Thursday, February 28, 2013

Neuron Builder v2.1 (actually v0.8) - WIP

I've continued scripting the neuron builder I started in a previous post. I've had a lot of fun getting this thing working. It's one of the more satisfying things to hit enter and have thousands and thousands of commands execute spontaneously and immediately. I've posted some screenshots on facebook but if you're not on there, I'll drop them here too.

 Color coding the various projections and soma based on the neuromorpho standards.

A simple interface to start off with.

Organize the hierarchy with some simple naming conventions and check if materials already exist so the hypershade doesn't get cluttered up unecessarily.

Clean up the interface and add a link to hypothetical documentation in the help menu.

Add a radius multiplier to beef up tiny tiny dendrites. In retrospect, this wasn't that necessary, but it was a good exercise in learning some MEL.

And the current state of the situation. I've added the ability to input your own names and prefixes. There are some known issues and bugs, so I won't release it to the public yet. I'd also like to implement some more functionality to make it that much more useful. Right now it's little more than a way to get the data into the scene to use as a template. I would like it to generate usable curves and perhaps even geometry.

Later,
Stuart

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