mcjCollider plugin Pc/Mac - Get the New Genesis 3 / 8 crashproof version
download and manual here ---> https://sites.google.com/site/mcasualsdazscripts2/mcjcolliderds45
New Genesis 3/8 compatible versions of mcjCollider are now online - PC 32bit PC 64bit and MAC 64bit
https://sites.google.com/site/mcasualsdazscripts2/mcjcolliderds45
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version history
2019 Feb 15th - Genesis 3 or Genesis 8 figures had facet groups that didnt match bone names and made the script fail, now the plugin looks for alternate names, for example, the pelvis bone can in some cases have its facet group named hip or even Hip
2019 Feb 9th - MAC version 64-bit
2012 Nov 30th - initial release
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my first ds4.5 plugin, yay,
for a few years there has been a plugin for DS3/PCWIN named mcjCollider,
it's more a service than anything
you select target objects in your scene and add an mcjCollider in the scene,
it looks like a white ray
you point the ray at the target object(s)
activate the mcjCollider
and it very quickly jumps to the surface of the target object
the ray is also oriented as if it had bounced on the surface
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in expert hands, or with the help of a script, could do interesting things
like fix poke-trough issues !!!
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soon the version for DS4.5 will come out
in fact it already seems to work, as shown below
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Comments
Very nice sir...
Wondering if this might work on my ParticleFX and Genesis or other things...?
Interesting!
next , i'll do a test on the basic Genesis
i'll publish the source code, so if your programmer wants to include collision detection, it could help
the mcjCollider node could also be "remotely operated" by your plugin
test results, it works on Genesis figures
i selected the torso nodes of the Genesis figure
and created an mcjCollider node in the scene
i pointed the mcjCollider ray at Genesis
i ran this script
and the mcjCollider node jumped on Genesis and oriented its ray as if it had bounced (like a mirror bounce)
the collider node communicates it's collision results using the label of a parameter named "report"
usually this result should be of the format
skeletonName / boneName / polygonType / facetIndex
polygon types: 0 = triangle, 1 = quad
so there's a problem to fix, here
it should be something like "genesis abdomen 1 22988"
in Stephanie (V4 based) collisions also work
but i have to better understand how the new DzFacetMesh work
and how the skeletons/bones work under DS4.5
Freakin awesome...
Well if you do give me the script I will give it to Vasily and he can incorperate into the plugin and you will get credit for the script...And I will send you ParticleFX DS 4.5 with a serial code that will expire in 9999 years...
Genesis wearing a tube created using mcjCollider, mcjTransport, setInterpolation and the script below
using a Null, i animated the camera rotating around Genesis, while going down, the collider was parented to the camera
the script repeatedly "shoots" an mcjCollider at Genesis and moves the object named ball0 to the hit position.
this animated ball is then used to make a 512 segments tube using mcjTransport
DS4.5 is quite different from DS1,2,3
i think mcjCollider for DS4.5 is almost ready,
but i want to add functionality that will later make it usable for 3d painting
i used the following code and the setup shown so project a cyan ball onto Genesis
the second image is the view from the camera in the first image
Looking good...
Could it possibly eventually be used to create a mesh deformation brush or a displacement brush as well?
(Zbrush like capabilities inside DAZ Studio? The mind boggles.)
i made a plugin like that named mcjWarp for DS3
http://sites.google.com/site/mcasualsdazscripts/mcjwarp-plugin-for-ds3-pc
i will possibly make the DS4.5 version this winter
and hopefully, add 'undo' functionality to it
as some script-writers may know,
we currently cant get the DzFacet's values ( indexes to vertices, normals, UVs ) using a script
So the mcjCollider node will include a function to do just this
example of the script to get facet[3] of the cached geometry for the node named sphere
the primary selection is the collider note
the result is of the form
m_faceGroupIdx, m_materialIdx, m_vertIdx[0], m_uvwIdx[0], m_normIdx[0], m_vertIdx[1], m_uvwIdx[1], m_normIdx[1] . . .
which will make possible the upgrade-to-DS4.5 of some really neat scripts like, for instance, mcjSpikey
i had to study barycentric coordinates
The collision detection uses the Moller-Trumbore algorithm
Fast Minimum Storage RayTriangle Intersection
... and the new version of mcjCollider ( for DS3 and DS4.5 ) will report the UV coordinate of the hit point
so this fall or winter i'll probably write a script or a plugin to do 3D painting!
in the image below, i painted a cross in Paintshop, at the UV coordinate reported by mcjCollider
and it fits !
