Numbering for sewing


(Alexkskim1) #33

Yes. In seams to hide from actual product.

(Pascal Golay) #34

Hello - @alexkskim1 see if the latest versions from the Git links above are any better. I made some changes but I know these are still to come-

  1. Actual text on the edge marker - this may seem straightforward but is not so easy, I’m looking at it.

  2. Hash mark length is still for the half and not the whole line length on the edge marker - this is easy to fix but I may want to take a different approach, so I’m holding off - the accurate length, the one refelcted at the command line option, is in fact the length of the mark that is on the fabric and does take into account the length that is ‘in space’. I do not know if that extra is of any use…?

Also, @alexkskim1 - can you please post an example where the numbers flip? I have not seen that yet here.


(Alexkskim1) #35

Hello - @paskal, I will post a sample within today.

In the meantime, regretfully, I am not so clear about your No.2 comment. Can you explain this one again?

(Alexkskim1) #36

@pascal, first, my designer cannot check your last version because of some errors like the followings. Please see the following picture.

Also, please refer to the attached sample file. (108.0 KB)

Thanks always.

(Pascal Golay) #37

Hello @alexkskim1 Here, the numbers are one way or the other - they -so far- do not flip in the middle of the edge… However, the direction does currently depend upon the surface direction - I can see that it’s probably OK to ignore this and use the World XY plane - I made it use the surface so that it would work with surfaces in any orientation, not just on the XY plane, but perhaps that is not necessary

At any rate - for now, use the Dir (Analyze menu > Direction) or ShowDir commands to make sure the surface UV directions correspond to the ‘Right hand rule’ (this is the natural UV and Normal direction of the surface).

U = X. V = Y, Normal = Z

It is one step more complicated on Rhino surfaces because the normal can be flipped - but for now ignore the normal (white) arrow- what counts are the U and V, the natural normal is determined by these. As far as I can see all the text comes out correct if the surfaces’ natural normal is up. I’ll see if I can make this easier,

Good, natural normal is up:image image

Bad, natural normal is down: image image

As for the script error- that is my fault - sorry! I was experimenting with adding actual text and I left one line still active - the script is updated.


(Pascal Golay) #38

I’m chipping away at just letting it use closed planar curves in World XY to avoid the whole direction problem … this has its own set of complications…


(Fragged8) #39

I too appreciate the huge amount of work you are doing on this script Pascal, It will be very helpful to me as well… . you rock !!

(Pascal Golay) #40

It’s an adventure - not what anticipated but it’s hard to drop it just short of being useful…


(Fragged8) #41

do you do this on top of a 9 to 5 job ?

(Pascal Golay) #42

Work here at McNeel? Yes. Make elaborate scripts that I hope will work eventually… no…



(Fragged8) #43

hehe, keep up the great work helping us noobs :slight_smile: You and the other awesome guys and gals who help us new guys find our way around take a massive amount of frustration out of learning Rhino …

(Pascal Golay) #44

@alexkskim1, @fragged8, @jaybee63 - something to try, if you get bored:

This one takes closed planar curves in WorldXY as input and creates the offset and adds the numbering if asked… direction should not be an issue any more.

  • Numbering is added inside the offset
  • Hashmarks are only in the offset.

No doubt there are things to fix here as well - but have a try - with the feedback I’m getting, I think this might be getting close to useful. If you find curves that throw an error, please post those - I’ve covered at least the most likely curve types, I think, but you never know.

@fragged8, @alexkskim1, @jaybee63 - small tweak added to allow closed planar curves in any orientation and location. Let me know if I broke anything…


(Alexkskim1) #45

It is very very very great and nice of you, even though I do not know how difficult it is. I will get back to you. thanks again.

(Alexkskim1) #46

Hello Pascal!!! Any great outcome on text on the edge marker?

(Alexkskim1) #47

In the meantime, my head designer tells me that your last solution is working very well except open curve.

For instance, he cuts the half of circle(open curve) and do numbering like closed planar curves. But he haven’t made it yet. Please help him again.


For your reference, I am attaching a file.

ThanksSample4.3dm (1.5 MB)

(Pascal Golay) #48

@alexkskim1 I am out of town until next week. I’ll take a look then.

(Alexkskim1) #49

THANKS!!! Pascal

(Fragged8) #50

I have a large job that might be able to use your script on Pascal, i’ll let you know how I get on…

(Alexkskim1) #51

@fragged8 thanks…I look forward to it.

(Pascal Golay) #52

@alexkskim1 -

Right now, it looks like one way or another the workflow will need to be at least slightly more complex-

  • To allow open curves, there needs to be a direction option. I do not see any good way to guess reliably. ( I assumed there would always be a closed loop of curves when dealing with fabric edges)

  • To allow offsetting to holes in the fabric, there also needs to be a direction option of some kind- currently marking holes will go the ‘wrong’ way, onto the part.

  • There’s a request to be able to extend the markers to the inside as well as the current behavior of adding them on the outside.

  • It should be possible to select the font.

  • Text… this might be hard to get right, believe it or not.