gilberto on "Help installation program"
Caught unknow exception: this mensage to open program,what?
Caught unknow exception: this mensage to open program,what?
With K-3D 0.8 effectively feature-complete, we’re just making sure that everything builds cleanly and produces consistent results on all platforms … in a number of cases, we’re seeing plugins that produce results that are visually indistinguishable to the casual user, but contain tiny numeric differences across platforms. Usually these tiny errors are the result of rounding or slight differences in the way that different processors compute numbers, such as the sin() of a value, and can be ignored. But in a few cases the differences are larger than we’d like, and require further attention. As a rule of thumb, the more complex the computation, the more likely that the results will vary. The old Polyhedron plugin was one example that computes uniform polyhedra at runtime using some pretty hairy math, and produces inconsistent results (again, not visible to the naked eye, but extremely obvious in our tests). So I’ve replaced “Polyhedron” with “UniformPolyhedron”, which stores a list of popular polyhedra instead of computing them on the fly:
Hey there.
First off, let me say I very much like K-3D, particularly for it's renderman integration. I'm primarily a Blender user, but for years and years have wanted to and repeatedly tried to learn how to use renderman, with little success.
Anyhow, my problem is this.
K-3D (v0.7.11.0) installed fine (win xp sp3), as did Aqsis (v1.6.0). I can render using Aqsis from the command line just fine. However, when I set Aqsis as my renderman engine in K-3D, I get nothing when I press preview or render, although it doesn't complain about not being able to find it. However, it works just fine if I set the renderman engine to BundledAqsis.
Curious, as past builds I tried worked fine with the separate install of Aqsis. Am I doing something wrong? I can find nowhere in K-3D to set any further parameters regarding this.
Thank you in advance. I'm sure I'm just missing something.
I have a problem with Animation Timeline. I watched this video: http://www.youtube.com/watch?v=xXsBrNdN5cI
All is ok, but with giving arrows (or black points - I think it are keyframes) on the blue animation timeline, I have a problem. I don't know how to denote keyframes. With mouse it doesn't go. I tried maybe all keys, but nothing doesn't give me there black arrows on the timeline.
Have a nice day!
Hello, my name is Andreas and I am new here. I installed K-3D on my Linux Ubuntu today becaus I want to learn how to make good 3D animations.
I beginned to try to make a simple computer circuits. You can find out from this link how a circuits look like http://www.solarbotics.com/assets/images/atmega8l/atmega8l_pl.jpg
As you can see. It is a board with legs. The problem for me it is to make these legs. How do to that? I did the board by create a simple polygonal cube and changed it to good size so it look like a board. But how to do the legs? Can I add lines or how should I do?
Andreas
Hello. I would like to ask, how can I use some image(for example my photo) like a material(texture) on some K-3D object? Is it possible in K-3D? Thanks...
Hi people. Can somebody tell me how can I switch the Viewport scene to fullscreen. What type of keyboard shortcut should I use?
Folks:
Although our administrative controls have done a reasonable job of keeping spam out of the forums, we have been collecting a ridiculous (600-and-rapidly-growing) number of users that are obviously bots. To address this, we've enabled reCAPTCHA for user registration, and deleted any existing forum user accounts with zero posts. Apologies to any legitimate users who had their accounts deleted, this shouldn't happen again.
Cheers,
Tim
Hello i am new here. I wonder if i have to attach reference image to viewplane or camera?
Can someone tell me how can i add reference image to viewport or camera maybee?
Thank you!
I am a user of Rhino and Autocad, but I find 3-kd extraordinary.
I need to label the draw with measures (length, thickness, width), so mechanics or wood worker can see the draw with the measures and make what I design.
Is there this command in k-3d?
thanks
The new user interface work for K-3D 0.8 will likely rely heavily on Client-Side-GTK and/or Clutter …
Hello, I just arrived on K-3D.
