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

  1. Terrain Settings:
  2. Noise Settings:
  3. Heightmap Generation:

Usage Instructions

  1. Set Up a Terrain in Unity:
  2. Adjust Settings:
  3. Run the Scene:

Enhancements

  1. Add Textures:
  2. Vegetation:
  3. Real-Time Updates:

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

  1. Terrain Repository:
  2. Grid Placement:
  3. Dynamic Loading:
  4. Parent Organization:

Usage Instructions

  1. Prepare Terrain Sections:
  2. Assign Terrain Sections:
  3. Adjust Grid Settings:
  4. Run the Scene:

Enhancements

  1. Custom Placement Logic:
  2. Seamless Stitching:
  3. Runtime Editing:
  4. LOD Management:

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 RobloxMayaUnreal EngineSolidWorks, 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:

  1. Plan a Tour Path:
  2. Import a Custom 3D Model:
  3. Animate the Flight Path:

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:

  1. Create a KML file with the flight path:

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>

  1. Load the KML file into Google Earth:
  2. Use Google Earth s Tour feature to animate the path.

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:

  1. Import the Google Maps SDK for Unity.
  2. Use Google Earth imagery to generate a 3D representation of SmallTown USA.
  3. Script Santa s sleigh using Unity s animation system.
  4. Export as a game or interactive experience.

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

  1. Parameters:
  2. Blocks:
  3. Streets:
  4. Grid Layout:

Customizations


Usage

  1. Copy and paste the script into Blender's Scripting Editor.
  2. Run the script to generate the small town.
  3. Adjust the parameters at the top of the script to customize the town size, block dimensions, and street width.

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

  1. Asset Collection:
  2. Placing Assets:
  3. Street Creation:
  4. Parameters:

Preparation

  1. Add Assets to a Collection:
  2. Run the Script:

Customization Options


Would you like additional features, such as random asset rotations, material assignments, or prop placement?