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Using Geom Tool

27

geom.jpgGeom Tool is an powerful Python script that will help you with mesh editing. It contains fourteen functions to align, distribute, project and intersect. Allan Brito, author of the Portuguese 'Blender 3D - Guia do Usuário' has written an extensive tutorial on how to use it.

Allan writes:

Today I'm going to talk about another Blender Script. This Script is called Geom Tool and his primary function is to aid in the modeling process, adding more tools and functionalities that doesn't exist in Blender.

I think this tool is very useful, mostly when we apply it in more geometric modeling. Like when we have to model Scenarios and Furniture for architectural visualization.

The tutorial is available both in English and Portuguese.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

27 Comments

  1. Very nice script. Combined with the code for processing the mouse events from the older Sculpttool-script it could help Blender to behave like SketchUp. This would be very helpful for beginners.

  2. It would indeed be great if these tools made it into blender by default. Not that there aren't workaround ways, and the new snapping help with these workarounds, but it would still be a timesaver sometimes.

  3. +1
    Or provide a way to add a custom panel, menu entries, floating toolboxes or so to Blender powered by python functions.

    Python allow drawing interface but:
    - what if you need more functions/scripts simultaneously?
    - not well suited with Blender interface (look theme, must restart manualy when you start blender, no mouse interaction in the 3d view)

    These scripts could balanced Blender for more CAD with integrated tools made by pyhton scripter rather waiting them in official branch. Maybe other people than CAD would also love to have a tuned Blender.

  4. quote=FreakyDude: "It would indeed be great if these tools made it into blender by default. Not that there aren't workaround ways, and the new snapping help with these workarounds, but it would still be a timesaver sometimes. "

    Yea what does that do exactly anyways? (Haven't figured it out yet :S)

    Here's another "vote" to implement these tools into blender. Great script.

  5. I really liked what it could do with UV maps. Distribute for verts or UV points is very helpful. Retopo absorbed just the project function, but this is cool too because it works with a surface's normals so its not dependent on the 3D view's angle. The list of functions here is quite long too. I would also like this script-of-scripts to be included with the official release. They appear to be well documented enough, which if I recall properly, is the only real requirement for approval.

  6. never use the scripts and now i'm discovering a lot of different things besides the Geom tool. Like the 'Batch Object Name Edit' that i never used, but it's real handy.

  7. @Eon:

    Python panels in blender have been speculated on for a while now I think but mainly the problem with such a feature at the moment is blender's event system - look out for this feature after the (fabled) event system refactor though.

    ps: anybody feel free to correct me if I'm wrong since I'm not an active developer myself lol ;)
    -epat. :)

  8. That sounds great! I already have downloaded the scripts, but don't get it to work on my Intel-Mac (actual version of OSX). Does anybody know, what the problem could be?

  9. i think thats the most useful script ive seen so far! its a pity that it disappears everytime after using it.. maybe the author is planning on improving the UI ? thanx alot for the script anyway

  10. @aws357
    "One can ask itself why these goodies aren't native in Blender… #drooool#"

    I thought that was the whole idea of python. People try stuff in an easy language and then if it's any good it gets incorperated into blender ( if the coder agrees ).
    As far as I know lot's of importers/exporters look "native" but are scripts.

  11. The script doesn't work on my Mac (actual OSX version). I tried it on WinXP, but it doesn't start too. Does anybody know, what the problem could be?
    So I still couldn't try the script. But what I have read about it is enough to say: "This is a must for me! I wish, it will be integrated soon into regular Blender".

    Thanks, Carlinhos

  12. This tool is a god send...

    i model ships, and sometimes i want lines to be straight for paneling purposes, and this tool makes my life tons easier in modeling starships like no other...

    THANK YOU!

  13. I am suspecting there is a difference between Python on Mac and Python built into Blender for PC. I asked this question on blender artists and believe I got a good response. I will try it later but if anyone else wants to try updating Python for Mac and then using this script, I'm sure many would love to hear from you. Be the first ;)

    QUOTE:

    The Windows version embeds the Python interpreter into the binary. This doesn't happen on the Mac version as Python is in the system. The default on OS X is 2.3 but the latest version is 2.5. You can get a Mac installer here:

    http://www.python.org/download/releases/2.5/

    Python 2.3 doesn't recognize decorators and oddly it has an issue with list comprehension (possibly the Python 2.3 on the Mac being incomplete?)

  14. i guess we should look into the integrating then.

    official blender is still supporting also 2.3, but most certainly not bad fallbacks can be added for backwards compatibility. we can still leave the 2.5 features for those for whom they work if they make sense, i guess .. at least if it is easy to maintain versions with and without the decorators(yntax)?

    ~Toni

  15. A Lot of this can be done manually by creatively moving and duplicating stuff, but it would indeed be cool to have this by default. I know I posted before, but I spend so much time today fiddling around with some akward models and this could have saved some time. I think this functionality integrated would be a definite plus.

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