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I downloaded this:
http://www.thingiverse.com/download:125262
and after using stl2pov -s filename > Leg.inc
and including it in a basic scene file as object {Leg rotate x*90}
I get:
Parse Error: Expected '>', undeclared identifier 'IND' found instead
There are a bunch of coordinates listed as -1.#IND
How do I fix this? How best to interpolate what the actual value should be?
Thanks.
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> I downloaded this:
> http://www.thingiverse.com/download:125262
>
> and after using stl2pov -s filename > Leg.inc
>
> and including it in a basic scene file as object {Leg rotate x*90}
>
> I get:
>
> Parse Error: Expected '>', undeclared identifier 'IND' found instead
>
> There are a bunch of coordinates listed as -1.#IND
>
> How do I fix this? How best to interpolate what the actual value should be?
>
> Thanks.
I have not done it to the far end. But import it whith Blender (seems to work
since I see some bones) and than export it to OBJ, convert it with PoseRay to
POV. That should work.
Best regards,
Michael
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Am 05.08.2013 21:37, schrieb Bald Eagle:
>
> I downloaded this:
> http://www.thingiverse.com/download:125262
>
> and after using stl2pov -s filename > Leg.inc
>
> and including it in a basic scene file as object {Leg rotate x*90}
>
> I get:
>
> Parse Error: Expected '>', undeclared identifier 'IND' found instead
>
> There are a bunch of coordinates listed as -1.#IND
>
> How do I fix this? How best to interpolate what the actual value should be?
Sounds like the mesh is malformed in some way or another, and stl2pov
fails to properly handle the problem.
You might try some mesh cleanup tool. AFAIK PoseRay has a few tricks up
its sleeves.
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OMG.
Okay, I'll try that.
My poor little laptop is gonna get a workout!
Thanks, Mike!
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Wicked cool!
Is there a way to declare each individual piece as its own mesh object?
Even if I need to just remodel some of it into simplified CSG primitives, I can
get a lot of work done on this. In the meantime I will be reading and learning.
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> I downloaded this:
> http://www.thingiverse.com/download:125262
>
> and after using stl2pov -s filename > Leg.inc
>
> and including it in a basic scene file as object {Leg rotate x*90}
>
> I get:
>
> Parse Error: Expected '>', undeclared identifier 'IND' found instead
>
> There are a bunch of coordinates listed as -1.#IND
>
> How do I fix this? How best to interpolate what the actual value should be?
There are several bugs in stl2pov, a long time ago I fixed them and
informed the author, but no reply. Since then I wrote my own converter
slp2pov as my CAD software can export both (and slp seemed easier to parse).
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Super.
I now have:
Blobman
MakeHuman
POV-Person
Blender
NetFabb
Moray
POV-Ray
.... and who knows what else is lurking in the download folder...
What should I use to easily and quickly separate unattached parts of a large
mesh file into individual mesh components so that I can apply transforms?
Is there a short processing script or is everything GUI?
Can I do CSG on mesh objects?
For example, take a mesh sphere and intersect it with a thin box to get a flat
disk / coin / cylinder?
Thanks
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On 06/08/2013 14:16, Bald Eagle wrote:
> Super.
> I now have:
> Blobman
> MakeHuman
> POV-Person
> Blender
> NetFabb
> Moray
> POV-Ray
> .... and who knows what else is lurking in the download folder...
>
> What should I use to easily and quickly separate unattached parts of a large
> mesh file into individual mesh components so that I can apply transforms?
Blender should be able to do it.
> Is there a short processing script or is everything GUI?
Sorry I don't use Blender much, but in theory you should be able to
write a script to separate a mesh into its individual disconnected
parts. Or of course you can do it manually.
OOC where are you getting the STL files from? There might be an easier
or shorter route to get the mesh data into POV in a more useful format.
> Can I do CSG on mesh objects?
> For example, take a mesh sphere and intersect it with a thin box to get a flat
> disk / coin / cylinder?
Yes. You just need to define an "inside_vector" for each mesh, look in
the help for more info.
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scott <sco### [at] scottcom> wrote:
> On 06/08/2013 14:16, Bald Eagle wrote:
> > Super.
> > I now have:
> > Blobman
> > MakeHuman
> > POV-Person
> > Blender
> > NetFabb
> > Moray
> > POV-Ray
> > .... and who knows what else is lurking in the download folder...
> >
> > What should I use to easily and quickly separate unattached parts of a large
> > mesh file into individual mesh components so that I can apply transforms?
>
> Blender should be able to do it.
>
> > Is there a short processing script or is everything GUI?
>
> Sorry I don't use Blender much, but in theory you should be able to
> write a script to separate a mesh into its individual disconnected
> parts. Or of course you can do it manually.
>
> OOC where are you getting the STL files from? There might be an easier
> or shorter route to get the mesh data into POV in a more useful format.
>
> > Can I do CSG on mesh objects?
> > For example, take a mesh sphere and intersect it with a thin box to get a flat
> > disk / coin / cylinder?
>
> Yes. You just need to define an "inside_vector" for each mesh, look in
> the help for more info.
Blender should be able to do it. I'm using Wings3D for this (may be in your
download folder...). Your object consists only of one group, which makes it a
bit difficult. I just played with Wings and the OBJ created by Blender. All
bones seems be single meshes but not grouped in the OBJ. With Wings you can
select a face of one bone, hit + as long as no furhter faces will be added and
use "export selected" to export the seperated part. Better save your work with a
new name, delete the exported bone and do the same with the next one. It's a bit
handy work, since they are some bones there.
Best regards,
Michael
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On 06/08/2013 2:16 PM, Bald Eagle wrote:
> ..... and who knows what else is lurking in the download folder...
There is also Bishop3D, a PovRay modeller similar to Moray. But with the
added advantage that it can import PovRay POV and INC files and you can
work on them in Bishop3D. Unfortunately the developer has gone AWOL so
there are no updates or support. It is not free and costs USD 44 from an
automated script/site. If you decide to give it a try, I can help
support as can StephenS.
--
Regards
Stephen
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