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SuperSkein 1.0

by MaskedRetriever, published

SuperSkein 1.0 by MaskedRetriever Jul 29, 2010

Description

Okay, this really isn't a thing but I think it's worth uploading.

SuperSkein is a first-order model slicer that runs in Processing. It's pretty basic still, but since it's object oriented and in Processing (which could be quickly ported to C) it should be easy for the community to hack and improve.

Right now it slices models in /seconds/ that'd totally bog down Skeinforge and can slice models with non-manifold errors without a problem. It's missing nearly all of Skeinforge's features, but I've got a MakerBot to print a more-or-less-viable object from it already.

Happy hacking!

EDIT: Added 1.1 with some niceties added and one of the big basic bugs fixed.
Also also edit: Now on github!
github.com/MaskedRetriever/SuperSkein
If you want collaborator access just message me or comment!

Recent Comments

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Superskein 1 doesn't have a GUI. You have to edit the source file to change its "target".

The current version has a GUI, although I'm actually thinking of getting rid of it:
https://github.com/MaskedRetri...

In LeanSkein the GUI is also thrown out, but it has a config.txt file you can alter, which is nice.
https://github.com/MaskedRetri...

Regardless as to which of the downloads I use. When I open SuperSkein, all I get is a blank GUIi that I can't do anything with.

Hi, I read the codes.

simple but strong alorithm.

Only line move g code is exellent.

Now, many outline gcode is generated.

I need to find the logic that the internal area is filled.

How do you think?

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Instructions

Step 1: Unzip the folder and put it into a directory named SuperSkein, then run SuperSkein.pde with Processing!

Step 2: Hack until satisfied :3

Comments

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ronald4418 on Mar 20, 2011 said:

Regardless as to which of the downloads I use. When I open SuperSkein, all I get is a blank GUIi that I can't do anything with.

MaskedRetriever on Mar 20, 2011 said:

Superskein 1 doesn't have a GUI. You have to edit the source file to change its "target".

The current version has a GUI, although I'm actually thinking of getting rid of it:
https://github.com/MaskedRetri...

In LeanSkein the GUI is also thrown out, but it has a config.txt file you can alter, which is nice.
https://github.com/MaskedRetri...

inevit01 on Sep 11, 2010 said:

your version 1.2 doesn't seem to work. I get an array bounds error in the mesh module. However 1.1 seems fine. Awesome work !

populous on Sep 3, 2010 said:

Hi, I don't know proccesing. Is it java or java script ? //// It is not important.

Brefly, I have read your code. It's great

You make the complexxxx a simple .

I will plant to your code to translate C/C+ standard code.

In your works, do the library or external import code included ?

Thank your concern

MaskedRetriever on Sep 3, 2010 said:

SuperSkein is getting more and more complex, and relying more and more on libraries. SimpleSlice is being kept pristine and straightforward, and uses no external Libraries:

http://github.com/MaskedRetrie...

Processing is Java based.

beak90 on Aug 2, 2010 said:

This is the best thing ever. Seriously. This code is actually readable. And awesome. And since its processing its pretty universal among programmers.

I took the initiative and ported it to Objective-C/Cocoa Touch for the iPhone. It took forever because I had to change a whole bunch of stuff to make it work/compile. But its done and it sorta works. I think theres some bugs I created in the process related to array counts because it seems to leav
e out a line or so each layer. But it works and has a little more UI than the processing version. Oh and I sorta need to add some garbage management too :-P The program leaks a loooottttt right now. But I'll fix all of that before I release it to the world.
At some point I foresee myself creating a
standalone iPhone app Makerbot controller. Once I figure out how to do serial comms without a jailbreak...
Ya so thanks for the awesome code :-D

cyrozap on Aug 7, 2010 said:

http://www.perceptdev.com/labs...

There you'll find the source code to an iPhone modem using the audio port. I'm only starting to lear Objective-C and iPhone programming (which is a PITA for a hardware guy like me), so I hope you can do something with it!

MaskedRetriever on Aug 2, 2010 said:

There's currently an unfixed (but diagnosed!) bug that causes lots of erroneous traversals of a given slice: very short edges are becoming orphaned from the main contours and then picked up on the last few gcodes. The most recent commit ham-fistedly fixes this by throwing out the last few gcodes in each slice, which is kind of a 90% fix.

DaveD on Aug 1, 2010 said:

While I was bored waiting for a print, I converted this code to C# (yeah.. I know.. I like C# though) and gave it a run.

It slices up that model in under a second. Walt Disney's head is a lot harder to slice so I gave that a try, too - 33 seconds..

That seriously does not suck!! :D

MaskedRetriever on Aug 1, 2010 said:

That is very cool and exciting! Have you posted it anywhere?

TeamTeamUSA on Jul 30, 2010 said:

This would be great on GitHub!

MaskedRetriever on Jul 30, 2010 said:

Done!

wulfdesign on Jul 30, 2010 said:

I haven't tried this yet, but think I'm going to love it.

dremd on Jul 30, 2010 said:

Where can I find more information about this project?

MaskedRetriever on Jul 30, 2010 said:

This is all there is at the moment-- I'll do some work on it tomorrow such as making it available on some revision control system or another and also upload my current notes on the code (and advice for future revisions) both here and to said revision control.

I think this project is already suitable for at least getting slices out of a model that has minor non-manifoldness such as is often caused by trying to slice a character with armature work...

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