NokiMo
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TD Scripts update v1.3: performance boost and .TOX!

Dear Blender/TD enthusiast, while philosophizing about the most optimal way of transferring from Blender to TD (soon from TD to Blender as well.....), I encountered some bottlenecks I had to tackle.

First and most important, exporting large Objects to SOP. This could take quite a while for larger meshes. I managed to do quite some optimization in the execution code that would give a massive performance boost! I honestly see no future between me and .fbx now with the lightning speed of transferring meshes from Blender to TD!

Second important one, I got a little tired of constantly opening a textDAT, fill it with the script, and then for another operation, delete the current DAT or replace the script, etc. I've now created a dedicated 'TD_SCRIPTS.TOX' with one simple 'get' button. This TOX does all the stuff for you on the background. Just hit the script in Blender and then the 'get' button on the TOX. Every node or group of nodes are going to be created next to the TOX. So just drag the TOX around while converting different meshes from Blender to TD, or make multiple copies of the TOX deeper inside your network, see what works best!

Furthermore some small stuff on the error messaging side. It will give you a warning if no script is loaded or you haven't selected a mesh, that sort of shenanigans.

Last but not least, I'll release an exclusive beta version of a TOX and Add-on for exporting TD camera's into Blender! That will be a Patreon only post since they can always benefit from experimental versions upfront! Expect it to post later this week.

TD Scripts update v1.3: performance boost and .TOX! TD Scripts update v1.3: performance boost and .TOX!

Comments

Ah yes, I see what you mean! You basically let a transformSOP (or geoCOMP would also be an option) do all the transformations. I'll think about that, I got this question a couple times. Thanks!

hahaaa yeah keep building it ! the world needs it TD scripts 1.3 Blender 3.5 TouchDesigner build 2022.29850 The geometry itself comes in in its rightful place, but the "origin" in blender or rather the "pivot point" in TD defaults to 0.0.0 . My suggestion is: in Blender - 1. grab object transform values from blender (tx ty tz etc.. ) 2. reset object transform 3. export object in TD 4. re apply grabbed object transform values in a transformSOP or expose them in another way. let me know if this is clear enough :) thank you !

Good to hear I'm not the only one who uses it! ;) I'm not sure if I understand you correctly, isn't the mesh already exported with its origin relative to the world position? Because when I'm exporting meshes from Blender, it copies the position relative to the 0.0.0 exactly. I can recall an earlier version where the mesh, regardless of its position in world, would be pasted with its origin on 0.0.0, which version of TD Scripts are you currently running? Thanks!

Thank you so much for this awesome tool ! makes my life so much smoother. If i can suggest a feature - (?) To be able to import the mesh with its world position and origin - would be very very powerful. it would allow to get whole scenes into TD with transform relations, so you can move them around naturally while keeping true positions. for me this would be extremely useful in 3D projection mapping projects where i move the elements around. thanks for reading ! <3


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