I want to
demo text-to-script for Blender, FreeCAD and other
CAD tools. List and describe 15 good demos
Here s a list of 15 demos showcasing text-to-script functionality for Blender, FreeCAD, and other CAD tools. These demos demonstrate the utility of Generative AI in automating repetitive tasks, creating complex geometries, and accelerating workflows for designers and engineers.
1. Procedural Landscape Generation (Blender)
2. Parametric Chair Design (FreeCAD)
3. Gear Design with Specific Ratios (FreeCAD)
4. Animated Logo Creation (Blender)
5. Customizable Spiral Staircase (Blender)
6. Fluid Simulation Setup (Blender)
7. Parametric Bolt and Nut Generator (FreeCAD)
8. Procedural City Block Generator (Blender)
9. Mechanical Arm Design (FreeCAD)
10. Organic Shape Modeling (Blender)
11. Parametric Building Generator (FreeCAD)
12. Animatable Vehicle Rig (Blender)
13. CNC-ready Part Design (FreeCAD)
14. Advanced Shader Creation (Blender)
15. Furniture Layout Planning (FreeCAD)
Additional Notes for the Demo:
Would you like detailed scripts or step-by-step workflows for any of these?
Provide
an example script for Procedural Landscape Generation for Unity 3D
Here s an example script for Procedural Landscape Generation in Unity 3D using C#. The script creates a terrain with procedurally generated height values based on Perlin noise. It demonstrates how text-to-script can automate complex tasks in game design.
Unity C# Script: Procedural Landscape Generation
csharp (c#)
using UnityEngine;
public class ProceduralLandscape : MonoBehaviour
{
[Header("Terrain Settings")]
public int terrainWidth = 256; // Width of the terrain
public int terrainHeight = 50; // Max height of the terrain
public int terrainDepth = 256; // Depth of the terrain
[Header("Noise Settings")]
public float noiseScale = 20f; // Scale of the noise
public int octaves = 4; // Number of noise layers
public float persistence = 0.5f; // Height reduction factor per octave
public float lacunarity = 2f; // Frequency increase factor per octave
public Vector2 offset; // Offset for noise
private Terrain terrain;
void Start()
{
terrain = GetComponent<Terrain>();
GenerateTerrain();
}
void GenerateTerrain()
{
terrain.terrainData = GenerateTerrainData(terrain.terrainData);
}
TerrainData GenerateTerrainData(TerrainData terrainData)
{
terrainData.heightmapResolution = terrainWidth + 1;
terrainData.size = new Vector3(terrainWidth, terrainHeight, terrainDepth);
terrainData.SetHeights(0, 0, GenerateHeights());
return terrainData;
}
float[,] GenerateHeights()
{
float[,] heights = new float[terrainWidth, terrainDepth];
for (int x = 0; x < terrainWidth; x++)
{
for (int z = 0; z < terrainDepth; z++)
{
heights[x, z] = CalculateHeight(x, z);
}
}
return heights;
}
float CalculateHeight(int x, int z)
{
float height = 0;
float amplitude = 1;
float frequency = 1;
for (int i = 0; i < octaves; i++)
{
float xCoord = (float)x / terrainWidth * noiseScale * frequency + offset.x;
float zCoord = (float)z / terrainDepth * noiseScale * frequency + offset.y;
height += Mathf.PerlinNoise(xCoord, zCoord) * amplitude;
amplitude *= persistence;
frequency *= lacunarity;
}
return height;
}
void OnValidate()
{
if (lacunarity < 1) lacunarity = 1;
if (octaves < 1) octaves = 1;
}
}
How It Works
Usage Instructions
Enhancements
This example can be extended with additional features to create more realistic or game-specific terrains. Let me know if you d like an example for textures, vegetation, or runtime interactivity!
Could a
Unity 3D script be written to combine existing sections of terrain from a user
asset repository, say for example Moon or Mars terrain sections?
