The new version (0.0.7) is as usual available on GitHub. How to use and install this add-on is documented in previous articles: I II III IV.
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Timings
The table below lists some timings for my computer, all values were left to their defaults except for the number of endpoints:Timings in seconds for generating a tree skeleton | |||
---|---|---|---|
Endpoints | No modifier | Own skinning | Blenders skinmod |
100 | 0.02 | 0.04 | 0.46 |
200 | 0.04 | 0.07 | 0.74 |
400 | 0.08 | 0.16 | 1.51 |
400 | 0.56 | 0.87 | 14.43 |
The last line shows the results for a fair sized, bushy tree (400 endpoints, but with the internode length and kill distances reduced to 0.5 and 2.5 respectively and with 3000 extra endpoints per 1000 iterations). The difference between less than a second and more than 14 seconds is the difference between comfortable modelling and frustration, and there is still some room for improvement because the code is still riddled with print statements.
There are three factors that help to speed up the skinning operation compared to blenders built-in skin modifier:
- unlike the modifier we do not have to make a copy of the mesh,
- we also generate a lot less geometry it seems and
- we don't have to deal with special cases: the skin modifier can handle any geometry while our skinning just has to deal with straight edges or simple forks.
Results
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The focus for the next minor release will be on bug fixing and code cleanup to prepare for a full 1.0.0 release. This will be accompanied by better (hopefully: -) docs as well.