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	<title>Comments on: Parametric Objects in Blender</title>
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		<title>By: Piotr Sadowski</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-95896</link>
		<dc:creator>Piotr Sadowski</dc:creator>
		<pubDate>Sat, 28 Apr 2007 07:53:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-95896</guid>
		<description>I have some experience with &quot;simple geometry plugins&quot;. I used to work in MaxScript before (in 2-3 weeks I will add my collection of scripts to my website). This is a fantastic thing. The Autodesk knew what they are doing.
Greetings to all Blenderheads!</description>
		<content:encoded><![CDATA[<p>I have some experience with &#034;simple geometry plugins&#034;. I used to work in MaxScript before (in 2-3 weeks I will add my collection of scripts to my website). This is a fantastic thing. The Autodesk knew what they are doing.<br />
Greetings to all Blenderheads!</p>
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		<title>By: bruxy</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-90779</link>
		<dc:creator>bruxy</dc:creator>
		<pubDate>Wed, 18 Apr 2007 09:08:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-90779</guid>
		<description>How about defining the parametric objects in a .py script?
There has been some development lately in exporting and importing objects through Python. So how about putting these two concepts together?

The python script would have to handle returning list of parameters, with type and range of values. Blender would then read it and display the parameters in a button window (I&#039;d go for a separate panel in edit buttons, I would not necessary mix it wit the modifier stack)

It will rebuild the mesh on the a parameter change (yes, it would undo changes done in edit mode, so some change in there to display a popup would be a good idea). 

The mesh would have to store a refference to the script (perhaps with version) and the parameter values.

This way one could create a blender mesh, export it to .py, then tweak it to change some constant parametrs into variables, and here we go - you can start cerating a library of parametric objects that can be shared on the web. For Architecture: staircase, windows, doors, shelves, staircase, charis. You could modify style (&quot;I&quot; shape staircase or L or U or spiral. Dimensions, number of steps etc... and it would calculate it for you, then you can remove the script refference (convert to static mesh) and further tweak it.
To think even further...you could change the parameters in NLA, so you could do sort of shape keys controlled through python...

I&#039;ve been thinking myself to do that for some time, but a) I am not yet familiar with the blender code much and b) This seems like a major feature and I would not like to spend  weeks of my time on this so somebody then kills it on tre tracker in 5 minutes. That&#039;s why I thought I&#039;d perhaps throw for a discussion first....

Cheers

Bruxy</description>
		<content:encoded><![CDATA[<p>How about defining the parametric objects in a .py script?<br />
There has been some development lately in exporting and importing objects through Python. So how about putting these two concepts together?</p>
<p>The python script would have to handle returning list of parameters, with type and range of values. Blender would then read it and display the parameters in a button window (I&#039;d go for a separate panel in edit buttons, I would not necessary mix it wit the modifier stack)</p>
<p>It will rebuild the mesh on the a parameter change (yes, it would undo changes done in edit mode, so some change in there to display a popup would be a good idea). </p>
<p>The mesh would have to store a refference to the script (perhaps with version) and the parameter values.</p>
<p>This way one could create a blender mesh, export it to .py, then tweak it to change some constant parametrs into variables, and here we go &#8211; you can start cerating a library of parametric objects that can be shared on the web. For Architecture: staircase, windows, doors, shelves, staircase, charis. You could modify style (&#034;I&#034; shape staircase or L or U or spiral. Dimensions, number of steps etc&#8230; and it would calculate it for you, then you can remove the script refference (convert to static mesh) and further tweak it.<br />
To think even further&#8230;you could change the parameters in NLA, so you could do sort of shape keys controlled through python&#8230;</p>
<p>I&#039;ve been thinking myself to do that for some time, but a) I am not yet familiar with the blender code much and b) This seems like a major feature and I would not like to spend  weeks of my time on this so somebody then kills it on tre tracker in 5 minutes. That&#039;s why I thought I&#039;d perhaps throw for a discussion first&#8230;.</p>
<p>Cheers</p>
<p>Bruxy</p>
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		<title>By: Early Ehlinger</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-90184</link>
		<dc:creator>Early Ehlinger</dc:creator>
		<pubDate>Mon, 16 Apr 2007 21:57:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-90184</guid>
		<description>Another advantage of parametric objects: smaller file size.

For example, consider a spiral staircase.  If you had, say, a spiral staircase parametric object, the file would contain only a few bits of information:

spiral staircase tag
inner radius
outer radius
stair height
stair thickness
handrail height

Compare that to the amount of info to store it in polygonal form.  Granted, you can&#039;t edit the handrail directly without converting to polys, but if you need to, just do the conversion!</description>
		<content:encoded><![CDATA[<p>Another advantage of parametric objects: smaller file size.</p>
<p>For example, consider a spiral staircase.  If you had, say, a spiral staircase parametric object, the file would contain only a few bits of information:</p>
<p>spiral staircase tag<br />
inner radius<br />
outer radius<br />
stair height<br />
stair thickness<br />
handrail height</p>
<p>Compare that to the amount of info to store it in polygonal form.  Granted, you can&#039;t edit the handrail directly without converting to polys, but if you need to, just do the conversion!</p>
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	<item>
		<title>By: Early Ehlinger</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-90180</link>
		<dc:creator>Early Ehlinger</dc:creator>
		<pubDate>Mon, 16 Apr 2007 21:54:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-90180</guid>
		<description>Context sensitive categories would be very good.  3dsmax&#039;s modifier list is - well - extensive.  A big thing that would help would be a little &#039;?&#039; button next to each modifier that brings you to its wiki page.  That way if you try a modifier out and it doesn&#039;t do what you expect (or does nothing), you can check out what it&#039;s /supposed/ to do and how to get it to work.

