Archimedean spiral in maxScript

Hi everyone,  i was going through some files on my HDD and found short script that i wrote while researching few topics. this was rather to understand what Spirals were, math behind them and so on. I came about a number of code examples that helped me understand it much better. Here is more about Spirals -> Archimedean spiral

Below is a snippet of 3d MaxScript that i made:

--Basic start point,
pCenter = Dummy()
pCenter.scale = point3 0.05 0.05 0.05
pCenter.pos = point3 0 0 0
centerX = pCenter.position.x
centerY = pCenter.position.y
centerZ = pcenter.position.z

HINT: convert to and from

radians = degrees * (pi/180)

degrees = radians * (180/pi)


--initial vars from formula:r=a+b*theta
a = 0.0  --this will be replaced in params via centerX and centerY
b = 1.0  -- this is distance for offset
t = 0.0  -- this is start angle
theta = t * (pi/180)

end = 1440.0 -- specify max degrees

for theta =0 to end do 
	r = a + theta * b
	r *=0.1
	x = centerX + cos(theta) * r
	y = centerY + sin(theta) * r
	pt = Dummy()
	pt.scale = point3 0.1 0.1 0.1
	pt.pos = point3 x y centerZ

python and IDE-Editors – Few things to remember

for daily work i use some more or less suitable IDE’s for python development, like PyCharm, or Eclipce with pydev.

but i cannot go without my sublime editor

sublime already packaged with default python interpreter, which is what makes it super powerful out of the box python programming tool for quick scripts that do not require any custom modules or what not.

but when there is a need to switch to system-default or alternative version of python,

you can create a simple configuration.

more about this is described here

A little bit from history, and wiki

Hey, so i am doing some research regarding proper date conversion from excel to python datetime object and had found myself digging deeper and deeper into explanations of how Julian day system works, what it means and how it is translated into today, there a quote that had made itself quite interesting to me:

Julian days begin at noon because when Herschel recommended them, the astronomical day began at noon. The astronomical day had begun at noon ever since Ptolemy chose to begin the days in his astronomical periods at noon. He chose noon because the transit of the Sun across the observer’s meridian occurs at the same apparent time every day of the year, unlike sunrise or sunset, which vary by several hours.

See more: WIKI>Julian_day

few python quickies

this is a snippet from an data-audit application i made for work.

i often have to convert between file sizes and these are just quick and handy functions to keep around.

def _printDict(d):
    for key, value in d.items():
        print '%s = %s' % (key, value)

def _formatSize(s):
    if s > 1024 * 1024:
        return '%10s (~%s Mb)' % (s, s / (1024 * 1024))
    if s > 1024:
        return '%10s (~%s Kb)' % (s, s / 1024)
        return '%10s' % s

def _formatSizeInMb(s):
    sizemb = float(s) / (1024 * 1024)
    return '%0.2f' % sizemb

3D modelling videos – Hummer H1

i was teaching at university few years back, and one of the 3D modelling demos that i was going over was advanced modelling techniques for graduate students.  It spanned over a course of few weeks, where each Saturday we had a 2 hour sessions going over steps to model a 3D Car. The car was selected by popular vote (where i was the one calling the results), so H1- HUMMER won:) (i had most references for it collected head of the time). All of the sessions were screencaptured, and i had posted them on my YouTube a while ago, but just recently going through my videos there found that i had them sorted into a play list. I think i am missing few final videos, where i go render the car and doing some final touch-up work:)

see it for yourself, it also is accompanied by nice tunes (imho)

MaxScript – bake animation to vertex

Okay, so this was an attempt to transfer some animation into vertex positions and set key-frames on each vertex . Remove the animation at the end from the object itself, so that we  are left with “baked” vertices.  If you try to copy/paste and run this – probably a ton of errors will take place, but if you study this -> a lot of good can come out ( now this is mainly a personal note 😉 )

fn collectVertPosition geometryNode VertexList  = 
	for v=1 to (polyop.getNumVerts geometryNode) do
			vertex = polyop.getVert geometryNode v
			append VertexList vertex

fn getXYZlocation vertexList axis = 
	for v = 1 to vertexList.count do 
		if (axis == "x" or axis == "X") then 
				vertX = vertexList[v].x
				return vertX
		if (axis == "y" or axis == "Y") then 
				vertY = vertexList[v].y
				return vertY
		if (axis == "z" or axis == "Z") then 
				vertZ = vertexList[v].z
				return vertZ

fn updateXYZlocation vertList axis location = 
	for v = 1 to vertexList.count do 
		if (axis == "x" or axis == "X") then 
				vertexList[v].x = location
		if (axis == "y" or axis == "Y") then 
				vertexList[v].y = location
		if (axis == "z" or axis == "Z") then 
				vertexList[v].z = location

sliderTime = 0
--animateVertex $ #all
originalModel = $

--Create TMP model and append to TMP Layer
targetMeshModel = copy originalModel = "baked_" +
targetAnimation = LayerManager.newLayer()
targetAnimation.setname "Baked_Animation"
targetAnimation.addnode targetMeshModel
targetMeshModel = convertToMesh targetMeshModel
--targetMeshModel = convertToPoly targetMeshModel

sourceVertexList = #()
targetVertexList = #()

collectVertPosition originalModel sourceVertexList
collectVertPosition targetMeshModel targetVertexList

format "source Verts Count: %" sourceVertexList.count
format "target Verts Count: %" targetVertexList.count

--enable animation of the Vertex for Target Node
animateVertex targetMeshModel #all

--set keys to Target Node
with animate on
		for frame=0 to 120 do 
			for v = 1 to meshop.getNumVerts targetMeshModel do 
					with animate on at time frame meshop.setVert targetMeshModel v sourceVertexList[v]
					x = getXYZlocation sourceVertexList "x"
					y = getXYZlocation sourceVertexList "y"
					z = getXYZlocation sourceVertexList "z"
					updateXYZlocation targetVertexList "x" x
					updateXYZlocation targetVertexList "y" y
					updateXYZlocation targetVertexList "z" z
			sliderTime = frame
			sourceVertexList = #()
			collectVertPosition originalModel sourceVertexList