{"action":"created","issue":{"url":"https://api.github.com/repos/JacquesLucke/animation_nodes/issues/166","labels_url":"https://api.github.com/repos/JacquesLucke/animation_nodes/issues/166/labels{/name}","comments_url":"https://api.github.com/repos/JacquesLucke/animation_nodes/issues/166/comments","events_url":"https://api.github.com/repos/JacquesLucke/animation_nodes/issues/166/events","html_url":"https://github.com/JacquesLucke/animation_nodes/issues/166","id":97561987,"number":166,"title":"add adaptive polygons node (mesh deform on quads)","user":{"login":"og76","id":11709974,"avatar_url":"https://avatars.githubusercontent.com/u/11709974?v=3","gravatar_id":"","url":"https://api.github.com/users/og76","html_url":"https://github.com/og76","followers_url":"https://api.github.com/users/og76/followers","following_url":"https://api.github.com/users/og76/following{/other_user}","gists_url":"https://api.github.com/users/og76/gists{/gist_id}","starred_url":"https://api.github.com/users/og76/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/og76/subscriptions","organizations_url":"https://api.github.com/users/og76/orgs","repos_url":"https://api.github.com/users/og76/repos","events_url":"https://api.github.com/users/og76/events{/privacy}","received_events_url":"https://api.github.com/users/og76/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2015-07-27T21:51:10Z","updated_at":"2015-07-30T20:08:43Z","closed_at":null,"body":"adaptive poly is the name of addon and sverchok node, but something with quads is better, cause it's working well only with quads.\r\n\r\nhave a mesh to instance and a quad based mesh for using polys. the mesh will not only be instanced for each poly but also deformed accordingly so that it results in a connected surface\r\n\r\nexamples in the forum from this post on\r\nhttp://blenderartists.org/forum/showthread.php?350296-Addon-Animation-Nodes&p=2909445&viewfull=1#post2909445\r\n\r\nmy script node blend here (just deforming 1 mesh for 1 quad, the rest is loops and all)\r\n[animation fun 88d test poly deformation.blend](https://drive.google.com/file/d/0BzzAoBwXO8dsZGhkSGNDeDdUX28/view?usp=sharing)\r\nthe file has 2 layers,\r\nlayer 1 , just play to see 1 quad..\r\nlayer 2, have to enable the red boolean node, kinda slow .. too see that in the pic below (play frames..)\r\n\r\nps. missing the extra z deformation from verts normals, but there is way more to work on it than that\r\n\r\n![quad deform](https://cloud.githubusercontent.com/assets/11709974/8918696/53cf5ba8-34c2-11e5-91a3-5bbedc22a48b.PNG)\r\n"},"comment":{"url":"https://api.github.com/repos/JacquesLucke/animation_nodes/issues/comments/126466219","html_url":"https://github.com/JacquesLucke/animation_nodes/issues/166#issuecomment-126466219","issue_url":"https://api.github.com/repos/JacquesLucke/animation_nodes/issues/166","id":126466219,"user":{"login":"og76","id":11709974,"avatar_url":"https://avatars.githubusercontent.com/u/11709974?v=3","gravatar_id":"","url":"https://api.github.com/users/og76","html_url":"https://github.com/og76","followers_url":"https://api.github.com/users/og76/followers","following_url":"https://api.github.com/users/og76/following{/other_user}","gists_url":"https://api.github.com/users/og76/gists{/gist_id}","starred_url":"https://api.github.com/users/og76/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/og76/subscriptions","organizations_url":"https://api.github.com/users/og76/orgs","repos_url":"https://api.github.com/users/og76/repos","events_url":"https://api.github.com/users/og76/events{/privacy}","received_events_url":"https://api.github.com/users/og76/received_events","type":"User","site_admin":false},"created_at":"2015-07-30T20:08:43Z","updated_at":"2015-07-30T20:08:43Z","body":"I've started putting this into a node and bumped into **big issues** regarding object data\r\nI used the bound_box prop like in the script and I barely made it work with\r\n\r\n        try:\r\n            obb = eval(object.bound_box)\r\n        except:\r\n            obb = None\r\n\r\nis there another way than eval? I saw this in obj attributr and expression nodes\r\nshould I make a special def for this instead of using in execution?\r\n\r\nI'm still trying to use the code from mesh info, but I still have to digg .."}}