I am an adult male of 45 years of age. I am a hard-working man with people who look up to me and who has garnered a certain amount of respect over my life by my peers. As such, I categorically refuse to "Squee" in girlish delight.
SQUEE!!!
Darnit!
I am an adult male of 45 years of age. I am a hard-working man with people who look up to me and who has garnered a certain amount of respect over my life by my peers. As such, I categorically refuse to "Squee" in girlish delight.
SQUEE!!!
Darnit!
LMAO ... +1
(+7 years) ;)
that's just a very very indirectly related animation (not by me)
an mcjCollider parented to a camera rotating around Aiko's waist
was "fired" 32 times, the UV coordinates of the hit points were then used to create red-dotted texture map
(which was then reworked a bit in paintshop )
all this to verify the validity of equations i use to compute those coordinates
as you can see in the second image
obtaining this "by hand" would not be a simple matter of drawing points on a straight line
another test of the new mcjCollider feature: reporting of the UV coordinate of the hit point
a script, using the services offered by mcjCollider, was used to create a texture map
and placing heart "stamps" on the texture at the hit-point coordinnates
Now thats cool...
WWI
watching with interest, or world war one??? your choice.
regards,
waningmoon
Where you got this info?
Really, for example:
oFacet.m_vertIdx[1]
don't working :(
TypeError: Result of expression 'oFacet.m_vertIdx' [undefined] is not an object.
Where you got this info?
Really, for example:
oFacet.m_vertIdx[1]
don't working :(
TypeError: Result of expression 'oFacet.m_vertIdx' [undefined] is not an object.
it happened in past versions of Daz Studio too
for some functions, the programmers forgot to do what's needed to give access to some functions and variables to the scripts
they'll probably correct this in future versions
but as i was saying my mcjCollider plugin will be a way to access the vertices/normals/UV indexes
i want to post it very soon, i was distracted by my tests of the Kinect https://www.youtube.com/watch?v=wYEv7gtg68w
sort of off topic, but got around to watching the dancing tests in your videos. i was wondering if you considered or know of a way to get the motion data from the popular MMD program over to .BVH format?
i did my first kinect-MMD capture yesterday, it was surprisingly easy
i saved the animation data and looked at it in notepad, it's in binary format
but i do plan to look into conversion to bvh
the first thing is to google it, there's very possibly someone who did it already ....
indeed just now i searched for "vmd to bvh"
most search results seem to be for bvh-to-vmd
but i also see a youtube video titled "mmd motions in secondLife" and SecondLife uses BVHs
note that there's free poser/DS figures available from SL, which can be handy for MMD and Brekel
http://wiki.secondlife.com/wiki/Create_Animations_with_Poser
my brekel BVH was targeting a SecondLife figure
so i applied that BVH to the SL figure in Daz Studio, then saved it as a pose-preset, and then applied the pose preset to Aiko3
interesting. i have seen somethings regarding converters for vmd <> bvh converters called "mio" and "b-momi", however the sites were in japanese. sounds like something to look into when i get things reinstalled. would like a "motion" avatar for the new forums.
regards,
waningmoon
i downloaded mio-0.1.zip from here http://www.mediafire.com/?mdyzlml2waw
it seems to necessitate the installation of many pieces, including Python.
possibly as a way to get mac/linux/win compatibility
they show their source code so maybe down the road i could adapt it
Maybe a little off topic but have you heard about the Leap for Mac. It appears the SDK is also available on there site https://leapmotion.com/
It only captures hand movements but its looking interesting.
The animation collection grows more. Thanks for the updates. The mocap function sounds great looking forward to more tools.