To start, I did not find any example in this regard, I would move a sphere on a plane maybe doing some follow this path. someone tell me if there is any tutorial or knows give me some advice? thanks
In an effort to follow best-practices in the K-3D website, our recent overhaul switched from HTML to XHTML for our content. As it turns-out, this wasn’t the way to go … in response to some complaints about inaccessible web pages, I’ve learned a lot about HTML-versus-XHTML at http://www.webdevout.net/articles/beware-of-xhtml … in a nutshell, it simply isn’t possible to use XHTML with certain web browsers without resorting to counterproductive hacks. We aren’t invested in XHTML in any significant way, so it turned-out to be better (and easier) to switch back to strict HTML 4. Go-figure …
When I type the address http://www.k-3d.org into my web browser I get prompted to save a file with the name 'k-3d_org' (I didn't save it though) additionally when I managed to find my way to the wiki (via a link from another site) the 'download' link misbehaved too and prompted me to save a file named 'downloads' when I opened this file it contained the following information:
------------Contents of 'Downloads' file-----------------
<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US">
...
</html>
----------------------End Contents of 'downloads' file------------------------
Hopefully this will help someone to correct the errors with the site so that everything works properly again! In the mean time can someone post a functional link to the 32 bit Windows version of K-3D?
Thanks,
bartman2589
Take a look at the K-3D Developer Dashboard, and you will see that, for a small project, K-3D does a significant amount of nightly testing, far more than most of the commercial firms where I’ve worked. These nightly tests are, for the most part, constantly checking to verify that changes in the code don’t cause unwanted changes in the outputs of individual plugins. The tests generally setup a small pipeline with a set of known inputs and parameters, then test the output against a reference file to see that they are equal.
The tricky part is that testing for equality isn’t as straightforward as you might think. Thanks to the imprecision inherent in floating-point math, different platforms, different compilers, and even different runs with the same compiler and platform may produce slightly different results. Accordingly, tests can’t simply check to see if a test produces a value equal to 1 … in practice such a test might produce 1, 1.00000000000003, or 0.99999999999998 and still be “correct”. Because of this, tests can’t test for true equality, they have to test whether values are “close enough”.
Until recently, K-3D used a template class, k3d::almost_equal to handle this case. k3d::almost_equal took a threshold as a parameter and produced a boolean result – whether two values were equal or not, taking into consideration floating-point issues and the threshold value. The problem with this approach was that if a test was failing, it was difficult to figure-out by how much – you had to plug different values into the threshold and re-run the test to see whether the results changed or not.
Accordingly, I’ve replaced k3d::almost_equal with k3d::difference, which returns the difference between two values, leaving it up to the caller to decide how to use the difference – whether to test it against a threshold, just report the value, etc. As you might expect, k3d::difference is templated, with specializations provided for all of the well-defined K-3D types, plus arrays, tables, primitives, and meshes.
This week I did a first test using the CARVE boolean library. Execution is MUCH faster than with CGAL, but unfortunately the ordering of mesh components is not consistent, as shown in the following screenshot, which compares two subsequent runs using CARVE.

Difference in numbering, when not sorting the output
Responding quickly to the issue I created about this, CARVE author Toby Sargeant suggested using canonicalize to sort the result. This resolved the above issue, and only one test still fails in one place. The test case applies two subsequent booleans, doing “(big cylinder – small cylinder) – torus”, as illustrated in the next picture.

Cylinders and torus before and after the boolean
It seems only one point, at the intersection of the top and bottom, still gets switched around. The next figure show the difference in numbering, point 39 and 40 got switched around, as did some of the connected edges:

Switched points and edges between two runs
Interestingly, this error is identical to what happened when we tried to use CGAL with a custom number type based on double. The top face is actually triangulated before the boolean, and this causes two edges to intersect “exactly”. Rounding errors may cause the difference in numbering.

Triangulated top face of the big cylinder
Performance wise, this dashboard run shows the difference between CARVE and CGAL. The important test here is the benchmark test, showing an improvement by a factor of 50 if only the boolean operations are taken into account. Not bad!
Hey all,
I am trying to get an updated port for K-3D on FreeBSD 8.
Since the K-3D maybe don't manage this but someone at FreeBSD should, I started a thread on the FreeBSD forums.
http://forums.freebsd.org/showthread.php?p=63896
Lets see what happens.
I can't seem to install this! I try to drag it into applications.. Everything goes great, but when I open it, it automatically crashes! I am a mac OS X software please help me. I need this for my game company.
With changeset 415e971ad9, support for easy CPU profiling using Google Perftools. There are changes to the build system to link with the perftools library, and there is a startup plugin to automatically start profiling without the need to set environment variables.