I love the idea of having a modifier that basically loads geometry from another file.  As long as you can pack that file in order to upload to your friendly neighborhood render farm :-)  And as long as packing it from multiple objects results in only 1 packed copy of the file.</description>
		<content:encoded><![CDATA[<p>Context sensitive categories would be very good.  3dsmax&#039;s modifier list is &#8211; well &#8211; extensive.  A big thing that would help would be a little &#039;?&#039; button next to each modifier that brings you to its wiki page.  That way if you try a modifier out and it doesn&#039;t do what you expect (or does nothing), you can check out what it&#039;s /supposed/ to do and how to get it to work.</p>
<p>I love the idea of having a modifier that basically loads geometry from another file.  As long as you can pack that file in order to upload to your friendly neighborhood render farm :-)  And as long as packing it from multiple objects results in only 1 packed copy of the file.</p>
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		<title>By: Bmud</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-89772</link>
		<dc:creator>Bmud</dc:creator>
		<pubDate>Sun, 15 Apr 2007 19:49:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-89772</guid>
		<description>I too am an ex 3dsmax user. This is like coming home. I hope to see the feature realized. :)</description>
		<content:encoded><![CDATA[<p>I too am an ex 3dsmax user. This is like coming home. I hope to see the feature realized. :)</p>
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		<title>By: Johan (another one :-)</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-89761</link>
		<dc:creator>Johan (another one :-)</dc:creator>
		<pubDate>Sun, 15 Apr 2007 19:30:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-89761</guid>
		<description>What about the the ability to create parametric objects in separate files for other to use and import? (like a design for a window - and the user chooses the sizes etc)

I&#039;d love that!</description>
		<content:encoded><![CDATA[<p>What about the the ability to create parametric objects in separate files for other to use and import? (like a design for a window &#8211; and the user chooses the sizes etc)</p>
<p>I&#039;d love that!</p>
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	<item>
		<title>By: Johan</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-89623</link>
		<dc:creator>Johan</dc:creator>
		<pubDate>Sun, 15 Apr 2007 12:05:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-89623</guid>
		<description>Antiwhine- context sensitive categories sounds like a great idea! 

Too bad a small company like Autodesk can&#039;t figure that out.</description>
		<content:encoded><![CDATA[<p>Antiwhine- context sensitive categories sounds like a great idea! </p>
<p>Too bad a small company like Autodesk can&#039;t figure that out.</p>
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	<item>
		<title>By: Bellorum</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-89519</link>
		<dc:creator>Bellorum</dc:creator>
		<pubDate>Sun, 15 Apr 2007 06:28:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-89519</guid>
		<description>I&#039;m not religious, but here&#039;s me praying for parametric objects anyway:-)</description>
		<content:encoded><![CDATA[<p>I&#039;m not religious, but here&#039;s me praying for parametric objects anyway:-)</p>
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	<item>
		<title>By: Johan</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-89439</link>
		<dc:creator>Johan</dc:creator>
		<pubDate>Sun, 15 Apr 2007 02:28:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-89439</guid>
		<description>Modifiers are very useful, but 3DSMax has way too many modifiers (in my opinion). I think Blender should have a more innovative approach, than creating a modifier for every problem that comes along. If that happens you end up with Max with its one mile long modifier list.</description>
		<content:encoded><![CDATA[<p>Modifiers are very useful, but 3DSMax has way too many modifiers (in my opinion). I think Blender should have a more innovative approach, than creating a modifier for every problem that comes along. If that happens you end up with Max with its one mile long modifier list.</p>
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	<item>
		<title>By: TXRXFX</title>
		<link>http://www.blendernation.com/parametric-objects-in-blender-2/comment-page-1/#comment-89376</link>
		<dc:creator>TXRXFX</dc:creator>
		<pubDate>Sat, 14 Apr 2007 23:45:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/04/14/parametric-objects-in-blender-2/#comment-89376</guid>
		<description>I&#039;m inclined to agree on the edit mesh and edit poly subsets on max are pretty boss. But in blender we just have to get a bit old school (or get a nice python script written) to achieve that kind of functionality. 

Nice to see another string to blenders bow being stretched!

Awesome stuff!</description>
		<content:encoded><![CDATA[<p>I&#039;m inclined to agree on the edit mesh and edit poly subsets on max are pretty boss. But in blender we just have to get a bit old school (or get a nice python script written) to achieve that kind of functionality. </p>
<p>Nice to see another string to blenders bow being stretched!</p>
<p>Awesome stuff!</p>
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