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Hi. Stuff like this comes up fairly frequently (see eg. #13).
The gist is this:
Disconnected meshes will produce disconnected skeletons (like for your second chair example).
Somewhat counterintuitively the skeletonization often performs badly on primitives (e.g. stuff that's effectively made from rectangles).
What you could try is subdividing your mesh (i.e. increase the number of vertices it is made of).
I would have also suggested looking into mesh contraction + vertex clustering. Looks like your script caters for that combination but not sure about this line:
>>>fixed=sk.pre.contract(fixed, epsilon=0.1)
>>>skel=sk.skeletonize.by_vertex_clusters(fixed,
... sampling_dist=1# this needs to be adjusted depending on your object
... )
Hi! Thanks for your nice work!
I have some question when testing your algorithm on
chair
meshes fromShapeNet
I experiment with
vertex cluster
andedge collapse
but neither of them works(what I expect is to extract four legs of the chair).Did I miss anything important or misunderstand the algorithm? Or is it caused by the bad mesh quality(e.g. non-manifold meshes from
ShapeNet
)?Here are some screenshots and the samples along with the script can be found in the attachment.
Appreciate for your help! Wish you a nice day :)
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