First, build and install Google Perftools using the normal installation procedure. By default, /usr/local is searched by CMake, so keeping this default is easiest. CMake contains two relevant variables:
By default, profiles are saved to the temp dir (/tmp on linux), this can be configured using the “profile_files” path option in .k3d/options.k3d. If all goes well, you should should see a line like
DEBUG: google_perftools: saving profile data to file /tmp/k3d-profile-0.pprof
when running K-3D. A profile file is never overwritten, the index is incremented as with the preview renders. The recommended build type for profiling is RelWithDebugInfo. This ensures performance is close to the real-life case. If the call graph is unclear, a full debug build will show more details, as there are no optimizations.
By default, pprof (the profile data processing tool) only supports libs with a .so, .dylib or .dll extension. Since K-3D plugins use .module, you need to add this to the regular expression on line 3246 in the pprof perl script, like this:
if ($l =~ /^($h)-($h)\s+..x.\s+($h)\s+\S+:\S+\s+\d+\s+(\S+\.(so|dll|dylib|module)(\.\d+)*\w*)/i) {
Just for fun, I tried profiling the SDS code, by applying 6 iterations of CatmullClark on the default polysphere. The profiling file was processed using:
pprof --gv bin/k3d /tmp/k3d-profile-0.pprof
Here, the call was issued from the build dir. If you execute from somewhere else, bin/k3d should be replaced with the path to the K-3D executable. The command produces a nice call graph of the entire K-3D run, where the biggest functions represent the biggest CPU consmers. For SDS, this surprisingly turns out to be __gettimeofday:

SDS profile, full
We can get more information about this by “focusing” on the call of interest and showing more nodes, using
pprof --gv bin/k3d --focus=__gettimeofday /tmp/k3d-profile-0.pprof
Note that this was done using a debug build, not a RelWithDebInfo build, since some intermediate calls are optimized out otherwise. The resulting graph is:

The problem is obvious now: During the development, SDS code was profiled manually by adding k3d::timer calls at different points in the code. In this case, there is one in the face_center_calculator, in order to evaluate the importance of attribute data updates. As it turns out, this timing call is now dominant over the SDS calculation itself! In retrospect, adding that many timing calls was silly, but proper profiling pointed out the error very quickly indeed.
Since we have profiling support now, all timing calls were removed from the SDS code in changeset f5c14e68f4. As a result, the Catmull-Clark operation is twice as fast, and the update step is more than 3 times as fast. Not bad for a 5 minute profiling run!
I am currently running .0.7.6 and am having trouble when I duplicate an object (cube or whatever) and then move it. I can see it in the preview, but not rendered. I have revereted back to 0.6.6 and it works fine, but need the features in 0.7.6.
Any ideas are welcome?
Various lens shapes can be designed in K-3D using the mesh primitives and CGALBoolean operations. Using LuxRender and bidirectional path tracing allows you to accurately simulate the photon paths through the lenses. Luxrender also allows for dispersion calculations but these are not shown in the example below.
It is possible to construct a scene so that a Null node holds a set of user properties that the scene components connect to so that it becomes a master controller from which parametric adjustments can be made. The images below show the graph layout for such a scene, the 3D viewport layout and the final render in LuxRender.
Hi
I want to install the latest version from the Ubuntu repo but I see that the latest version that is available from Ubuntu is 0.6.7. Is there a plan to provide v 0.7 in the repo ?
thanks
Hi all,
So, I've recently been trying to find a 3D modeller for a game I'm writing and K3D seems perfect. Within minutes I managed to create a suitable test scene for my game. However I'm totally stuck now. Firstly, how am I supposed to export the entire scene as *.obj (not a single object, but everything as one obj file)? It seems to me that you need an *.obj exporter (rather than a mesh writer) is this included in 0.7? (I'm running 0.6.7) I saw this was actually part of a GSOC project.
After I couldn't export the scene as an obj, I decided to try and group the objects into a single mesh... but I can't figure that out either (and it wouldn't be ideal if I did to be honest).
I also want to be able to texture my scene, but I can't understand how to do that as well - I've seen there is one texture tutorial but that says that the menu doesn't exist any more and is outdated.
The lack of K3D documentation is incredibly frustrating, am I missing something? Is there some manual somewhere I haven't found?
