tag:blogger.com,1999:blog-11719805.post8412192922448355534..comments2023-11-03T01:45:11.288-07:00Comments on Lost Garden: Prototyping challenge: Make a web-based 3D modeling toyDaniel Cookhttp://www.blogger.com/profile/10437870541630835660noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-11719805.post-88913250322310416362013-04-06T06:00:52.061-07:002013-04-06T06:00:52.061-07:00TinkerCad is closing! Next project is called Airst...TinkerCad is closing! Next project is called Airstone.Pierohttps://www.blogger.com/profile/07434532260986333559noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-52406723623481844562012-07-30T19:13:04.106-07:002012-07-30T19:13:04.106-07:00Would it be an option to have the source code of t...Would it be an option to have the source code of the prototype made available? Like that others may be able to build on the existing work too.Mitijahttps://www.blogger.com/profile/01287199086174732307noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-11370449856747156652012-05-12T10:56:43.627-07:002012-05-12T10:56:43.627-07:00I guess I'm a bit late to this party, but I st...I guess I'm a bit late to this party, but I started working on a webgl based modeler for Minecraft: http://www.youtube.com/watch?v=qGLZhxH-G3E - so I guess it doesn't fulfill your "no voxel"-point ;)<br />However, it uses three.js and I did copy some of the code from a tutorial...<br />Either way, this is the progress I made in a few hours.<br /><br />I haven't really worked on it since, partly because I am working on other projects and partly because I have more RL-quests to attend to now.Alexhttps://www.blogger.com/profile/04498250515409198018noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-91214931252903503312012-05-11T01:10:48.105-07:002012-05-11T01:10:48.105-07:00@Mikko
Nicely updated. The smoothness of the non-...@Mikko<br /><br />Nicely updated. The smoothness of the non-gridded version is rather sexy. <br /><br />Another tweak I noticed looking at Pete Blois's prototype (now linked in the post) is that he does a little exception where two co-linear points yield a sharp corner. <br /><br />From a purist perspective this is a little odd. However, one thing we were originally playing with is categorizing the expressive range that an artist might desire...sort of building aesthetic choices into the primitives. The co-linear straight lines ended up feeling rather nice. I'm not sure if there is an algorithm that actually yields that result, but then again art always cheats. :-) <br /><br />take care,<br />Danc.Daniel Cookhttps://www.blogger.com/profile/10437870541630835660noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-82617469260290112212012-05-10T01:09:15.665-07:002012-05-10T01:09:15.665-07:00Updated my test. Now the tangents are scaled based...Updated my test. Now the tangents are scaled based on how close they are to the end points, this works pretty well. The half circle fake tangents are now calculated so that the direction is from the center of A to vertex 2.<br /><br />I added button to toggle snap on/off to allow better test discontinuities in the tangent calculations.<br /><br />Whilst tinkering with this my old pet hate for beziers surfaced :) I've worked with the curves for about years now, and I still find it frustrating to discover the right shape. I once got a great lesson from the guys from underware.nl on how to organize your work for maximum bezier power (i.e. use axis aligned handles), but that is truck load on info and not easily discoverable either.<br /><br />I made a quick attempt at generating better behaving tangents, but it seems it created new set of problems. Anyways, you can test it by pressing the Tan2 button.<br /><br />@daniel, have you thought about adding more structure to the shapes? I made another quick test (no demo, sorry) where the round shape consisted of center and four handles. The tangents would always align perpendicular to the direction to center. It might not be the most expressive shape, but it was fun to discover the shapes, since you estimate better how the shape would change.Mikko Mononenhttps://www.blogger.com/profile/11900996590678707801noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-32881435435995538192012-05-09T03:44:55.184-07:002012-05-09T03:44:55.184-07:00@Mikko very nice!
@Danc After finding the optimal...@Mikko very nice!<br /><br />@Danc After finding the optimal set of shapes, you should really think about naming this concept, shapeset or both (maybe after yourself to live 4ever). Maybe something like Dancshapes or something. I want this to be a THING.Juha Kiilihttps://www.blogger.com/profile/16259875116314866279noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-69310144144141125832012-05-08T21:51:48.863-07:002012-05-08T21:51:48.863-07:00@Mikko Nice prototype!
