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Happy Feet Two of Matryoshka Dolls

The other day, I was laying on bed and imagining: I think Matryoshka Dolls can be made procedurally in Sverchok using just 2 Grease Pencil strokes. And that happens!

There is a bit of research going on regarding the techniques and concepts to create the mesh for the dolls. It is really super simple, however if you actually try to make such setup, you still will learn some interesting things in this simple exercise.

01 GOOGLE SEARCH RESEARCH

There is one Matryoshka Dolls shop in Sydney, located at Darling Harbour Shopping Center. I might go there to have a look and study some of the design.

For our convenience, we can always start by looking at some images on the Internet, I use Google Search for that. Overall, we understand the shape it is really simple.



I also found this Nested Pigs made of glass the other day, very cool:

Nested Pigs,
As a side reference, you might also want to see this Gordian Anime Robot:

02 THE TECHNIQUES

Like I said, it is actually a very simple procedure to create this. When I mean 2 Grease Strokes, I really mean it. One stroke for the smallest doll and another stroke for the biggest doll. That is it.

We can then do some kind of:
- Resampling
- Interpolation
- Lathe
- Distribution
- Alignment

What interesting is the simplicity of the whole setup.

Let's create the dolls!

03 PREPARE THE DATA

Our Data is a 2 x Grease Pencil (GP) Strokes.

GP strokes is always a heavy type of data, even 2 strokes can give back around 2000 points. Just to let you know. Unless you have "Simplify" turned on in GP Preferences.

In our case, it does not really matter much, 2000 points data is still pretty light to handle in Sverchok.

From our research, we know that the smallest doll is more like an egg or baby wrapped and the tallest doll has a bit of double curve for the head and body.


NOTE:
- Grease Pencil Strokes often are connected stroke when converted into Curve, you want to F6 and get rid of the ugly connected curve.
- Careful when drawing GP strokes with nothing in 3D scene (if you happened to delete everything, including Active Camera). GP needs to always be linked to an object, at least an empty or a camera. Otherwise you may not be able to get Curve that you expected.

04. ENTER THE MATRYOSKA

(Pardon my reference to The Matrix, I just need to do it.)

After converting the GP into Curves, simply brought the curve into Sverchok environment via the node-tree. We can manipulate, edit as we need to.

05. SEPARATE AND RESAMPLE

We know that we made 2 strokes as a single Curve object, we need to separate them first using SV Separate Loose.Once we have 2 data now, we simply use SV Vector Interpolation to "resample" each of the curve.

I just use 10 points sample for now. You can use different Count.

You should see something like below.


At the moment, you only see Vertices. You cannot bake the Vertices points. If you want to bake it, you can do that after you use UV Connection and connect the edges. But save that for later.

06. More Interpolation

Using SV Evaluate Line we can further "interpolate" between the 2 curves. Before that we need to specifically filter the 2 Curves using 2 x SV List Item nodes, one for each curve.



We know that with node that has "Factor" we can actually do some "in betweener" magic.



07. SPIDER WEB SITUATION

You are starting to see where this one is going. The next step is probably the trickiest bit, but you need to take a leap of faith.

The SV Evaluate Line actually convert all the data back into 1 array of data. Just points, but still has a nice arrangements or sortings.


[ SV List Split + SV UV Connect ] combo will split those "Points Data" every-N points. By doing so, we have Points data once again ready to be converted into Points and Edge, aka Lines. This will become something that you may encounter in the future. I am not the Oracle, but you can trust me on that.



08. CLONES

We are nearly there in our journey to make the M Dolls.

What I often did not show you in my blog writing when explaining about Sverchok is that I actually check the data a lot of time using SV Viewer Text. Especially important when we are dealing Array of Data or Vectorized Input.

Matryoshka Dolls case is a perfect example to explain this. It is very Pythonic too.

We are slicing Lines into parts. We connect them again using UV Connect node, with that node we can again take advantage of SV Separate Loose, this time, it checks if Points are connected by Edge and then it can "group" or "nest" the data back.

Sverchok is very good for this kind of Separating and Combining data. Normally if you were to model this using Blender normal environment, you might go back and forth of Object and Edit mode.

Of course, Blender has Array Modifier, Curve Modifier, Particle Instancing, DupliCloning, however, using Sverchok, we have an additional workflow that we can use to streamline the process.


Next node to use is SV Lathe Node. And we are pretty much done!




