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trabajamos para ella !
Interactive UVN transposition : Maya 
Wednesday, January 30, 2008, 06:37 PM - Maya.c++.api., Geometry, Tessellations
Posted by Administrator
videos are in real-time
Shows attempts to create an interactive tool that transfers meshes from the UVN space of a reference surface(usually flat, :. uvn = xyz) to that of another.

'Uses' (as seen in videos) relate to 'flowing' multiple components on a 'host' surface, transferring a user-generated triangulated / quad mesh unto a given surface etc.

Second video also includes the use of Maya-Qhull interface, to generate meshes.

5 comments ( 31 views )   |  0 trackbacks   |  permalink   |   ( 2.9 / 593 )

Maya fluid and its field of force 
Wednesday, January 30, 2008, 05:45 PM - Maya.c++.api., algorithms
Posted by Administrator
video is in real-time
Shows a visualisation (of the data-set) of the force field around a Maya 'fluid' simulation.

A free player from tradebit.com

It is a well-known fact that the 'fluid' simulation yields a gradient numeric data-set that can be used to parametrically drive other geometric, and/or organizational systems.

In a bid to further research of fluid-fields and its use within parametric 'design' systems, we attempted to extract more data from the simulation. Here a 'fluidNode' (a simple wrapper to API methods) is being used to visualize/extract data related to the force exerted by a 'fluid' on point-objects within it.

Videos and images relate to how this might be applied to 'differentiate' and/or generate geometry.

A free player from tradebit.com

A free player from tradebit.com

6 comments ( 32 views )   |  0 trackbacks   |  permalink   |   ( 3 / 501 )

real-time curvature information in Maya viewports. 
Thursday, January 17, 2008, 10:17 AM - Maya.c++.api., Maya.general.modelling, Analytical
Posted by Administrator
video is in real-time
Shows an application of the openGL generic-data visualising node. (see previous entry)

The node is being used to visualise 'curvature' under 'real-time' manipulation of a NURBS surface.

Currently supports only one surface at a time. V 1.0, based on a hardware shader node however, supports multiple objects.

Curvature values are computed from the 'derivative' information that the maya API provides access to. As such the numeric results are accurate (verified by comparision in Rhino). Only gaussian and mean curvatures curvatures can be displayed.

The color regions are dynamic divisions of the min-max range, which can be set.

click for more
click for more

7 comments ( 17 views )   |  0 trackbacks   |  permalink   |   ( 2.9 / 635 )

MEL and openGL visualization. 
Tuesday, January 15, 2008, 03:31 PM - Maya.c++.api., Maya Embedded Language, utilities, programming interests
Posted by Administrator
video is in real-time
A quick screen grab from WIP.Shows a prototype 'node' for Maya that can take MEL inputs and produce openGL entities.

The in-built blind data editor(polyColorBlindData MEL command) provides a handy interface to visualize information embedded within a mesh. The attempt is to build a similar node that can visualize more generic blind-data. It is a simple wrapper around the easy access that the maya API provides to incorporate openGL in its view ports.

Currently it can take input surfaces and meshes, vector (point and color) arrays. Output modes are points, and lines. The intention is to support quads and line strings as well.

This might help some of our previous tools to work in interactive modes, by obviating the need to make 'intermediate geometry'. Standard uses could include visualizing surface curvature, 'input sites' on a surface, closest-fit planes, point clouds etc.

3 comments ( 12 views )   |  0 trackbacks   |  permalink   |   ( 2.9 / 636 )

Maya surface rationalization 
Friday, January 11, 2008, 11:35 AM - Maya.c++.api., Maya Embedded Language, Analytical
Posted by Administrator
video is in real-time
A typical work-flow with the tool-set developed (for maya) to estimate the number of panels of single-double and infinite curvature needed to span a single NURBS surface without compromising the discernible 'visual' continuity of the surface.

A free player from tradebit.com

click to read more
4 comments ( 11 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 2.9 / 664 )

Weblog under construction 
Thursday, January 3, 2008, 08:11 PM - Maya.c++.api., Maya.general.modelling
Posted by Administrator
image: compettetion entry for drlX pavilion design: team included: luis fraguada, victor orive, and brian dale.

thank you for your patience.

10 comments ( 15 views )   |  0 trackbacks   |  permalink   |   ( 2.9 / 642 )

MEL _ Maya API _ comparision video 
Thursday, January 3, 2008, 10:59 AM - Maya.c++.api.
Posted by Administrator
video: video is in real-time.
comparision of relative times consumed by code written in three formats, and performing the same task - a platform specific implementation of Prim's algorithm

left to right in video :
compiled c++ plug-in, MEL script augmented with a C++ plug-in for the hardest part of the code, and entirely MEL script.

In an attempt to 'justify' the spending of learning time , on the C++ API side of things in Maya, we conducted the following test :

1. chose / wrote (using MEL) a processor-intensive algorithm that had minimal geometry creation, . Prim's algorithm proved to be quite handy in this regard: the processor requirements of the algorithm seems to grow quite rapidly with the number of elements.

2. Identified the principal bottleneck within in the algorithm , in regard to execution times. Wrote a c++ Maya plug-in for that part.

3. Transposed the entire algorithm into c++;

The windows in the video above represent the these three steps from right to left.

a. sample mesh was a 'voronoi' mesh(generated using qhull) of 100 random points.
b. Approx 1300 edges, needing about 850 iterations(for this particular mesh) to find the minimal-spanning-tree.
c. c++ plugin tool took approx 16 seconds to complete the task, the augmented MEl script took Approx 4 minutes and the MEL script completed about 80% of the task in about 8 Minutes.

development time:
MEL : 0.5 days;
Augmented MEL : 0.5 days;
Plug-in : 1.0 days.
(It has to be said that we are in the very early days of learning the Maya API.)

Note : The c++ code inside plug-in(on the right) has a fair amount inefficient structure, in that it uses a large amount of 'string' operations, and duplicates some amount of work between its constituent parts. The MEL script on the other hand, is quite efficient in that it relies almost entirely on MEL commands, and uses only one additional MEL procedure.

More details about the platform specific implementation of the algorithm to be posted soon.

3 comments ( 8 views )   |  0 trackbacks   |  permalink   |   ( 3 / 604 )

Wednesday, January 2, 2008, 09:13 AM
Posted by Administrator
image:from the research project of team AADRL team Manifold ('04-'06)

image courtesy Manifold AADRL 04-06

2 comments ( 7 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 3.1 / 354 )

flickr test 
Thursday, December 27, 2007, 02:22 PM
Posted by Administrator
This is a Flickr badge showing photos in a set called drl X. Make your own badge here.

1 comment ( 11 views )   |  0 trackbacks   |  permalink   |   ( 2.9 / 504 )

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