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Simple Convex Hull Generator

12

convex-hull

Santiago Pacheco shares a script that computes a 'convex hull' for any object.

 

Santiago writes:

Hy everyone. Here's a simple convex-hull "generator" that I created based on necesity. Just duplicate any of the objects named "convex hull" , change the skinkwrap target and move the hull to the object. You might need to ajust some values, but it works really well and is quite simple.

Hope it helps someone.

Link

  • Convex hull generator script - this script is no longer available, sorry!

12 Comments

  1. I'm not sure how I'm going to use this yet. Good. Gives me an excuse to play around with it. :) Thanks for the share!

  2. I understand the basic concept of a convex hull, though I don't understand the math behind it.

    I'm just wondering what would be the primary purpose of creating convex hulls for 3D objects--anyone have an example or two?

  3. Francisco Ortiz on

    Hi BMF! For me this script is useful to simplify collision detection inside the game engine to speed things up ;).

    Thank you very much for this Santiago Pacheco.

  4. winnertakesteve on

    I haven't had a chance to try out the script, but looking at the image at the top of this post, I'm pretty sure the shape surrounding the tentacle-y object on the right is not a convex hull, as you can very easily see concave angles on it's bounding silhouette.

  5. It's not a script. It's a bounding cube, subsurfaced, shrinkwrapped, remeshed and decimated by modifiers. No rocket science, but a good example of the use of modifiers, I guess.

    • Exactly, is just that, but It creates good hulls, that I then use in my engine for some collisions. Just wanted to share it, in case it proved useful for someone ;)

  6. Well, nice idea, but Blender already have builded in convex hull function, that were integrated by Nicholas Bishop as part of his Skin modifier (space -> convex hull)

  7. This is a great setup for creating convex-shapes. Even if the result is not always a convex-shape, you have a good starting point to tweak it. Actually I think that you will have a much lower decimate-factor when going to practice.

    As Francisco Ortiz said, CS are great for using them as collision-objects as they are much faster to compute than usual triangle-meshes.

    Thx for sharing...

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