Re: Ice Topology | build mesh from pointcloud "trinagulizer thing"
That's a nice trick Orlando :) Old skool but sweet still On Fri, Dec 7, 2012 at 6:07 AM, Orlando Esponda wrote: > depending on how accurate the terrain topology should be, but a quick way > could be setting a key in the position of all the nulls in frame 2, then go > to frame 1 and set another position key BUT with the y value at 0, so you > have this "bed of nulls". And finally you could create a grid or similar > planar geometry and envelope it to the nulls in frame 1... > > Quick and dirty job, but sometimes useful
Re: Ice Topology | build mesh from pointcloud "trinagulizer thing"
Yes, I know and I did this method, but it gives a blobby mesh where I would have need a kind of planar deformed thing. (I ended with shrink warping a grid on the pointcloud (fron nulls kine global pos) to get an average terrain, then I shall "hand" model on the top of it.) But that's too bad there is nothing out there for "flat" meshing pointclouds. Something like a compound in which you indicate a stating point (first point ID) and then it would expand to the neighbors and mesh. Le 07/12/2012 15:06, Fabricio Chamon a écrit : There's no need for ice topo, you would over complicate things..can't you use the built-in polygonizer ? It can handle nulls too. but probably a faster/better workflow would be to put all the nulls into a group, then emit particles on the global position array and polygonize that...
Re: Ice Topology | build mesh from pointcloud "trinagulizer thing"
depending on how accurate the terrain topology should be, but a quick way could be setting a key in the position of all the nulls in frame 2, then go to frame 1 and set another position key BUT with the y value at 0, so you have this "bed of nulls". And finally you could create a grid or similar planar geometry and envelope it to the nulls in frame 1... Quick and dirty job, but sometimes useful. Orlando. On Fri, Dec 7, 2012 at 7:49 AM, olivier jeannel wrote: > Hi guys, > > In SI, I have a tracked shot of a topview (from airplane) of a forest. > Basicly, 1000 nulls (trackpoints). > I was wondering if there was a possibility to "mesh" those nuls in order > to recreate the terrain topology ? > Maybe there is already a compound somewhere able to trace a triangle every > 3 vertices ? > > Any ideas ? > -- -- IMPRESSUM: PiXABLE STUDIOS GmbH & Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard & Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH & Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard & Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
Re: Ice Topology | build mesh from pointcloud "trinagulizer thing"
There's no need for ice topo, you would over complicate things..can't you use the built-in polygonizer ? It can handle nulls too. but probably a faster/better workflow would be to put all the nulls into a group, then emit particles on the global position array and polygonize that...
Ice Topology | build mesh from pointcloud "trinagulizer thing"
Hi guys, In SI, I have a tracked shot of a topview (from airplane) of a forest. Basicly, 1000 nulls (trackpoints). I was wondering if there was a possibility to "mesh" those nuls in order to recreate the terrain topology ? Maybe there is already a compound somewhere able to trace a triangle every 3 vertices ? Any ideas ?