Yes, a Unity 3D script can be written to combine existing terrain sections from a user asset repository, such as Moon or Mars terrain assets. The script can dynamically load and stitch these terrains into a cohesive environment based on user-defined parameters or procedural logic.
Example Unity Script: Combining Terrain Sections
Here s a script that combines terrain sections from a user asset repository:
csharp (c#)
using UnityEngine;
public class TerrainCombiner : MonoBehaviour
{
[Header("Terrain Settings")]
public GameObject[] terrainSections; // Array to hold terrain prefabs or GameObjects
public int rows = 2; // Number of terrain rows
public int columns = 2; // Number of terrain columns
public Vector2 terrainSize = new Vector2(500, 500); // Size of each terrain section
private void Start()
{
if (terrainSections.Length == 0)
{
Debug.LogError("No terrain sections assigned!");
return;
}
CombineTerrain();
}
void CombineTerrain()
{
// Parent object to organize the terrain
GameObject terrainParent = new GameObject("Combined Terrain");
for (int row = 0; row < rows; row++)
{
for (int col = 0; col < columns; col++)
{
// Select a random terrain section from the array
GameObject selectedTerrain = terrainSections[Random.Range(0, terrainSections.Length)];
// Instantiate the terrain
GameObject terrainInstance = Instantiate(selectedTerrain);
// Position the terrain
terrainInstance.transform.position = new Vector3(
col * terrainSize.x,
0,
row * terrainSize.y
);
// Parent the terrain for organization
terrainInstance.transform.parent = terrainParent.transform;
}
}
Debug.Log("Terrain sections combined successfully.");
}
}
How It Works
Usage Instructions
Enhancements
Example Use Case
Would you like enhancements or additional features, such as texture blending, environmental effects, or asset placement?
Your
original response was limited to Blender and FreeCAD.
What about other CAD and Animation tools, one example being Roblox. Others?
Certainly! Text-to-script workflows can extend to other CAD and animation tools, including Roblox, Maya, Unreal Engine, SolidWorks, and more. Here's how text-to-script concepts can be applied to various platforms and tools, along with examples for each.
1. Roblox Studio (Lua)
Roblox Studio uses Lua scripting to create games and interactive 3D environments. A text-to-script demo could include:
Example: Procedural Obstacle Course Generator
local obstacleCount = 10
local startPosition = Vector3.new(0, 5, 0)
for i = 1, obstacleCount do
local obstacle = Instance.new("Part")
obstacle.Size = Vector3.new(10, 2, 10)
obstacle.Position = startPosition + Vector3.new(0, i * 10, 0)
obstacle.Anchored = true
obstacle.Parent = workspace
end
Use Case: Generate obstacle courses dynamically from text prompts like "Create 10 obstacles with increasing height."
2. Unreal Engine (Blueprint or Python)
Unreal Engine supports Python for scripting and Blueprint for visual scripting. Text-to-script can automate environment generation or character setup.
Example: Procedural Building Generator
import unreal
def create_building(rows, columns, spacing):
for row in range(rows):
for column in range(columns):
cube = unreal.EditorLevelLibrary.spawn_actor_from_class(unreal.StaticMeshActor, unreal.Vector(0 + column * spacing, 0 + row * spacing, 0))
cube.set_actor_scale3d(unreal.Vector(1, 1, 5)) # Adjust height here
create_building(5, 5, 200)
Use Case: "Generate a 5x5 grid of skyscrapers with a height of 5 stories."
3. Maya (MEL or Python)
Maya supports both MEL scripting and Python for animation and modeling tasks. Text-to-script can assist with rigging or procedural animation.
Example: Procedural Object Placement
import maya.cmds as cmds
def create_grid(rows, cols, spacing):
for i in range(rows):
for j in range(cols):
cmds.polyCube(w=1, h=1, d=1, name=f"Cube_{i}_{j}")
cmds.move(i * spacing, 0, j * spacing)
create_grid(5, 5, 2)
Use Case: "Create a grid of cubes spaced by 2 units."
4. SolidWorks (API in VBA or Python)
SolidWorks allows automation through its API, typically using VBA or Python (via PySW).
