Khanh Ha (khanh_ha)
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May 27 2015, 4:08 PM (125 w, 3 d)

Recent Activity

Sep 12 2017

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Adam Majewski (adam) Preisler: Hi Adam, thanks for suggestions. Metall ball is based on marching cube for generating triangle mesh.
Even it doens't cause self-intersections, the number of triangles is quite large. I am working on some way to improve skin modifier.

Sep 12 2017, 2:56 AM

Mar 19 2017

Khanh Ha (khanh_ha) created T50999: Line/Curve stroke don't work in 2.8 version.
Mar 19 2017, 3:26 AM · BF Blender: 2.8

Mar 16 2017

Khanh Ha (khanh_ha) added a comment to T49043: replace OpenGL immediate mode in Blender 2.8.
Mar 16 2017, 11:08 AM · BF Blender: 2.8, OpenGL / Gfx
Khanh Ha (khanh_ha) added a comment to T49043: replace OpenGL immediate mode in Blender 2.8.

can't work on paint_cursor.c because the line circle drawing was refactored, and circle/line drawing feature crashes while evaluating curve.
I am looking for a new file

Mar 16 2017, 11:08 AM · BF Blender: 2.8, OpenGL / Gfx
Khanh Ha (khanh_ha) added a comment to T49043: replace OpenGL immediate mode in Blender 2.8.

I am working on paint_cursor.c

Mar 16 2017, 10:25 AM · BF Blender: 2.8, OpenGL / Gfx

Mar 8 2017

Khanh Ha (khanh_ha) added a comment to D2548: OpenGL immediate mode: finish editarmarture_sketch.c.

yaaaa. I am looking for new tasks

Mar 8 2017, 4:10 AM · BF Blender: 2.8
Khanh Ha (khanh_ha) updated the diff for D2548: OpenGL immediate mode: finish editarmarture_sketch.c.

just another const color[4]

Mar 8 2017, 3:55 AM · BF Blender: 2.8
Khanh Ha (khanh_ha) updated the diff for D2548: OpenGL immediate mode: finish editarmarture_sketch.c.

Thanks Mike,
updates:

  • remove BIF_gl
  • remove = NULL
  • change to const float color[4]
Mar 8 2017, 3:53 AM · BF Blender: 2.8

Mar 7 2017

Khanh Ha (khanh_ha) added a comment to D2548: OpenGL immediate mode: finish editarmarture_sketch.c.

Thanks a lot.
I moved the function imm_cylinder to glutil.c

Mar 7 2017, 3:19 PM · BF Blender: 2.8
Khanh Ha (khanh_ha) updated the diff for D2548: OpenGL immediate mode: finish editarmarture_sketch.c.

move imm_cylinder to glutil.c

Mar 7 2017, 3:18 PM · BF Blender: 2.8
Khanh Ha (khanh_ha) retitled D2548: OpenGL immediate mode: finish editarmarture_sketch.c from to OpenGL immediate mode: finish editarmarture_sketch.c.
Mar 7 2017, 11:06 AM · BF Blender: 2.8

Feb 27 2017

Khanh Ha (khanh_ha) added a comment to T49043: replace OpenGL immediate mode in Blender 2.8.

Mike Erwin have told me a about the task editarmature_sketch.c, please someone mark this file in wike page for me

Feb 27 2017, 10:05 AM · BF Blender: 2.8, OpenGL / Gfx

Dec 19 2015

Khanh Ha (khanh_ha) added a comment to T45671: [Addon] Push/Pull Face.

@Germano (Germano) Cavalcante: from the code, I see that the addon only weld vertices, and then split faces along such vertices. After that, there're still some face pairs with the same vertex set overlapping each other (faces between blue and yellow segments in below images). Does such face pairs should be removed?

Dec 19 2015, 10:30 AM · Addons

Dec 15 2015

Khanh Ha (khanh_ha) added a comment to T45671: [Addon] Push/Pull Face.

Hi all, I talk with Campbell on IRC. I will take part in this project, converting python addon to C, and add support for multiple faces, and cut mesh when push/pull parts go across other mesh's faces. Now I am trying to understand addon and will soon make a test in C.

