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i didn't know about this, it looks very precise, i guess a few years down the road it will be able to 'see' arms and legs
maybe it;s a kinect in disguise
http://www.neowin.net/news/leap-motion-aims-to-outperform-kinect-on-pc-and-mac
Lol it is very similar to a kinnect. Like the article you linked said I think there aiming for the still sitting if front of the PC Market. Not standing at a distance as the kinnect.
I was wondering if it could be used in posing of characters in Daz. I think that would be pretty cool.
Anyway apologies for hijacking your thread.
I must say I really appreciate the work you do and have been a fan since I first installed Daz Studio 3.
speaking of which, did the "new" version ever came out for when people bought the old one for the free upgrade? >_<</p>
i possibly will try publishing mcjCollider for DS4.5 tomorrow
it works, but for now it scans the whole body of a figure for collisions, but i want it to be capable of only parsing selected body parts
this would be useful for example when you want to use the collider to make pants for Aiko without going through the 30000 polygons of her head
here i was testing the speed of mcjCollider
3600 collision detections were performed on the 14000-faces dragon in 46 seconds on a 3-core AMD cpu
i'll probably publish the script that lets you make minecraft-like figures and terrains ( with colors )
Can the collider detect ricochet angles, as on a billiard table? :D
yes , the version for DS3 did it too as seen here https://sites.google.com/site/mcasualsdazscripts/mcjcollider-plugin
another new feature will be that the collider will return of to 10-layers deep collisions ( to help create minecraft things )
I was actually thinking about the impacts-between-balls part of the game, setting collided objects in motion (or would an interface with a regular Physics Engine be required?)
http://gamedev.stackexchange.com/questions/7862/is-there-an-algorithm-for-a-pool-game
there was (is?) a physics engine for Daz Studio 3 that could be used, named Fizz-X
http://www.sharecg.com/v/39578/related/9/Plug-in/Physics-Playground-Plugin-for-DAZ-Studio
so that could be used
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for mcjCollider one would have to write a script, basically a simplified physics engine
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a more optimal solution would be to write a script that detects collisions by the distance between each ball
During the simulation, if the distance between 2 balls becomes smaller than 2 times the radius of a ball, then a collision is detected
The balls must be pushed apart , the collision angles must be computed etc etc
Great job as usual, I see where he is going with the collision request. Take a simple action of striking ones left hand with a right fist fall.
In an exaggerated animation one would dampen the blow and possible show a double tap to signify a bounce and also give the impression of the elasticity of the skin.
These factors come into play when a physics engine is implemented, so it would take quite a bit of work to get a realistic collision with dampening. Now keep in mind we are talking about Casual so nothing is impossible. :coolsmirk:
Thanks for sharing and again looking forward to updated projects.
see in blue yellow that's LindenLabs's free SecondLife figure meant to be used to create BVHs in poser/daz
the white-cubes-figure was obtained by scanning the SL figure using a script and the upcoming mcjCollider plugin for DS4.5
it took about 23 seconds to perform 10000 collision detections
the new feature added today is that the collider returns up to 100-layer-deep collision detections
so i could place a cube where the "ray" enters the body and a cube where it exits
the final version of this script will probably create cubes from the entry point to the exit point
so you'll get a filled figure
and before you ask for it, the ability to explode the cube-filled figures will not be available soon (maybe in 2013 )
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i still have to program the part of mcjCollider that narrows the scope of the collision detection .... for now it scans the whole figure
Dude im telling you, You have done wonders with this program. Glad to be viewing your minds eye. (throw back from early graphics days Minds Eye was a coveted 3D Promo video that all wanted to be a part of)
~ NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~
first release of mcjCollider for DS 4.5
32 bit and 64 bit versions
i did not test the 32 bit version, so if you do, please tell me how it went
https://sites.google.com/site/mcasualsdazscripts2/mcjcolliderds45
~ NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~
as mentioned in the manual, mcjCollider is mostly a service to be used by other scripts and plugins
here i wrote a script, which will be published eventually, to create a tube skirt based on Aiko's body
i did have to "manually" fix it in Blender, but it did save much time and effort for a tight fit
mcjCollider took care of the 1088 collision detections required to "shrink-wrap" the tube onto Aiko's body
the second image shows in red the limits set before generating the shrinked tube
this picture shows a tight dress generated by a script using mcjCollider's services
no manual re-modeling added
I added something called Convex Hulls.
The Graham Scan algotithm.