Example: Parametric Part Generator
import swDocumentMgr
def create_cylinder(radius, height):
# Connect to SolidWorks API
swApp = swDocumentMgr.GetApplication()
part = swApp.NewPart()
part.CreateCylinder(radius, height)
create_cylinder(50, 100)
Use Case: "Create a cylinder with a radius of 50mm and a height of 100mm."
5. Fusion 360 (Python)
Fusion 360's API enables text-to-script workflows for parametric modeling.
Example: Custom Parametric Gear
import adsk.core, adsk.fusion, adsk.cam
def create_gear(teeth, pitch):
app = adsk.core.Application.get()
design = app.activeProduct
root = design.rootComponent
sketch = root.sketches.add(root.xYConstructionPlane)
# Gear profile logic
# ...
create_gear(20, 5)
Use Case: "Generate a gear with 20 teeth and a pitch of 5."
6. Houdini (VEX or Python)
Houdini excels in procedural animation and supports VEX or Python scripting.
Example: Procedural Terrain Generation
import hou
def generate_terrain(size):
geo = hou.node('/obj').createNode('geo', 'terrain')
heightfield = geo.createNode('heightfield')
heightfield.parm('size').set(size)
generate_terrain([10, 10])
Use Case: "Create a 10x10 terrain in Houdini."
7. TinkerCAD (API via Webhooks)
TinkerCAD lacks direct scripting but supports REST APIs for automated project uploads or integration.
Example: Generate and Upload Models
8. Cinema 4D (Python)
Cinema 4D supports Python for modeling and animation.
Example: Procedural Text Animation
import c4d
def create_text_animation(text, height):
text_obj = c4d.BaseObject(c4d.Osplinetext)
text_obj[c4d.PRIM_TEXT_TEXT] = text
text_obj[c4d.PRIM_TEXT_HEIGHT] = height
doc = c4d.documents.GetActiveDocument()
doc.InsertObject(text_obj)
create_text_animation("Hello, World!", 50)
Use Case: "Generate animated 3D text saying 'Hello, World!' at 50 units tall."
9. Rhino (Grasshopper or Python)
Rhino supports scripting via Python or Grasshopper.
Example: Procedural Dome Creation
import rhinoscriptsyntax as rs
def create_dome(radius, segments):
for i in range(segments):
rs.AddSphere((0, 0, i * radius), radius)
create_dome(5, 10)
Use Case: "Create a dome with 10 stacked spheres of radius 5."
10. Blender (Expanded)
Beyond what was previously mentioned, Blender s Geometry Nodes could integrate with text-to-script workflows using Python.
Example: Advanced Shader Material
import bpy
def create_material():
mat = bpy.data.materials.new(name="ProceduralMaterial")
mat.use_nodes = True
nodes = mat.node_tree.nodes
bsdf = nodes.get('Principled BSDF')
bsdf.inputs['Base Color'].default_value = (1, 0, 0, 1) # Red
create_material()
Use Case: "Generate a red material with procedural roughness."
Key Takeaways
Let me know if you d like detailed examples for any specific tool or workflow!
Can
Google Street View or Google Earth be scripted to provide an animated tour,
like Santa Clause in his sleigh flying down main street SmallTown
USA?
Yes, Google Street View and Google Earth can be scripted to create animated tours using APIs and third-party tools. While Google does not provide direct support for flying animations like a Santa Claus sleigh out of the box, you can achieve this by combining Google's APIs with custom animation scripts in platforms like JavaScript or Python. Here's an overview of how it can be done:
1. Using Google Earth Studio (for cinematic animations)
Google Earth Studio is a web-based tool for creating cinematic animations using Google Earth imagery. You can:
Workflow:
Limitations:
2. Using Google Maps JavaScript API
The Google Maps JavaScript API can be used to create an interactive, browser-based animation of a flying object over a map. This approach provides more flexibility but requires custom scripting.
