[PD] exporting gem structures to cad

cyrille henry cyrille.henry at la-kitchen.fr
Tue Feb 10 20:00:57 CET 2009


hello,
i did use the same kind of technic to create .obj file, that i open and convert in blender.

here is an extern i make to speed things up and exemple how to export to a obj file...
(works only with cubes)

cyrille



Claude Heiland-Allen a écrit :
> punchik punchik wrote:
>> Hello, i was  experimenting with gem combining diferent generatives techniques to create 3d iterative complex shapes. I would like to use these structures for architecture and I was wondering if its possible to export the generated structures to other 3d modelling software or maybe to autocad, so the structures generated can be built in the real world.
>> Do anybody have tried something like this?
>>
>>
>> In processing theres a library that allows to export 3d opengl shapes into dxf format that can be loaded in autocad, how difficult can it making something like this in pd?  "http://www.processing.org/reference/libraries/dxf/index.html"
>>
>> I was thinking that it would be possible to iterate over all the repeated geos in each shape and with gem_listinfo extract the information matrix corresponding to each geo, and then store into a text file , then use that info to rebuild the shapes in other program like autocad.
>>
>> Do anybody have tried something like this?
> 
> I did something similar once, but for a special case of 2D with only a 
> small number of [square]s (up to 8 or so).  But the principle I used (or 
> that I would use now, if I were doing it again) is basically: wrap each 
> kind of geo in an abstraction, like [cad_square] instead of using 
> [square], that uses the Gemlist info to work out where it is in space, 
> then send a message with that info (plus what kind of geo it is) to a 
> receiver (which might write it to a textfile or do something else with 
> it).  Optionally have a pre-render bang and a post-render bang for any 
> headers/footers that the file format needs, and remember that you might 
> need to get colours / materials too (I guess the GEMglVoodoo will do the 
> trick there).
> 
> In my case I used pdlua to directly write a graphgrow-engine input file, 
> while using Pd+Gem to generate realtime previews using texture feedback.
> 
> A blog post about that:
> http://claudiusmaximus.goto10.org/cm/2008-03-23_graphgrow_realtime_preview.html
> 
> Some possibly-no-longer-working code:
> svn export https://code.goto10.org/svn/maximus/2008/gg/ gg
> 
>> any idea would be aprreciated
> 
> I think you're on the right track, but I don't know if there's an 
> existing exporter.
> 
> 
> Claude
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