Using Blender Python to create maille.
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Joined: March 26, 2002
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Location: Chainmailland, Chainmailia

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Posted on Sun Jan 05, 2014 2:22 am
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It's finally been published:
How to Make Chainmaille in Blender, the article.


Let's all give Levi a round of applause and a pat on the back for all the work he put into this.


There is no such thing as weave ownership. If someone produces a weave sample, they own that physical piece of mail, but not rights to the weave pattern itself.
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Joined: December 22, 2007
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Location: Hampton, Virginia USA

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Posted on Sun Jan 05, 2014 2:25 am
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Good job Levi! I'm really glad to see this! And thank you David for helping. Very Happy


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Joined: September 24, 2012
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Location: Stockholm, Sweden

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Posted on Tue Feb 04, 2014 8:15 pm
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Fantastic job Levi.

BR
C

Joined: January 17, 2013
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Location: Probably in the garage...

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Posted on Wed Feb 05, 2014 4:21 am
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I'm still slowly optimizing BlenderIGP, with the hopes of getting portions of it threaded to take advantage to multi-core processor.

Once I get back into gear, I'll work out making UV maps to lower the poly count of the rings used in the article, it should really help performance in the simulations.


Mostly Harmless

Joined: December 10, 2013
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Location: United States

Blender
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Posted on Wed Feb 05, 2014 7:00 pm
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Blender really does make some very nice 3-d renderings of chainmaille. I might think about using it for some tutorials.



Joined: January 17, 2013
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Location: Probably in the garage...

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Posted on Mon Mar 02, 2015 5:35 pm
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Minor correction to BlenderIGP. The instructions to run the script on line 16 read as.

Code:
"exec(compile(open).read(), file, 'exec'))"


Which was not correct, it should read.

Code:
"exec(compile(open(file).read(), file, 'exec'))"


I've updated both scripts (v1 and v1.1) with the proper syntax.

I'm also going to start reworking the script to add a few things namely a ring list and see if I can speed up the process.


Mostly Harmless

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