Example: Simulating Santa s Sleigh Animation
<!DOCTYPE html>
<html>
<head>
<title>Santa's Sleigh Tour</title>
<script src="https://maps.googleapis.com/maps/api/js?key=YOUR_API_KEY"></script>
<style>
#map {
height: 100%;
width: 100%;
position: absolute;
}
</style>
</head>
<body>
<div id="map"></div>
<script>
function initMap() {
const map = new google.maps.Map(document.getElementById("map"), {
center: { lat: 38.627, lng: -90.199 }, // Starting location (St. Louis, for example)
zoom: 16,
mapTypeId: "satellite",
});
const santaPathCoordinates = [
{ lat: 38.627, lng: -90.199 },
{ lat: 38.628, lng: -90.200 },
{ lat: 38.629, lng: -90.201 },
];
const sleighIcon = {
url: "https://example.com/sleigh-icon.png", // URL to Santa's sleigh image
scaledSize: new google.maps.Size(50, 50),
};
const santaMarker = new google.maps.Marker({
position: santaPathCoordinates[0],
map,
icon: sleighIcon,
});
let step = 0;
function animateSanta() {
step++;
if (step < santaPathCoordinates.length) {
santaMarker.setPosition(santaPathCoordinates[step]);
setTimeout(animateSanta, 1000); // Adjust speed here
}
}
animateSanta();
}
window.onload = initMap;
</script>
</body>
</html>
Capabilities:
3. Using Google Earth Engine and KML Files
You can use KML (Keyhole Markup Language) files to define flight paths in Google Earth and then animate them.
Workflow:
xml
<Placemark>
<name>Santa's Sleigh Route</name>
<LineString>
<coordinates>
-90.199,38.627,0
-90.200,38.628,0
-90.201,38.629,0
</coordinates>
</LineString>
</Placemark>
Enhancements:
4. Custom Visualization with CesiumJS
If you need full 3D interactivity, consider CesiumJS, a JavaScript library for 3D geospatial visualizations. Cesium allows you to create animations similar to Google Earth Studio but with real-time customization.
Example: Santa s Flight with 3D Models
5. Using Unity with Google Maps SDK
For advanced use cases (like flying Santa's sleigh in an actual 3D environment), integrate Unity with Google Maps SDK.
Workflow:
Key Considerations
Let me know which approach you d like to dive deeper into, and I can provide more detailed instructions or scripts!
Provide a
Blender script to layout a small town using blocks of
different sizes and lines for streets
Here s a Blender Python script that procedurally generates a small town layout. It creates blocks of various sizes and adds streets between them. The script uses a grid system to organize the town layout, with streets represented as lines (or thin planes) and buildings represented as blocks.
Blender Python Script: Procedural Small
Town Layout
import bpy
import random
# Parameters
town_size = 10 # Number of blocks along one axis
block_size_min = 5 # Minimum block size
block_size_max = 10 # Maximum block size
street_width = 2 # Width of streets
height_min = 3 # Minimum building height
height_max = 10 # Maximum building height
# Functions
def create_block(x, y, width, depth, height):
# Create a cube for the block
bpy.ops.mesh.primitive_cube_add(size=1, location=(x + width / 2, y + depth / 2, height / 2))
block = bpy.context.object
block.scale = (width / 2, depth / 2, height / 2)
block.name = f"Building_{x}_{y}"
block.select_set(False)
def create_street(x_start, y_start, x_end, y_end):
# Create a thin plane for the street
width = abs(x_end - x_start)
depth = abs(y_end - y_start)
if width == 0: # Vertical street
bpy.ops.mesh.primitive_plane_add(size=1, location=(x_start, (y_start + y_end) / 2, 0))
street = bpy.context.object
street.scale = (street_width / 2, depth / 2, 0.1)
elif depth == 0: # Horizontal street
bpy.ops.mesh.primitive_plane_add(size=1, location=((x_start + x_end) / 2, y_start, 0))
street = bpy.context.object
street.scale = (width / 2, street_width / 2, 0.1)
street.name = f"Street_{x_start}_{y_start}"
# Generate the town layout
def generate_town():
x_position = 0
for _ in range(town_size):
y_position = 0
for _ in range(town_size):
# Randomize block dimensions
block_width = random.randint(block_size_min, block_size_max)
block_depth = random.randint(block_size_min, block_size_max)
block_height = random.randint(height_min, height_max)
# Create the block
create_block(x_position, y_position, block_width, block_depth, block_height)
# Add horizontal street
create_street(x_position + block_width, y_position, x_position + block_width, y_position + block_depth)
# Add vertical street
create_street(x_position, y_position + block_depth, x_position + block_width, y_position + block_depth)
# Update y_position for the next block
y_position += block_depth + street_width
# Update x_position for the next row of blocks
x_position += block_width + street_width
# Run the script
generate_town()
How It Works
Customizations
Usage
Would you like additional features, such as assigning materials, adding props, or creating non-grid layouts?
