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MEL script for grass plane duplication/randomization

Posted: Tue Jan 16, 2007 10:03 pm
by deadalvs
see here:

http://www.jumpgates.com/matthias/MEL/G ... ier_V2.mel
folder: http://www.jumpgates.com/matthias/MEL/

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it's easy to use and described in the script also.

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enjoy ! :wink:

Posted: Tue Jan 16, 2007 10:14 pm
by deadalvs
example ...

Image

Posted: Tue Jan 16, 2007 11:00 pm
by Neil Evans
Very cool, thanks a lot Matthias

Any chance of zipping it up, when I click on the link I just get a whole pile of jumbled up text..

Thanks..

Posted: Tue Jan 16, 2007 11:11 pm
by deadalvs
i thought that would happen... i'll zip it...

Posted: Tue Jan 16, 2007 11:15 pm
by deadalvs
there You go...

http://www.jumpgates.com/matthias/MEL/G ... ier_V2.zip
http://www.jumpgates.com/matthias/MEL/

i hope it works...

(else, the whole code is displayed in one line... )

Posted: Tue Jan 16, 2007 11:17 pm
by Neil Evans
wow that was quick, thanks a lot, I'm going to have a play :D

Posted: Tue Jan 16, 2007 11:20 pm
by deadalvs
You are welome ... !

You helped me in the past ...

Posted: Wed Jan 17, 2007 11:12 am
by SunlightRocker
Thanks alot, It worls great. Really usefull. And not only for grass. Great for placing out any objects. Thanks alot.

One question: Why does it only work with a Nurbs-ground? I would really like it to work on polys... I always model with polys...

Posted: Wed Jan 17, 2007 12:37 pm
by deadalvs
thanks guys ! thanks guys !

reasons... why not (yet) with polys

1) i'd like to make it also work with polys, but i have not found yet the MEL command that gives out a randomized vector (position) from points all over the poly-surfaces, and not only the cv. in nurbs, i can randomize a UV value and output the world coordinates of this point, based on the selected nurbs surface.

2) nurbs are also cool to generate shaped topography

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i'll have an other look in the MEL reference... k?

Posted: Wed Jan 17, 2007 12:43 pm
by deadalvs
SunlightRocker wrote:And not only for grass
NO. NO. it REALLY should work only with grass.... ! :lol:

don't rape it ! :)

Posted: Wed Jan 17, 2007 9:17 pm
by SunlightRocker
Hehe. Okey, Only grass it is then. :)

Posted: Wed Jan 17, 2007 10:35 pm
by deadalvs
any wishes so far ? what could be changed or added ?

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of course it would be great to write it in C++ for the API, which would greatly speed it up, but i'm not familiar with C++

can someone help ?

maybe Dr. Merman is just doing this at the moment ... ?

Posted: Thu Jan 18, 2007 11:29 am
by SunlightRocker
I have some wishes.

1. Add the generated meshes into a new group...

2. Add more parameters:
rotate x
rotate y
rotate z

3. And when they are created, they must be moved to the right position. Why is that?

Posted: Thu Jan 18, 2007 11:37 am
by deadalvs
to wish 1) i tried that but failed at the first attempt. i'll try again

to wish 2) okay, i can do this.

to question 3) i don't quite understand what You mean...

the object is selected, duplicated and then, this new selection is moved to a place on the nurbs surface. this just randomizes objects to different places... this is the idea behind the script... :) well, i don't get it... :?

Posted: Thu Jan 18, 2007 12:26 pm
by SunlightRocker
Hehe. Ok, Ill try to explain nr 3: When my meshes have been created, they all end up at the wrong position. So I have to create a group, and move them to fit the ground mesh... Like your screenshot..