It would also be nice to have a realtime coordinate system (like a ruler anchored to the editors grid) similar to Id Software's QuakeED or QeRadiant (now called GtkRadiant) 3D editor as well as have size in units-of-measure of the Polygonal/Primitive displayed with square dimension symbols or lines. The realtime coordinate system would help when using the 3d viewing windows so if you move to far and loose your place you can use the coordinates to find your way back to the model.
GtkRadiant Tutorial Firstroom part 1 - 1min 20sec you should to what I mean by a realtime coordinate system
http://www.youtube.com/watch?v=Xx07GYyGAHc
GTK Radiant First Room - 5sec you should see the Polygonal/Primitive displayed with square dimension symbols or lines and numbers - I know the view is blurry but it's the only one I could find at the time:
http://www.youtube.com/watch?v=BJI71pYvKDg
It would be nice to have a Tube Polygonal/Primitive. Also to have a slice Node Properties/plugin for all the Polygonal/Primitives. gmax has this, it's a good way to make cutaways of electric motors. Say you want to make a turbine and cut it in half without the cut being permanent. You can do this in gmax and after you are satisfied you make the mesh(Polygonal/Primitive) editable. You could do this with buildings and all kinds of things. When I design I usually never make the mesh(Polygonal/Primitive) editable, I save it under a different name, (exp: e for editable and u for uneditable. Twist and Rotation would be good Node Properties/plugin for Toruses as well as for the other Polygonal/Primitives. Splines simulate wires really well and thats in gmax too. You can use splines to create the thread of a screw bolt or nut, springs, and wires for electronics and for coils.
By alternating the view rapidly from side to side we can give the impression of 3D space in a viewport that normaly is just a 2D projection of the selected camera’s view of the scene. I have also used fog so that the sense of depth is further enhanced. The speed and size of the shift needs to be tune-able and the timing should be sent to a chosen port to allow the incorporation of LCD shutter glasses.
Well it looks like such cute tricks are soon to be made redundant by technology such as Acer’s GD235HZ 23.6-inch 3D display.
… broken legacy filters to be updated, that is:
Hi guys
I am new to the world of 3D. I was looking for a software that can help me to get realistic 3D images from photo. Something that will execute fast, and where I can then edit the 3D image.
Can K-3D do this, or probably there is a better solution?
Thanks for your help guys.
This work will have a significant influence on the user interface work in K-3D 0.8:
hi there.
i noticed that when i render a preview in k3d the output is stored in /tmp, in particular the yafray 'world.xml' file is stored there.
1. is there a way i could get k3d to send that file to an external executable ?
2. if not is there a way i could retrieve the same rendering information another way? (python script?)
3. can anyone point me in the direction of a mirror of k3d's python api, http://www.k-3d.com/docs/epydoc <-- this one appears to be down
Getting ready for K-3D 0.8, I am cleaning-up a lot of legacy code, basically everything that predates generic primitives. That includes, in no particular order:
Sweet stuff here:
http://mi.eng.cam.ac.uk/~qp202/my_papers/BMVC09/
… I’m very impressed with the performance and tracking – I could see doing interesting things with a gesture-based user interface in K-3D …
http://www.openarchitecturenetwork.org/ and http://www.architectureforhumanity.org/ are two projects that could benefit from K-3D’s architectural modelling and rendering potential.
With all of the new web services we’ve been setting-up, we wanted to have a single, go-to place to see what’s happening with K-3D. That place is Planet K-3D. Planet K-3D aggregates feeds from our Wiki, Blogs, Forums, and source code repositories. If you want to stay on top of what’s new, Planet K-3D is for you …
Enjoy!
Tim
The input mesh for points needs a center property, the mesh for edges needs start and finish point properties and the input mesh for triangles needs three point properties. Not sure if an orientation property is required but it may be helpful.
A mesh filter that replaces parts of the input mesh with copies of other meshes, where the user can specify a replacement mesh for each of point|edge|triangle or quad.
For example, a simple polyhedron made from triangles can be transformed into a spaceframe with extruded beams on edges, ball joints at points and double glazed window units where there were triangular faces. I only specified triangle or quad because I can’t see how triangle AND quads could work.