It could be used as a dynamic dress in Poser
The 32bit version doesn't seem to be working for me. I am assuming it would behave the same as the 3.1 version.
i'll install DS4.5 32bit on my 64bit windows7 and test the 32bit plugin
the simplest test is to create a primitive-plane
move it up, say 200 cm
select it
in Daz Studio's "create" menu, create an mcjCollider
the mcjCollider is at floor level, pointing up at the plane
select the mcjCollider in the scene tab
go in the parameters tab and click on '+' on the parameter named 'Ray Length'
( this is one o f the 2 ways to activate the collider )
the collider should now jump to the plane's surface
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the other way to activate the mcjCollider is to run this script
activate_mcjCollider.dsa
note that it's not really "activating" something, it's more like shooting
the mcjCollider plugin goes through all the polygons that were selected when you created the mcjCollider,
in this case the plane,
and looks for one that intersects the mcjCollider's ray ( white line ),
if one hit is found, the mcjCollider node moves to the closest intersection point
OK, it is working. I guess a script I was using in conjunction with it needs to be updated to DS4.5. (Unfortunately; it's encrypted, so I can't look at it to see what is needed to update it.)
done, i tested the 32bit plugin on DS4.5-32bit and it worked
note that the DS3 plugin ( found elsewhere) wont work on DS4.5
the 32-bit plugin for DS4.5 is named mcjColliderDS45.dll and found at the bottom of the manual/download page
https://sites.google.com/site/mcasualsdazscripts2/mcjcolliderds45
it should be placed in the plugin folder of your DS4.5 folder
typically that's C:\Program Files\DAZ 3D\DAZStudio4\plugins
that's sad, i took great care trying to make it compatible with old scripts
maybe it's not mcjCollider that prevents the script from working
DS4.5 is substantially different from DS3. most scripts that try to access the geometry ( the Quads/Tris/Polys ) of the figures need to be re-written
that's sad, i took great care trying to make it compatible with old scripts
maybe it's not mcjCollider that prevents the script from working
DS4.5 is substantially different from DS3. most scripts that try to access the geometry ( the Quads/Tris/Polys ) of the figures need to be re-written
Ah, OK. The script I was using was SITC-collisions written by DraagonStorm. I'll PM her & see if it can be updated as it's useful when mass placing props onto a landscape.
if you're trying to plant trees on a terrain, make sure you select that terrain before you create the mcjCollider
unless the sitc-collider script is in charge of this.
now that i think of it, if mcjCollider for DS3 is in the same folder as mcjCollider for DS4.5 ( for example if it was bundled with SITC) then it's possible that DS4.5 will get confused. so you should remove mcjCollider.dll from your DS4.5 plugin folder and make sure mcjColliderDS45.dll is present.
the Ds4.5 plugin folder is typically C:\Program Files\DAZ 3D\DAZStudio4\plugins
another example of a script using mcjCollider's services to "project" clothes onto a fiigure
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video: https://www.youtube.com/watch?v=AoWm0vHfBnE
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if you're trying to plant trees on a terrain, make sure you select that terrain before you create the mcjCollider
unless the sitc-collider script is in charge of this.
now that i think of it, if mcjCollider for DS3 is in the same folder as mcjCollider for DS4.5 ( for example if it was bundled with SITC) then it's possible that DS4.5 will get confused. so you should remove mcjCollider.dll from your DS4.5 plugin folder and make sure mcjColliderDS45.dll is present.
the Ds4.5 plugin folder is typically C:\Program Files\DAZ 3D\DAZStudio4\plugins
The script just calls mcjCollider to plot the collision points for where the plants/props meet with the ground plane. I did select the ground plane; created the mcjCollider; adjusted the raylength; selected the props & ran SITC-collisions. That script would drop the props to the ground where the collider indicated. However that didn't work. Since setting up the collider works; I'm guessing the SITC-collisions script needs updating.
Hey Casual, thanks for creating all the wonderfull scripts and plugins and making them available. They're an everlasting source of inspiration and learning.
I'm playing with scripted instancing atm, looks like the mcjCollider will allow me to do some pretty neat stuff with that :)
BIG NEWS ! MAC Version 64-Bit Released February 9th 2019
https://sites.google.com/site/mcasualsdazscripts2/mcjcolliderds45
this afternoon i'll release another ( there are others ex: mcjSoftPush ) scripts that use mcjCollider's superpowers
the name will be mcjWrapABand
dont miss the mcjWtapABand script which uses mcjCollider's superpowers to create neckbands, geadbands, tubetops, armbands, wristbands, tight skirts and on and on !!
https://www.daz3d.com/forums/discussion/308546/mcjwrapaband-script-plugin-for-macs-and-pcs-neck-bands-tight-skirts-tube-tops
now that the collider plugin is available for PC and Mac, today or tomorrow i'll post on my site
a script to fit any hair inside a hat
second script to use the now-MAC-compatible plugin
mcjHatsAreTheFashionOfTheDay tonight or tomorrow
version 1 may or may not work only for T-Posed figures
though once the hair morph is created you can (re)pose the figure as you want
Link Will be Here :
mcjHatsAreTheFashionOfTheDay is now ONLINE!
https://sites.google.com/site/mcasualsdazscripts9/mcjhatsarethefashionoftheday
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