Great work on the script. I was attempting to make a 3ds Max version of this, but I've come to the general conclusion that a team of highly experienced programmers will need to get together and think of a way to implement an entirely new system for manipulating nodes/beams. Unfortunately 3ds Max does not have a "Springs" feature like Maya, which is how this exists in the first place. As I said, an entirely new system will need to be implemented for 3ds Max. It might not even be worth the work. There would need to be custom draw rendering created from scratch for displaying nodes and beams, and then a way to generate beams using a cluster of vertices and calculating distances from one vertex to another. I envy Maya users
thats a shame, even though it doesn't seem like it right now, many people do use 3ds max, and when you get good with a program like that its even harder to go to another program like blender and now maya... maya is out of the question. Blender could be possible, but I can't stand the workflow, maybe i'm used to 3ds max. Sucks : / - - - Updated - - - thats a shame, even though it doesn't seem like it right now, many people do use 3ds max, and when you get good with a program like that its even harder to go to another program like blender and now maya... maya is out of the question. Blender could be possible, but I can't stand the workflow, maybe i'm used to 3ds max. Sucks : /
This is awesome, man. Really really awesome. Please, port it to Blender! It'd sooo nice to work with this!
This is one step closer to an auto jbeam type of program! drop your model into the program and it automatically creates a jbeam structure based on the vertex locations and the name and shape of the parts!! can't wait for that!
For those of you who voted you would like this in Blender, there already is one. Here: http://www.beamng.com/threads/5775-Blender-Script-to-Export-Nodes-and-Beams