Dec 15 2015, 5:20 PM · Addons

Oct 28 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

Hi all,
I tried to change Nicholas skin modifier to make branch node topology better, without hole, without high valence vertex. But it doesn't work. The topology is even worse as we have to stich a vertex with 6,7,8.. valence on branch node convex hull with 4-subdivision number limbs, which results in a very very bad topology. I think Nicholas approach is best for 4-subdivision limb.
I will stop this project here. So sad.

Oct 28 2015, 2:46 PM

Oct 11 2015

Khanh Ha (khanh_ha) updated subscribers of D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2): thanks for this. Hope I can show the results in a week.
@Adam Majewski (adam) Preisler (Alphisto): I will work on it in the next week after I finish multi-branch feature for the current modifier.

Oct 11 2015, 1:23 PM

Oct 9 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

So, I think we should stop the BSkin modifier implementation here, and try to improve the Nicholas skin modifier.

@Khanh Ha (khanh_ha), I think it would be best if (from the user perspective), this is an updated/improved *Skin* modifier.
and if this can support similar features theres no reason to keep both.

As for working on yours, or improving the existing modifier, this is up to you.

Oct 9 2015, 3:56 PM

Oct 8 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton): From your suggestion about isolating the skeleton forks (branches). I think we could integrate it with the Nicholas skin modifier. Specifically, for forks (branches) selected by artists, I will build convex hull from intersection points like my current approach, not from frames like Nicholas. This will ensure that we can always stitch fork's convex hull with frames on limbs. So, I think we should stop the BSkin modifier implementation here, and try to improve the Nicholas skin modifier.

Oct 8 2015, 6:12 AM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

Hi @Khanh Ha (khanh_ha) and @Nicholas Bishop (nicholasbishop)
I am using the current Skin Modifier not really for creating the base mesh, but also for branch-like 3D object modelling like:

  • Human anatomy: Vessels / Small intestine (2x subsurf->skin-modifier->3x subsurf)
  • Metal/wooden trusses and other constructions

    I've got some features written down that I would love to see implemented but I do not know whether or not is there a headroom for new features in this implementation of a new skin-modifier.

    So my question: Can I suggest the features here?

    Here is a screenshot of how I work with the skin modifier:
Oct 8 2015, 6:04 AM

Oct 7 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Khanh Ha (khanh_ha), both are useful. It can be optional

Oct 7 2015, 10:12 AM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

Regarding mesh resolution and branching. Its possible to reduce the resolution between joints, eg:

This example adds triangles, topology could be adjusted - its just an example of how a single joint could avoid changing resolution or all connected branches.

Oct 7 2015, 9:52 AM

Oct 6 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Khanh Ha (khanh_ha), checked the recent code, this seems a general improvement, but noticing some glitches still.

  • Setting radius to 0 hangs.

Fixed

  • The highest number of forks in a branch influences the number of divisions everywhere else (I think this could be made to use higher resolution - local only to the branches of the fork).

All forks are connected to each other, so the number of subdivision will be propagated, which needed to stich them together. Do you think there is some way to isolate forks with a high number of limbs?

Oct 6 2015, 6:13 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton): I am working on this.
Updated from branch:

  • Fix degenerate adjcent edges.
  • Fix wrong winding order in cyclic cases.
  • Fix wrong radius interpolation in cyclic cases
Oct 6 2015, 5:22 PM

Oct 5 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

ohh nice

the internet connection is so slow. it take me a day to clone library. here's the x64 binary.

Oct 5 2015, 4:40 PM

Oct 4 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

can you make a win64 build I can't do it i don't have visual studio to do it.

I am cloning the 64 lib for building 64 version. It may take a while

Oct 4 2015, 6:03 AM

Oct 3 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

Updated from branch

  • Reduce flickering when moving leaf node. (Test from hole.blend by @Rafael Monteiro (rafael) Monteiro (rafael))
  • Support isolated mesh part.
  • Clean code.

I also create a thread on blenderartists, but at the prentsent time, there's only few people replaying.
http://blenderartists.org/forum/showthread.php?382645-A-new-skin-modifier-implementation

Oct 3 2015, 12:27 PM

Sep 29 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2): for unstable error in hole.blend, do you mean two arms rotate too much when we move the shoulder vertex?

