67 karma · joined August 4, 2010
I've been developing a similar add-on for Blender called nozzleboss. https://github.com/Heinz-Loepmeier/nozzleboss It lets you use Blenders modeling tools to create toolpaths directly and export to G-code. It has an importer as well, that lets you edit existing G-code with Blender, e.g. using sculpt tools to deform G-code paths. https://www.youtube.com/watch?v=aoM8-Xdh9w8
Using Blender is nice here, because you have access to so much modeling tools already and don't need to code to generate G-code (though you could, Blenders python api or geometry nodes is very well suited for that). The add-on uses vertex colors to store meta information on every segment of the G-code, so you can paint on extrusion/speed multipliers or color itself very intuitively. (Different colors in FDM printing are usually done by segmentation of the mesh into different parts, which can be difficult. Though PrusaSlicer introduced multi-material painting recently, so if you are interested check that out.)
G-code importer can be seen here: [link redacted] Some results here: [link redacted]
I've been experimenting with storing extrusion multiplier info inside Blender to make weighted extrusion values based on a texture.
http://www.placidchaos.com/AM/index.php/2006/02/21/andrew_lo...