All we need to do is to present it better.

09. ARRANGE AND DISTRIBUTE

Nicely arranging the Doll and distribute them from the shortest to tallest is a fun Math task.

In our case, we do not really need to worry about sorting them from shortest to tallest. That could be another tutorial. It would also be fun if we are to "Shuffle" these dolls. That is also another different puzzle. What you may not know is that SV Objects In node has a new feature added "Sort Objects Components By Objects Name". Thanks to Nikita for this.

Even Distribution  of Dolls
Originally, I arrange the dolls using evenly spaced distribution:


However, a friend suggested me to distribute it more nicely, which takes consideration of the Dolls Radius and also an option to have "gap" or "spacing" in between the dolls.

Nicely Distribution of Dolls with Extra Gap
For this, you probably remember my previous post on SN Accumulator node? We can use that.

If we measure the Bounding Box of each Dolls, and Accumulate the WIDTH of each doll, we can arrange the dolls side by side in a nice way.

A more sophisticated solution is probably to use Radius of each doll and use Math formula to measure the position of each doll center. However, we probably don't need to go there, but you can certainly do that if you like to.



That is the story how the Matryoshka Dolls was made using 2 Grease Pencil strokes.

The nested dolls.

MATRYOSHKA DOLLS SV NODE TREE


Version 1:


Version 2:



HOUDINI STYLE MATRYOSHKA DOLL

[Add Link Here Later...]


This is once again just another quick post on Nicholas Bishop's Skin Modifier added into Blender 2.64 recently. The post is basic for beginner. If you are PRO Blender user, you can quickly skip through and got the idea. I touch this idea so many times in previous post.

But for beginner Blender users, this should be your first fun experience. Guaranteed.

So, the Skin Modifier is so awesome that there are unlimited usages you may want to use this feature. Let see an example of what you may want to do with Skin Modifier.


GREASE PENCIL x SKIN MODIFIER
Remember my old post when I first discover Grease Pencil inside Blender? Such a "simple" feature, yet so powerful and it usage is beyond what people think.


Anyway, let's just do something really easy.


1. Set Camera to Ortographic Front
Go to Blender camera Ortographic View, maybe tap 1 on your keyboard NumPad or View-Front on 3D View. If you don't know already, this is basically Blender Front Side (negative Y axis), where Suzanne would be facing if you are creating a Monkey Primitive.



Tap 5 to switch from Perspective to Ortographic View. Now the 3D view should be front facing.

2. Draw anything using Grease Pencil
This should be a fun exercise for beginner Blender user. This is still fun to do for long time Blender user.


In this Front view, hold D on the keyboard and start drawing some strokes using LMB (Left Mouse Button) drag. Draw anything. You can draw multiple strokes. If you make mistake just undo (CTRL+Z). If you want to erase, just simple RMB (Right Mouse Button) drag.


I draw those random Spirals just for fun.
You can refine your work if you have time.

3. Convert Grease Pencil to Curve.
Click here and select any Curve option you like to convert Grease Pencil into. Path or Bezier does not really matter for this.


4. Convert Curve into Mesh (edge)
Select the newly converted Curve object from Grease Pencil strokes, then Alt+C is the shortcut to turn this Curve into a Mesh (Edge).

You probably will not see much different on 3D view, except that your strokes have turned into Mesh now and you can apply Skin Modifier.

5. Apply Skin Modifier!
I apply Skin Modifier into this Mesh edges and this is what I get:

For a single stroke Edge, you should be getting something already. For multiple Edges like above, you need to connect them together. Go to Edit Mode of this Mesh and connect any vertice into other vertice by selecting 2 vertices and press F.

The limitation is that you cannot really have too many branching connections (few loops are actually ok, it will branch). One connection only, per stroke. Maybe in the future, you can connect any edges to anything and it will "remesh" itself.

The result is something like below:

If I smooth the mesh:


TIPS: If the mesh is too dense, this is because we did not refine the Curve to make it more efficient. You can use Blender add on "Simplify Curve" to simplify the Curve stroke, before converting it into Mesh.

PRINT IT OUT
You can create pretty cool 3D sculptor just using this idea. Some kind of intricate bowl for example? Nice iPhone case? Where is the nearest 3D printer shop, give this a try, why not?

So that is all, you see how easy and fun to create 3D mesh like above? Thanks to Nicholas Bishop's Skin Modifier!

MKRdezign

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