Sep 29 2015, 4:33 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton) : Can I create vertex groups when applying bskin modifier? I can classifiy bmesh vertices lying on limb, or on branch nodes now. How can I put such vertices into vertex group?

Sep 29 2015, 4:18 PM

Sep 25 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Khanh Ha (khanh_ha)
Much better behavior, know i can get much closer to the shape I want here are some observation.

  • the hole option wen activated is not as perfect as wen I use my trick to make hole and don't let extrude inside check the attach blend file some vertex with the hole option and with my technique.

Do you mean we need to change the depth of hole?

  • wen I use the bulging effects technique is too strong is much better if I can control the bulging with scaling X, Y OR uniform

is it right that we can rescale the bulging region along x, y or uniform now? Just select the supplementary vertex (it must lie inside the parent branch sphere) and rescale it.

  • I love the flatten option in combination with the hole trick I use I get nice result

I havent never noticed that it could be combined together. Feel so great

  • i would like to see the Mark Loose option is really useful to make wings, fins etc...

I haven thought about it. It's impossible to do with the current algorithm. What I can do is add ununiform support for branch vertex. So you can it make the branch sphere flatten.

  • I notice wen I'm moving a mirror vertex the branch rotate to much is not stable I don't see this behavior in the skin mod. in the blend file check the two mesh at the top one with the Bskin and the other with the SkinMod move the two arm and see the rotation behavior.

Could you make a test case for me. or show me the image.

Sep 25 2015, 5:32 AM

Sep 24 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

the binary here

Sep 24 2015, 5:52 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

I have commit new features on the branch.

  • Add ununiform scaling support
  • Add hole support by marking a leaf vertex
  • Add flat ending marking
  • Add bulging effect support at branch vertex
  • Reduce triangles happening at cyclic vertex stiching.
  • More smooth transition at connection vertices.
Sep 24 2015, 4:50 PM

Sep 16 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton): I mean now, for making the caption for leaf skin nodes, I just create a triangle fan connecting the vertex set to its bary center, which result in a high valence vertex. I want to quadragulate this boundary vertex set (all vertices lie on a plane, and has circle or ellipse form). You can look the below picture.

Sep 16 2015, 7:30 AM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2):
Thanks for your detailed comparision. It help me a lot. I tried to follow the ZSphere approach from start, but it doesn't seem to fit with Blender context, especially, the old skin modifier. The unscaling feature and organic shape are way much great. I will try to make the Bskin meet there two requirements.
In a few days, I am planing to work on following problems

  • Reduce the mesh resolution
  • Apply some smooth scheme to make mesh more organic
  • Quadragulate the leaf vertex, instread creating triangle fan like now.
  • Add extra vertex to make the shape more natural.
  • Make hole feature become official (Add an operator button allowing designers to choose vertex hole)
Sep 16 2015, 4:39 AM

Sep 13 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

Updated from branch:

  • Cyclic graph support: this feature cut a cyclic graph into an acyclic graph, so in some cases, when the valence is unequal, triangles could happen at stiching positions.
  • Change to RNG random generator
  • Some optimizations

@Rafael Monteiro (rafael) Monteiro (rafael): the binary for you.

Sep 13 2015, 12:40 PM

Sep 11 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2): is the subdivision level option necessary (subdivision and project vertices on cone-sphere skeleton) ? Or we just add the subsurf modifier below, accepting that the quad mesh could be shrinked

Sep 11 2015, 9:51 AM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2): I noted your description. I will work on it after finishing the circlic feature. It would take me about one week for it. Sorry for that. I have just two hour per day and the weekend for Blender.

Sep 11 2015, 6:09 AM

Sep 9 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2): Two things I think it could be possible after I finish the cyclic feature:

  • Process suplymentary vertex for the bulging effect
  • un-uniform scaling at CONNECTION vertices (vertices with only two neighbours)

Thanks for your suggestion. Hope to see more result from you

Sep 9 2015, 10:13 AM
Khanh Ha (khanh_ha) added a comment to F231380: skintest.blend.

