While making Vox2Obj user-friendly for a friend yesterday, I noticed that MeshLabServer had actually been deprecated in favor a Python package called PyMeshLab. This is great news! Except for the fact that, ya know, I had already built my pipeline around MeshLabServer.
So today, against my better judgement, I’ve redone the pipeline with PML instead. As far as ultra-complex APIs go, I must say this is the most well-documented one I’ve ever encountered. For once the quick start guide actually got me quickly started, and scripting was not terribly difficult. The code is available at the Vox2Obj repo.
Pictured above are my progress models from development tonight. Getting the shading to land right was a little weird; using Merge Vertices By Distance resulted in some very strange shading on every edge. However, Merge Duplicate Vertices created desired results. Weird.
For some reason, I still can’t get the texture to stick when I don’t triangulate the mesh first, meaning I have at least twice as many polygons as I should. Oh well. Eventually I’ll pop over to the MeshLab forums and get somebody to help me with uniting same-color-and-orientation faces to create truly optimized meshes.
Until then, happy pipelining.




