New export: 3D Patterns

Issue #227 new
Susan Spencer created an issue

Create patterns in 3D format.

Possibly use Wavefront .obj format. Recommend generating patterns using quadrangles. Recommend generating patterns so that edge vertices are aligned in pairs along seams so that seams can be 'sewn' together using Blender or other 3D stitching app.

Comments (15)

  1. Susan Spencer reporter

    Per online discussions, the preferred format is triangulated mesh. Blender developers are considering importing the native valentina pattern file *.val and generating the triangular mesh as a Blender plugin.

  2. Roman Telezhynskyi repo owner

    Blender developers are considering importing the native valentina pattern file *.val and generating the triangular mesh as a Blender plugin.

    Wow, but val format too unstable and complicate. Don't think it is good idea. But if only we have library for our format. See issue #126.

  3. Roman Telezhynskyi repo owner

    Update for issue description.

    For creation 3D patterns better create new export format. This format should include informations about workpieces, passmarks, measurements, data about size and height and so on. Main idea is left for Valentina care about all calculations and export data (workpiece points coordinates, passmark coordinates) to this new format. Which language use XML or JSON still need discuss.

  4. Susan Spencer

    GSOC description:
    Knowledge Prerequisite: Qt, C++, mercurial.
    Skill level: high.
    Mentor: Roman Telezhynskyi
    For purposes of cloth simulation each pattern layout should be exported to 3D Wavefront .obj file in form of a mesh grid. There are two kinds of meshes that use for this purpose: triangulated and quadrangled meshes. Density inside the pieces is important - more triangles/quadrangles = more folds/flexibility. Less = lower polygons, more stiffness. Example of mesh grid: mesh_grid.jpg

    For simulation of fabric the triangulated mesh style is best: triangulated_mesh.jpg

    After the simulation has happened and the pieces have been joined, draped, creased etc. convert to quad mesh. This becomes very important to have, this lowers the polygons and also allows for a modeller to add embelishments that the pattern cad program cannot make - it allows zippers, buttons, eyelets, stiching to be added easier with "displacement modifiers", it allows portions to be selected by human eye easier, it allows for boolean/ uv transformations (converting the bottom mesh to follow the path of the top mesh once "formed") quadrangled_mesh.jpg

    In library VObj we begin implementation triangulated mesh, but our realization has disadvantages:

    • Only use edge points of each workpiece.
    • Don't create points inside of shape.
    • Wrong using triangulation Delaunay make in some cases wrong triangles.

    Expected results:
    In static library make export pattern layout in 3D Wavefront .obj file in form of quadrangle-based mesh and (or) triangulated mesh grid. Matching vertices along seamlines, no seam allowances.

  5. Roman Telezhynskyi repo owner

    The are essentially two approaches to free quad meshing:

    • Direct methods generate a quad mesh directly, usually by some advancing front method. The Paving paper is a standard reference.
    • Indirect methods generate some intermediate decomposition of the domain (e.g. triangles) and then produce an all-quad mesh through recombination and/or further decomposition. Q-Morph is an example.
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