Hope you can spend sometimes to make a description for me, from which I can improve the BSkin modifier.
I have two questions

  • After fiddling with your blender file, I see that you often add a supplementary vertex at character's knees or shoulders to make them bigger (bulge). Such dummy vertices often lie INSIDE the parent sphere, which, at the present time, the BSkin modifer still not handle well. So, why don't you rescale the sphere radius at knees or shoulders to make them bigger instead adding a supplementary my vertex?
  • Do you like the generated base mesh to fit to the cone-sphere skeleton like ZSphere from ZBrush? or it just need to meet basic requirement about intersection at branch and connection vertices, and then, you can rescale to your expected shape?
Sep 9 2015, 5:29 AM

Sep 8 2015

Khanh Ha (khanh_ha) updated subscribers of F231380: skintest.blend.

@Rafael Monteiro (rafael) nolasco (kakachiex2): It's so great to see this. Is this allowed to draw mesh's wireframe in edit mode? By the way, do you think the bskin modifier create a better topology than the old modifier? And is the current mesh resolution is enough or so dense?

Sep 8 2015, 3:43 PM

Sep 7 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2): hope this build could run on your computer. I will make a thread on blenderartists when I finish the cyclic feature. Hope to see your opinion about it ^^

Sep 7 2015, 6:18 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2): I am trying to use build bot to make a windows 64 build for you

Sep 7 2015, 5:29 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton): I am trying to make the new modifier work with cyclic skeleton. Hope that I can finish it in 5 days.

Sep 7 2015, 5:26 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton): I am trying to make the new modifier work with cyclic skeleton. Hope that I can finish it in 5 days.

Sep 7 2015, 5:26 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

Updated from branch

  • Fix large branch node assert.
  • Clone amarture create, mark root, equalize radius from the old modifier
Sep 7 2015, 5:00 PM
Khanh Ha (khanh_ha) updated subscribers of D1465: new skin modifier implementation.

@Rafael Monteiro (rafael) nolasco (kakachiex2): I am gonna fix some bugs and will upload loaf the build in a few days.
@Campbell Barton (campbellbarton):

  • LEAF_VALENCE is only used when the skeleton has no branch nodes (like a tube). In this case, we need to a polygon (has LEAF_VALENCE vertices) from one of two extreme nodes to start marching along tube. When the skeleton has branch nodes, I am using the smallest resolution now.
  • I am fixing your bug, adding skeleton operator as the old modifier and will update the patch in two days. Sorry for responding so late.
Sep 7 2015, 9:59 AM

Sep 4 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton), @ Matt Heimlich (m9105826):

Sep 4 2015, 4:09 PM

Sep 2 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Matt (Matt) Heimlich (m9105826), @Campbell Barton (campbellbarton):
I solved the flickering bug and commit the code to mod-bskin branch.

Sep 2 2015, 5:22 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

Some observations from looking at the output only...

  • The paper shows some soft, curved shapes. Did you try to make similar shapes with this modifier? - From my tests the output seems much more rigid.

The paper using an approximation algorithm called "skin attraction" (I ask the author for this algorithm, but it's quite limited) to evolve the base mesh to cone-sphere skeleton, and then refine the mesh using catmull-clark subdivision. This approach help creating a more smooth mesh, but shrinking the mesh. In our current implementation, I only split mesh in catmull-clark style (one quad into four sub quads), and then projects new verts onto cone-sphere surface instead using the smooth scheme from catmull-clark. Therefore, the final mesh will fit to the cone-sphere skeleton (if you draw a cone-sphere with two end sphere and a cone in the middle, you see that). If users want a smooth mesh, they could choose 0-level subdivision and add subsurf modifier below like the old modifier.

  • Theres still some flickering issues... however this may be the same issue as pointed out before. Just in this example - nothing is moving, and the normals are inverting on each re-calculation.

I am working on this problem.

Sep 2 2015, 6:56 AM

Aug 26 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton) :
HI Campbell Baron, this is the diff file from the master

.

Aug 26 2015, 3:23 PM
John Cox (johnedwardcox) awarded D1483: closed revision a Like token.
Aug 26 2015, 11:01 AM

Aug 25 2015

Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Matt (Matt) Heimlich : could you run it in Debug mode and show me the line causing the crash?

Aug 25 2015, 5:29 PM
Khanh Ha (khanh_ha) updated the diff for D1465: new skin modifier implementation.

