AutoCAD 2015 cloud of 22k points - autocad

i have cad file with almost 22k points and i need make circles with the same diameter (30mm) around all of of them, but making it manually will took so long.is there some better way? Some autocad addon od macro? Thanks for any help

If the points are standard point entities, it wouldn't be too difficult to create a selection set of all points in the file and then add a sphere/circle/block entity at each point. AutoLisp or .Net would handle this very easily.

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Meshlab advice. Is this software for me?

I would like to create a mesh from pointcloud data. I am able to get pointcloud data from a Faro laser scanner. I can save it as .xyz, .dat, .asc formats. I can't afford to buy Geomagic wrap and would like to know if I can get a quality mesh with Meshlab. The meshes I make with my current software are not very smooth. The overlaps of the scanner make alot of noise. Can anyone point me in the direction of a workflow in Meshlab to convert an .xyz or other file type into an .stl or .obj
Here's the best I can do with wrap trial:
first attempt with a Wrap trial software
I can also supply the file to anyone who would like to take my .xyz file and use it to show the workflow. Thank you.
I think that meshlab can absolutely cover your needs.
You can find many surface reconstruction methods under:
Filters -> Remeshing, simplification and Reconstruction
The best results will most likely be given by the Screened Poisson Surface Reconstructiom option. Click on Help to get info about the avaliable parameters.
In addition meshlab have a lot of options for cleaning and basically for almost anything you want to do with meshes (and it has some point cloud features aswell).
Check the Support page.
David, Thanks for your reply. I'm glad to hear you think it's a good choice. I will update once I've figured out a workflow. This is what I accomplished with David software, but it took hours...enter image description here

Camera calibration patterns

I would like to know if there is a process to generate camera calibration patterns.
We can use paint or any other graphic tool and set the precise measurements but then we need to hard-code the point positions or create a txt/xml file.
Is there a software that exports the data to a file that we can upload in our software.
What about 3D targets like boxes and/or cubes. Is there a method to generate the correct data points?
Cheers.
For 2D targets such as checkerboards, I used to do it like user469049 describes. Which was quite time consuming. In the end I gave up and created a web tool that does all of the leg work:
https://calib.io/pages/camera-calibration-pattern-generator
I'm using inkscape:
http://dominoc925.blogspot.co.uk/2012/06/create-camera-calibration-chess-board.html
I usually create a pdf file used to print and save files as LaTeX with PSTricks extensions.
The tex file has paths, so for a square it has a \moveto command to set the starting point and it has \line to command to set the next points.
In the dominoc925 example they define black and white squares but I just define the black squares to avoid repeated points.
I have a simple file loader in my code to get the points, just search for the \moveto and \line commands and workout the points from there.
For the 3D targets I treat each patter as one view because I don't have the tools to build a precise 3D target.
So instead of having different views of one patter like in the Matlab toolbox, I treat each detected pattern as a view.
In other words, if you have a 3D object then the target on each face is treated as a independent view.
There is probably a more professional way to do the job but this is my process :)
I hope this helps.

How to create Frustum in DXF format for Autocad?

I am trying to create a frustum using DXF file with my text editor, but unable to find any good solution or way to create it. If anyone knows and would be obliged to help me find a solution DXF file or an example, that would be a great help. Thank You
A frustum is a 3-dimensional figure. While the DXF file format does contain provisions for coordinates in the Z-direction(3rd dimension), you cannot use it to define a true solid model. There are 3DFACE and 3DSOLID entities available, but they do not give you solid model objects like the IGES or STEP file formats would.
That being said, you have a tremendously large task ahead of you to create a valid DXF file in a text editor. There is a huge amount of header information required in a DXF file for even the simplest shapes.
If you are serious about it, your best bet will be to start with a blank (no entities drawn) DXF file that has been created in a CAD package and use that as your base. Then you can add entities to it as needed. You will need the DXF file specification. I use the R2000 spec since it has all the needed functionality while still being backwards compatible with the largest number of systems.
If you are doing a conic frustum, you will need to investigate the ELLIPSE entity, and if you are doing a pyramidal frustum, you will need the LINE entity. Depending on the level of complexity you want and the version of the DXF spec that you work from, you can also use the SURFACE entity, but in a DXF file, this will just be represented as a series of lines forming a grid(polyface mesh).
You can also use the 3DFACE and 3DSOLID entities, but if you really want solid geometry, you're better off using a 3D file format as mentioned above.

Add animation to head and arm (mesh) which is acquired from 3D scanner Kinect

I used ReconstructMe
to scan my first half body (arm and head). The result I got is a 3d mesh. I open them in 3dsmax. What I need to do now is to add animation/motion to the 3d arm and head.
I think ReconstructMe created a mesh. Do I need to convert that mesh to a 3d object before adding animation? If so, how to do it?
Do I need to seperate the head and arm to add different animation to them? How to do it?
I am a beginner in 3ds max. I am using 3ds max 2012, student edition.
Typically you would set up bones, and link the mesh to the bones with skin or physique modifier, then animate the bones as needed.
You can have 1 mesh, or separate meshes, depends on your needs.
For setting up the rigging, it would be good to utilize a tutorial like this
http://www.digitaltutors.com/11/training.php?pid=332
I find Digital Tutors to be very concise and detailed for anybody to grasp the concepts if your patient enough. Depending on the motion you will like some parts of the bones will require FK (forward kinematics) or IK (inverse kinematics) or a mixture of both FK/IK control in areas like the elbows of the arms etc.
Certain other parts of the character would also like the ability to utilize CAT controls. Through the whole rigging process the biggest foundation or theory to maintain is hierarchy and the process of parenting the controls/linking correctly.
Also your meshes topo needs to be correct, when scanning from an outside source you will get either a. a lot of triangles or b. bad edge flow, before the rigging process make sure to take the time to get your scan's topology to the correct state it should be in.

Writing a command line scene parser for 3DS Max 2010

I am trying to find out if its possible at all to write a command line scene parser for 3ds max 2010.
I want to gather some information from the max scene without having to load up the Max studio. I have been informed that its not possible to access the Max API without starting the max studio.
Possible use of my program
C:\myparser.exe "myfile.max" > bonenames.txt
Any help/suggestions/hacks are greatly appreciated :)
Thanks
Most anything is possible with enough time, experience, and resources. But what you are suggesting is generally not feasible unless you:
Have full documentation on the binary file format of 3ds Max 2010, or
Need to extract an exceptionally small amount of information from the scene.
If you are only attempting to extract bone names from the file—and only for actual bone objects instead of arbitrary geometry used as a bone—there is a chance (albeit very slim) that creating many files that differ in very minor ways might allow you perform a binary diff and deduce some patterns from the contents.
For example, save an empty Max scene, then add one bone to it and save that, then rename the bone (using the same number of characters) and save that, then rename the bone to add one character and save that, then move the bone and save that, then add another bone and save that. Then try adding modifiers, or param blocks, or hiding the bone, or moving it to another layer, etc. etc. and see what you get. With luck there might be a sensible pattern among the layers of cruft that you can parse for yourself.

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