For a true frame structure the initial mesh would need to be extruded so that it had thickness and then this skin must contain the required lattice of edges and triangles with differentiation between original faces, copies (the extrusion caps) and sides of the extrusions. Once you have this extrusion tool you can take a free formed or algorithmic mesh and convert it into something that can be built using CAM. Ideally boolean operations also need to be performed between the three input geometries after they are transformed for each triangle of the input mesh.
See Evolo for many examples of what then becomes possible.
The above is just one example, in another the first pass could be to just replace triangles with more triangles before applying the filter again to the triangle part input mesh to make a space frame.
This system could be implemented as an extension to or variation of the LSystemParser module.
See also, Geometry of Multi-layer Freeform Structures for Architecture.
And for something less “useful” but still very interesting, fractal polyhedra.
Combining volume thinning, http://www.caip.rutgers.edu/~cornea/CurveSkelApp/ with http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/ should allow for a very rapid set up of rigged characters of any morphology.
total noob here
heard about this software from the ogre 3d forums
searched the k-3d wiki and read this is should be able to export to ogre mesh files, at least that's what I think an an exporter plugin would do
http://www.k-3d.org/wiki/OgreXmlMeshWriter
but I obviously don't know what I'm talking about because when I create even a simple cube and select file -> export, there is no ogrexml option available; only .k3d, .gts and .raw
so what am I missing ?
Continuing the exploration of possibilities for K-3D to be used as platform for invfovis modeling and story telling, I was wondering if there would be any insights about the possibility of building a bridge between K-3d and VTK/Titan. Basically, we are focusing our project in two parts:
1.) Data to Model (preparing data to be seen)
2.) Model to Render (viewing data with visual properties)
Clearly the K-3D sdk is a perfect fit for the model-to-render aspect. For the data-to-model focus we are considering the VTK/Titan api. In this case the idea would be to "bridge" the apis through the pipeline and interface.
Any brainstorming thoughts on the subject? Much appreciated!
JB
I used the search function and searched google but couldn't find the answer I'm looking for.
Can you change the measurement units from meters to feet? I'm wanting to use K-3D to design small construction projects and I need accurate Standard measurements.
Thanks
We've setup a new site - Planet K-3D - as your one-stop destination to keep track of everything going-on in the K-3D community, including forums, blogs, wikis, and source code repositories.
Cheers,
Tim
Greetings,
We are considering to dedicate a significant development initiative to create an extensive data visualization plug-in using K3D as the platform (also considering Blender). The objective is to establish a logic chain where data sets and specialized methods (graph layout, cartographic projections, charting patterns, etc.) are applied to render complex information visualization scenes. Our goal is to create a suite of python methods which can be chained together as a procedural model using a node-link approach.
Based on our evaluation it is not clear to what extent the K3D interface is extensible for this purpose. Although it is very clear the Visualization Pipeline architecture is exactly suited to the goal. We'd be grateful if someone can explain the suitability of implementing a node-link approach which can establish a basic scene (generated from data) with property injection via node links to set the position, size, shape, material of a given object. The requirement would be to enhance the current connection interface provided in the node property editor, to be a more visual node-link diagram similar to the Blender node-link editor.
The concept use case would be: user selects composition nodes such as CSV import, assign variables, set primitives, and links operator nodes to apply visual properties based on the variables, e.g. spheres are positioned, sized, and colored based on a data value.
We'd very much appreciate any brainstorming on the approach as if it appears feasible, we would very much look forward to contributing our open source project back to the K3D community.
Cheers,
JB
Visualising Depth Of Field can be difficult therefore a method of seeing changes to camera setting in the 3D view-port prior to rendering is desirable so as to avoid lost time due to focus errors.
The grid shown below is projected out from the camera and is semi transparent so that it can interact with objects in the scene so that the user can clearly see the amount of defocusing a given part of the scene will be subject too.
See blur disk diameter.
The grid below would be generated based on the properties of the camera it is associated with and would update in real-time as those properties are adjusted.
Ideally the grid would be a wedge shape that matched the Field of View of the camera. And for precision the user could select one or more objects and the grid would project in two planes at right angles to each other who’s long axis would run from the camera to the center of the selected object/s.