@Campbell Barton (campbellbarton):

  • fix memory leak when SQM graph can't build.
  • fix colinear edge.
  • fix branch vanish.
  • fix flickering problem.
  • correct comment style.
  • correct unaligned space in DNA_modifier_types.h
Aug 25 2015, 5:08 PM
Khanh Ha (khanh_ha) commandeered D1465: new skin modifier implementation.
Aug 25 2015, 5:03 PM
Khanh Ha (khanh_ha) retitled D1483: closed revision from new skin modifier implementation to closed revision.
Aug 25 2015, 4:53 PM

Aug 24 2015

Khanh Ha (khanh_ha) updated the diff for D1483: closed revision.
Aug 24 2015, 6:44 PM
Khanh Ha (khanh_ha) updated the diff for D1483: closed revision.

@Campbell Barton (campbellbarton): I forgot to commit, so I doesn't show the udpate option. Sorry about that. For the GCC warning, I cannot see it since I am using Visual Studio. Could you show me the line causing the warning?
It's too late now. I will fix the comment style error tomorrow.

Aug 24 2015, 6:43 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Campbell Barton :

  • I fixed your submitted bugs. It still suffer a little bit flickering due to the bridging order between two vertex set, but it only happen locally around new created skin vertexs.
  • I am having the problem with updating the Differential. When I click "update a diff" and upload the new differential, it doesn't show me the option to link to the current diffenrential. It only show the option "create a new revision"
Aug 24 2015, 6:35 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.
Aug 24 2015, 6:30 PM
Khanh Ha (khanh_ha) added a comment to D1465: new skin modifier implementation.

@Matt (Matt) Heimlich (m9105826): could you send me the crash blender file

Aug 24 2015, 6:30 PM
Khanh Ha (khanh_ha) added a comment to D1483: closed revision.

I made some mistakes with this differential. Please removing it for me!

Aug 24 2015, 6:23 PM
Khanh Ha (khanh_ha) retitled D1483: closed revision from to new skin modifier implementation.
Aug 24 2015, 6:19 PM

Aug 20 2015

Khanh Ha (khanh_ha) added a comment to F225234: unstable_calculation.blend.

I still haven't had a solution for it. Flickering could be due to vertices generated in a randon order around circle at leaf nodes, and around ellipse comic section at connection nodes. Two functions generated such vertices "generate_circle_verts" and "generate_ellipse_verts".

Aug 20 2015, 7:07 PM
Khanh Ha (khanh_ha) added a comment to F225234: unstable_calculation.blend.
Aug 20 2015, 7:07 PM

Aug 16 2015

Khanh Ha (khanh_ha) updated D1465: new skin modifier implementation.
Aug 16 2015, 3:59 AM

Aug 15 2015

Khanh Ha (khanh_ha) retitled D1465: new skin modifier implementation from to new skin modifier implementation.
Aug 15 2015, 5:27 PM

Jun 15 2015

Khanh Ha (khanh_ha) updated subscribers of T45079: implement a new skin modifier.

@Julian S (julian) Eisel (Severin): Sorry for saying unclearly. I have editted my proposal. I implemented the new skin modifier in a standalone application, and now I am integrating it into Blender at nights.
@Campbell Barton (campbellbarton): I thought it is Differential. I will create a work-in-progress differential when some codes is available. May be in a week.

Jun 15 2015, 4:25 PM · BF Blender
Khanh Ha (khanh_ha) updated the task description for T45079: implement a new skin modifier.
Jun 15 2015, 4:21 PM · BF Blender
Khanh Ha (khanh_ha) updated the task description for T45079: implement a new skin modifier.
Jun 15 2015, 4:21 PM · BF Blender
Khanh Ha (khanh_ha) updated the task description for T45079: implement a new skin modifier.
Jun 15 2015, 4:20 PM · BF Blender
Khanh Ha (khanh_ha) renamed T45079: implement a new skin modifier from new skin modifier to implement a new skin modifier.
Jun 15 2015, 4:20 PM · BF Blender

Jun 14 2015

Khanh Ha (khanh_ha) created T45079: implement a new skin modifier.
Jun 14 2015, 4:55 PM · BF Blender