As a part of the course I teach at Bauhaus-Dessau Institute of Architecture, I developed a Delaunay class in Python for Maya to generate the triangulation via mathematical operations (I was also, in the course, using Qhull), based on the algorithm developed by Paul Bourke. It is still very crude and needs lots of works, but it does generate fast and correct triangulations in its current version.
Next step would be to automatize the class to update the triangulation in real-time, and to create user interfaces to make the whole process a bit more friendly. The ultimate goal would be to make it into a plugin for Maya,which I am far away from accomplishing. I guess I won’t develop it much further, but for anyone interested, here is the Python script to download.


Hi Daniel, very interesting post and work. I made a post about your blog on mine. thx for the link.
Arch. Andrea Graziano – DigitAG& blogger
thanks a lot.
It’s very interesting… I’ll try it as soon as possible,
nic
Thanks for making and sharing this, I’ve been trying to get something like this for in Maya but just don’t really understand the maths! :D
I’ve managed to get it making random meshes, but it doesn’t seem to work if the points are laid flat (in X and Z). Oh well, I can probably sort it out now I have a good starting point. thanks again.