Here, you can see the new SheevaPlug computer that will soon provide firewall, web, and email services for k-3d.com! Note the mouse for size – this is a new class of “plug” computers that are designed for commodity-server computing – with a handful of SheevaPlugs and a power-strip, you could start a render farm under your desk …
This message was originally posted by leif larsen on 10/24/2009 13:28:57
any one using the forum lets get it going :)
and maybe a day a irc
This message was originally posted by Andy (lists) on 08/15/2009 11:09:27
Hi,
I need to remodel my kitchen and I thought perhaps k3d could help me. First I would like to make an inventory drawing of what the kitchen is like as of now. Then I could use k3d to remodel it. Is this software the right tool to do so. I am using gentoo and k3d installed fine. there are no other CADlike 3D applications available in the portage tree. Qcad is 2D only.
Thanks for suggestions.
Ben
This message was originally posted by leif larsen on 08/02/2009 12:09:42
is there any irc or that kind of channel to chat
and i wish there is deb files for new version could be nice
This message was originally posted by steeve on 04/03/2009 13:41:16
Hi
First of all I’d like to say that I am really enjoying getting familiar with K-3d. I have used and do use many 3d and cad apps professionally, and I haven’t yet come across anything with an approach anything like k-3d...very exciting.
Of course at first it is pretty strange, but I think I’m beginning to get it and I like it. The flexibilty, the interface, the concepts...nice. Thanks and kudos to all.
But not luck with boolean ops so far, either with 0.6 on ubuntu or with 0.7 on xp. Is this to be expected or am I doing something wrong? Any attempt causes k-3d to close. Even when running the boolean tutorial packed with v0.6 the program closes as soon as the boolean function is called.
Steve
This message was originally posted by Nobody/Anonymous on 02/05/2007 10:13:27
As I am new to K-3D I viewed that this is a very advanced program with lots of possibilities, but I wonder if it is possible to import graphic 2D-files like TIFF, JPEG, PNG or SVG or DWG -- these files not being present in the importer-plugin.
I would like to use K-3D to base 3D-models on already made 2D-plans. How to achieve this?
Thanx, Jan.
A possible solution to having to set up UV mapping on surfaces Ptex
EnergypPlus models heating, cooling, lighting, ventilating, and other energy flows as well as water in buildings.
In K-3D there is currently no direct output plugin for this yet, but RenderEngineScript will let you write you own, using nodes with custom metadata, Plugin_Metadata, Property_Metadata and Node_Metadata
One compact yet reasonably complete reference for this topic is Introduction to architectural science: the basis of sustainable design By Steven Szokolay
The NURBS extrude tools and curve traversal are done now, only 9 failing tests remain, so the end is in sight
I’ll merge with the SF.net repo once all NURBS plugins are up-to-date again, and after that look into the win32 build (and set up my dashboard again).
NurbsCreateCap is now updated to the new mesh structure. The method of creating the cap was changed: instead of using ruled surface along two halves of the curves, the new method uses the same technique as in the disk NURBS primitive, with the option of setting a number of radial segments.
Today, I finished going over the NURBS curve plugins. The NurbsEditCurveKnotVectors plugin underwent the biggest change, and supports editing multiple curves in one go now, as well as inserting knots. Code-wise, NurbsSplitCurve was overhauled as well.
On to the NURBS patch plugins now!
While updating NurbsCurveInsertKnot, I removed the “Share degree and knotvector” flag that was present. Basically, this flag caused the knot vectors (and by necessity also the degrees) to become identical for all selected curves. This is a requirement when i.e. creating a lofted surface. Since the operation might be useful on its own, and because it’s more in line with K-3D’s pipelined architecture, I’ve created a new plugin for this. Details on the algorithm can be found on page 338 of the NURBS book.
Welcome to the K3D blog.
As part of the preparations for the release of K-3D 0.8, I am looking into updating the NURBS plugins to make them work with the latest changes in the K-3D mesh structure. While at it, I’ll also be aligning the interfaces of nurbs_curve_modifier and nurbs_patch_modifier to the k3d::nurbs_curve / k3d::nurbs_patch interfaces. This means we’ll be moving towards a series of functions operating on k3d::nurbs_curve::primitive, instead of a single nurbs_curve_modifier class that does everything.
For curves, the new methods are in modules/nurbs/nurbs_curves.h, and so far NurbsCloseCurve, NurbsCurveElevateDegree, NurbsConnectCurves and NurbsCurveInsertKnot have been updated and can be pulled from https://k3d-bart.googlecode.com/hg