Could
existing user assets from the user repository be placed on the grid in place of
the random blocks?
Yes, you can modify the script to use existing assets from
the user's repository instead of generating random blocks. By leveraging
Blender's Asset Library or appending/linking objects from
other files, you can place these assets dynamically onto the grid. Here's how
to adapt the script:
Updated Script: Placing User Assets on the Grid
This script assumes you have a collection of existing assets
(e.g., pre-modeled buildings) stored in a Blender file or Asset Library.
import bpy
import random
# Parameters
town_size = 10 # Number of blocks along one axis
street_width = 2 # Width of streets
asset_collection_name = "UserAssets" # Name of the collection containing
assets
# Functions
def place_asset(asset_name, x, y):
"""
Place an asset
from the collection at the specified grid position.
"""
asset = bpy.data.objects[asset_name]
new_asset = asset.copy() # Create a copy of the asset
new_asset.location = (x, y, 0) # Set position
bpy.context.collection.objects.link(new_asset) # Link
the copy to the current collection
new_asset.select_set(False) # Deselect the object
def create_street(x_start, y_start,
x_end, y_end):
"""
Create a thin
plane to represent a street.
"""
width = abs(x_end - x_start)
depth = abs(y_end - y_start)
if width == 0: # Vertical street
bpy.ops.mesh.primitive_plane_add(size=1,
location=(x_start, (y_start
+ y_end) / 2, 0))
street = bpy.context.object
street.scale = (street_width / 2, depth / 2, 0.1)
elif depth == 0: # Horizontal street
bpy.ops.mesh.primitive_plane_add(size=1,
location=((x_start + x_end)
/ 2, y_start, 0))
street = bpy.context.object
street.scale = (width / 2, street_width / 2, 0.1)
street.name = f"Street_{x_start}_{y_start}"
# Generate the town layout
def generate_town_with_assets():
"""
Layout the town
using user assets from a specified collection.
"""
# Retrieve the
asset collection
asset_collection = bpy.data.collections.get(asset_collection_name)
if not asset_collection:
print(f"Collection '{asset_collection_name}' not found.")
return
asset_names = [obj.name for obj in asset_collection.objects if obj.type
== 'MESH']
if not asset_names:
print(f"No assets found in
collection '{asset_collection_name}'.")
return
x_position = 0
for _ in range(town_size):
y_position = 0
for _ in range(town_size):
# Randomly
select an asset from the collection
selected_asset = random.choice(asset_names)
# Place
the asset at the current position
place_asset(selected_asset, x_position, y_position)
# Add
horizontal street
create_street(x_position + 10, y_position, x_position + 10, y_position + 10)
# Add
vertical street
create_street(x_position, y_position + 10, x_position + 10, y_position + 10)
# Update y_position for the next block
y_position += 10 + street_width # Adjust block size and street width
# Update x_position for the next row of blocks
x_position += 10 + street_width
# Run the script
generate_town_with_assets()
How It Works
Preparation
Customization Options
Would you like additional features, such as random asset
rotations, material assignments, or prop placement?