Aye, there is something...@Mikko Nice prototype! <br /><br />Aye, there is something off on the control handles. <br />- Maybe adjust the control handles independently since currently they are completely symmetrical. Perhaps bisecting A in some manner may give a better value for each handle<br /><br />- The whole thing starts feeling much better if you can drag directly on the shapes themselves to move them around the 2D drawing plane. <br /><br />- Totally agreed that this would be most interesting displayed at a slight tilt (like the 2D windows stack! :-). Then every object has a drawing plane associated with it if you select it. So the user is still just dragging in a 2D plane. <br /><br />@id Takeo Igarashi's work on Teddy was hugely inspirational too me early on. I always thought there was some magic in the inflation-based extrusion. (I was going to add a note on that to the blog post, but thought it was getting too long already! I should add a references section! :-)Daniel Cookhttps://www.blogger.com/profile/10437870541630835660noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-61817395058177561582012-05-08T05:40:50.204-07:002012-05-08T05:40:50.204-07:00Are you familiar with the work of Takeo Igarashi a...Are you familiar with the work of Takeo Igarashi and the Design Interface group he heads up in Japan? He has done a lot of really impressive work in this field. Implicit modelling and simple annotations on 2D forms to create the corresponding 3D shape.<br /><br />His research site: http://www-ui.is.s.u-tokyo.ac.jp/~takeo/<br />and the interface group's relevant projects: <br />http://designinterface.jp/en/projects/index.htmlAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-52319157496372045922012-05-08T02:49:32.619-07:002012-05-08T02:49:32.619-07:00I made a quick test to see how the curve algorithm...I made a quick test to see how the curve algorithm could work, I took the liberty to add few extra shapes too (I like the triangle teardrop): <br />https://tinkercad.com/sketch/curve/<br /><br />The half circle feels a bit odd, the rules work well when the apex point is "within" the straight segment. The tangent calculation for the round shape feels ok-ish, I think the length of the tangent should be somewhat proportional to the location of V1 to V2-V3. I also wish the shape would stay more round when squeezed, I'll see if I can find a bit better tangent rules.<br /><br />Based on our experience with Tinkercad, people understand 3D really quickly if your modeler has good mental model and natural mapping (i.e. which way is up, where is table, etc). We've had 6-7 year old kinds do 3D modeling, and 5th graders do can crazy things [1]. The only folks that need hand holding is us over 12-years-olds :) I highly recommend not having proxy model for 3D. I think simple rotated view 3D (maybe along the lines how Windows shows the 3D window stack) would work better for depth positioning than a separate list. I would go fully in 3D and automatically orient the camera when editing a shape.<br /><br />[1] https://tinkercad.com/things/6rPZonCVcUwMikko Mononenhttps://www.blogger.com/profile/11900996590678707801noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-40422587537306185872012-05-07T18:48:57.388-07:002012-05-07T18:48:57.388-07:00Okay, so, if I understand correctly, the user is j...Okay, so, if I understand correctly, the user is just defining these curves in 2D on the xy plane, and then those curves are extruded along z according to the bevel option? It sounds like you were thinking the editor itself would just be 2D, and then it would export to a 3D preview when you're done, rather than actually working in 3D?<br /><br />I would think that an actual side view visualization of the model would be really important for getting a feel for the volume and silhouette of your creation. I want to see what the extrusions look like as I'm making them. Perhaps you could integrate a side-view visualization with the depth sliders somehow. Maybe something as simple as, an object's depth slider pops up on the side view when it's selected, or scaling handles appear on either side of it. Of course, this gets a little more complicated with objects obscuring one another...<br /><br />An option for mirrored extrusions might also be good. So, say, if I have a circle curve that takes up the entire workspace, if mirror extrusion is on you'd end up with a sphere, and if it's off you'd end up with a vertically standing hemisphere with twice the diameter.<br /><br />Also, the first thing I thought of was that, if you don't have an active 3D view, you should at lest have an option to switch the main view between front and back. That should be as simple as just swapping the Z order, right?Maxhttps://www.blogger.com/profile/01499052807691232476noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-2913065242203646622012-05-07T05:31:11.118-07:002012-05-07T05:31:11.118-07:00I'm pretty sure Spriter isn't going to be ...I'm pretty sure Spriter isn't going to be 3D. I think it's also not supposed to have actual drawing features, but it's just an animation tool. That may indeed include deformation, so I suppose if you wanted to, you could make a bunch of basic shapes and then use Spriter to use the basic shapes to build more complex things. Might be interesting. Not 3D though.<br /><br />Also, can't wait to try Model Toy. Have you checked out CraftStudio http://craftstud.io/ ? They have a sort of cuboid-based 3D modeling tool. I would describe it as a tool that lets you make models like the creatures in Minecraft. Not restricted to axis-aligned cubes like the game itself, but freely placeable and orientable cuboids.Pekka Kujansuuhttps://www.blogger.com/profile/09942741243680653182noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-3081701548398568272012-05-07T01:36:46.830-07:002012-05-07T01:36:46.830-07:00You make pretty good posts, don'tCHAYou make pretty good posts, don'tCHAadminhttps://www.blogger.com/profile/10380334607013493186noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-85665646303321423962012-05-06T19:59:38.790-07:002012-05-06T19:59:38.790-07:00Cough: http://brashmonkey.com/ Spriter will eventu...Cough: http://brashmonkey.com/ Spriter will eventually be set up for deformations. Not sure if they want to go full 3d though.newthttps://www.blogger.com/profile/08418341694353195412noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-1546748559278592952012-05-06T19:13:06.109-07:002012-05-06T19:13:06.109-07:00Where's the link?! I want to try this out, too...Where's the link?! I want to try this out, too!Glycanhttps://www.blogger.com/profile/15150100629585122899noreply@blogger.com