I cant believe it did. That is awesome!!
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Still a long journey. This was already beyond my beginner comfort zone.
But thank you for the encouragement!
Your attempt succeeded! Phoenix wright was the first thing that jumped to mind, can't wait to see the finished work!
Not exactly the same (and not for Blender), but reminds me of this project that I saw and used a few times
Before reading the post I thought it gave Phoenix Wright vibes, so you’re definitely on the right track.
Oh I love that. Had a flat mate who did pathfinder, and had a lot of fun stories to tell!
Thank you! I had a lot of fun sculpting and texturing him. I'll probably include him in a Pathfinder adventure I'm writing.
Aww they’re so cute!! You did a fantastic job!
Thank you! I followed this tutorial mostly: https://youtu.be/ngmHw0apHsI
Then I added some detail specific to the idea. The drawing is actually based on a sketch one of my Pathfinder 2e players made for their character.
Looks great! I took a grease pencil workshop but I haven't found time to practice with it. I really should
This is remarkably detailed, thank you so much for your hard work. Admittedly, this is a little bit advanced for me, I'm only just starting to learn Blender. But I'll be glad to have this tool when I do learn how to use it.
sorry -_- will fix that in later releases. will need to simulate the fall again )
The node basically simulates (just like cloth simulation) a 1D manifold (a thin cloth if you will) and spits out the simulated mesh (at each frame). What you do with it is up to you. Like in the cover image of this post, i chained a couple more geo nodes to make it into a proper rope.
So for something like a chain, you could add another geo node after the RopeGN (like in the attached image).
Spiderweb is an interesting case, but it won't work with this modifier, because it inherently has internal loops. I think a cloth simulation would be much more feasible for that. And this is deliberate: the whole point of only doing for 1D objects (single loop is ok) is it allows to simplify and speed up the XPBD by quite a lot (for the nerds: the Jacobian is sparse if you only have nearest neighbor connectivity).
For the barbed wire -- I'm actually not sure. You can probably tweak the parameters to get something that resembles it, but I think a barbed wire also has lateral elasticity which normal ropes do not, so it won't properly model their dynamics.

Should probably uncover the o in your image, I didn't see the community while browsing all and it looks like it says rape with a rope draped over it lol
How does it work with rendering things like chains or barbed wire, or maybe spiderweb?
I can't receive DMs in my discord-fediverse bridge yet 😁 I'll stay tuned for updates in this Blender community ✌️
yep ill just post it on the same lemmy instance. can also dm you the link
Interesting, I'm looking forward to seeing your project! I'll note the features you've mentioned, the LSP should be a really handy one : )
The declaring of inline functions i.e. creating nodes in the root node group is something I feel is lacking in my project right now.
Would you make a post about the addon somewhere?
yep, that's the same idea! i'm happy to share the code once i clean it up a bit, and you should feel free to transfer any of the functionality. there are few features i added which i really like, such as a support for LSP and type hints in an external IDE, plus an ability to write the code outside, while the add-on auto-regenerates the node-group if a file is changed. another cool thing is you can inline functions, i.e.:
# these two are automatically inlined (i.e., nodes added to the active group)
@inline
def foo(x: float, y: bool):
return x**2 if y else x**3
foo = lambda x, y: x**2 if y else x**3
# while this becomes a reusable node group
def foo(x: float, y: bool):
return x**2 if y else x**3
My goal was to think about nodes as functions and operations that could be described with simple Pythonic syntax. Every node is a function with positional arguments as socket inputs and a return value as a socket output. The mathematical operation nodes could be described as simple operators like + - // etc. The links between nodes are described as simple variable assignments and passing variables into functions and so on.
Basically, the idea it to think about Geometry Nodes setup as a script and reduce the Blender API Geometry Nodes boilerplate, while keeping it possible to address a specific node when needed.
I also put a bunch of work into the Extension API, which makes it possible to extend the functionality of the DSL with additional third-party libraries with its own defined methods and logic and use them in a familiar way.
I'd be happy if you tried it out! 🌽
reading through the documentation, it's actually very similar!
looks nice! i wanted something more code friendly, so mine actually parses math expressions, if statements, lambda functions, loops etc and decides internally what nodes it needs to put together (hence the horrible looking node sausage). so you literally write a python logic, which it then transpiles and compiles into a node tree. in other words, you never actually have to think in nodes.
I have made a specific language for generating Geometry Nodes and even a bit more than that. Try it out ✌️
I've built a DSL for generating geometry nodes setups from a high-level Python-like script. It is still undergoing major architectural improvements, but you can already try it out. Let me know what you think. ✌️
:D thanks! i actually already added support for towers and will add other adjacent buildings soon too. the plan is to also have a gatehouse and generative arcs. I'm currently trying to work out the general topology with all the edge cases and then will add decorative elements.
it follows a custom edge which doesn't necessarily lie in a single plane, so it's trivial to add a shrinkwrap or another node to make it follow a terrain. texture input is a good question. uv of this thing might be totally messed up, but a generative material should work ok.
for the battle scene - it does produce a well treated topo, so you could chain another destruct modifier. )
will be happy to share once it's more mature.