blender-bullet-primitives

    The documentation of the project is not yet ready, as you might see if you surf a bit in the wiki…

    polymorph-physics-primitives-im

     
  • frankiezafe 17:22 on 2016-10-06 Permalink | Reply
    Tags: Blender, ,   

    Demo with of a chain using bullet:

    ogre-render-window_695

    ogre-render-window_696

    Meshes (displayable and physical) are desgned in #blender by @louise !

    anneau

    screenshot-from-2016-10-06-18-16-26

     
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