Voxelize Mesh Script

February 8th, 2010

This script will voxelize an animated mesh. It creates an array of cubes which fills the bounding box of the mesh’s motion through its animated range, and animates the visibility of each cube over the frame range based on its proximity to the mesh.

It’s quite slow, and would be faster if it used my octree, but it’s a start.

Written in Python with PyMEL for Maya.

Code follows:
Continued »

Pymel OOOctree

February 7th, 2010

Please find below an expanding object-oriented octree implemented in Python with PyMEL for Maya. In this configuration, the octree functions as a space-partitioning scheme used to quickly find intersections between the bounding boxes of objects in scenes with many objects. It is not perfect but it does the job.

OOOctree_v.1.py

Usage and code follows.
Continued »

Splitting the Atom

February 4th, 2010

Another frozen moment… but the revealed characters and the sense of scale at the end are intriguing. The pacing works for me too, but that may have more to do with the Massive Attack track.

Directed by Edouard Salier, produced by Digital District.

[Via Motionographer.]

A Brief History of Manhattan

February 3rd, 2010

Not to scale.

Donut-upon-Avon

February 3rd, 2010

This donut was grown on the banks of the Upper Avon, and is popularly known as Shakespeare’s Donut. First described by Washington Irving, it was later the inspiration for the plan of the Globe Theater. Not coincidentally, a globe’s outer surface may be described by the transverse rotation of a sideways donut. However, this is not recommended.

Guests from Overseas

February 3rd, 2010

Guests from Overseas

Guests from Overseas, by Russian painter Nicholas Roerich in 1901.

Octree Towers

January 31st, 2010

I found a sneaky bug in my overhang-detection code which was preventing altitude. Here are 10,000 blocks of altitude.

Continued »

Moldsville

January 30th, 2010

Mold-style growth, from the edges.

Vanishing Point

January 29th, 2010

By Takuya Hosogane of Bonsajo.

[Via Kitsune Noir.]

City of Ten Thousand Objects

January 26th, 2010

Count ‘em, 10000.

With the octree this only took an hour to generate.

Update: Okay, so I counted, and there are only 9,999. My bad.

Bear of Cubes

January 24th, 2010

It’s about time somebody made a bear out of cubes.

Not much of a bear, really. It can’t be blamed for that, but I can.

The Cube of all Cubes

January 23rd, 2010

Here are 2500 cubes all smushed into another cube without overlapping, which I accomplished by means of a cleverly-arranged series of object-oriented whistles and knobs in just over two of your Earth minutes.

Continued »

Octree Test

January 9th, 2010

Chart showing octree superiority

That’s mathematics, son. You can argue with me, but you can’t argue with figures.

Commentary and code follows.
Continued »

Expanding Octree

January 6th, 2010

Another visualization of an octree expanding to encompass an increasingly wide-spread array of points, coded in Python for Maya using Pymel.

Live Octree

January 6th, 2010

Normally octrees start large and subdivide. This is fine for static scenes, or scenes in which the boundaries are known, or scenes managed by reasonable people.

Being perverse, I decided to make an octree that could adapt to its circumstances, and grow extra layers if necessary to accommodate objects beyond its limits.

This, my friends, is what we are witnessing here today. The first live, growing octree ever captured on film.

As locators generate, this octree subdivides to keep any node from holding more than 10 at once. If a locator generates outside of the octree, the tree grows super-nodes until the point is contained.