Crate Factory & Stack'em Up Sneak Peaks [Commercial]

13

Comments

  • TotteTotte Posts: 13,975
    Artini said:

    Do you know, if it is possible, to have some randomness of the letters placement

    and not to have them lined up vertically?

    image

    To handle the stacking width wise, it will always use the same base prop in one stack, and otherwise the distance between stacks will cause all kinds of problems.

    So Ts will be ontop of Ts (as the width and depth of that prop is used to calculate the offset to the next stack.

  • ArtiniArtini Posts: 9,462

    Ok, thanks for the explanation, Totte.

     

  • barbultbarbult Posts: 24,244
    Totte said:
    Artini said:

    Do you know, if it is possible, to have some randomness of the letters placement

    and not to have them lined up vertically?

    image

    To handle the stacking width wise, it will always use the same base prop in one stack, and otherwise the distance between stacks will cause all kinds of problems.

    So Ts will be ontop of Ts (as the width and depth of that prop is used to calculate the offset to the next stack.

    How did you stack all those books of different sizes and widths? Can you stack books of different sizes and widths vertically (books lying flat with their cover parallel to the ground)?

  • TotteTotte Posts: 13,975
    Artini said:

    Ok, thanks for the explanation, Totte.

     

    I've just though of a way to do that, or two ways. 
    (1) make several one level high stack rows and manually stack them

    (2) I think I will add a "full random mode" that uses the box of the largest prop for spacing that can allow any of the available props to end up in any space, I put this on my update list as well.

     

  • TotteTotte Posts: 13,975
    edited June 2018
    barbult said:
    Totte said:
    Artini said:

    Do you know, if it is possible, to have some randomness of the letters placement

    and not to have them lined up vertically?

    image

    To handle the stacking width wise, it will always use the same base prop in one stack, and otherwise the distance between stacks will cause all kinds of problems.

    So Ts will be ontop of Ts (as the width and depth of that prop is used to calculate the offset to the next stack.

    How did you stack all those books of different sizes and widths? Can you stack books of different sizes and widths vertically (books lying flat with their cover parallel to the ground)?

    As they are only one row high, each book will have it's own stacking width. To stack bocks as piles, stack a row, then rotate it 90 degrees.

    Post edited by Totte on
  • TotteTotte Posts: 13,975
    edited June 2018

    I'm working on a update, so far I have implemented to following enhancements
    - add prop now saves last directory used
    - add material now saves the last directory used
    - global random seed value, same value gives the same result

    In the works:
    - optional  90 degrees prerotate when making walls (if the prop is rotated the wrong way)
    - flat mode (props spaces are calculated from the largest prop), for Artini's letters, to make it possible to put any prop in any location

     

    Post edited by Totte on
  • ArtiniArtini Posts: 9,462

    Thanks a lot for the updates, Totte.

    That will be great to have.

     

  • ArtiniArtini Posts: 9,462
    edited June 2018

    Books, books and books...

    image

    Books02pic01g01.jpg
    1920 x 1080 - 557K
    Post edited by Artini on
  • ArtiniArtini Posts: 9,462
    edited June 2018

    Added a little mess...

    image

    Books03pic01g01.jpg
    1920 x 1080 - 565K
    Post edited by Artini on
  • barbultbarbult Posts: 24,244

    The mess looks nice. How did you do that?

  • TotteTotte Posts: 13,975
    Totte said:

     

     

    Artini said:

    Books, books and books...

    image

    Nice stacks Artini

  • TotteTotte Posts: 13,975
    edited June 2018

    Hi,

    Added a "rotate 90" option for wall stacks to build walls if the prop is rotated 90 degrees wrong.
    Added a free base space mode to break the follow first item per stack rule (I don't have any good letters for this , I used the flat hollyword ones)

     

    New Wall Rotated.png
    900 x 900 - 631K
    letters.png
    900 x 900 - 502K
    Post edited by Totte on
  • TotteTotte Posts: 13,975

    Will submit the update today after some final tests

  • ArtiniArtini Posts: 9,462

    Thank you very much, Totte, and excellent news about updates.

     

  • ArtiniArtini Posts: 9,462
    edited June 2018
    barbult said:

    The mess looks nice. How did you do that?

    In Unity, then exported as a Collada file and imported to Daz Studio for rendering.

    For such things, one needs workable physics. Hope, at some point Daz Studio will get it...

     

    Post edited by Artini on
  • TotteTotte Posts: 13,975

    The update to version 1.1 has been submitted to DAZ.
    I really like the suggestions here, the more versatile it becomes the more creative you all can be!

     

  • DoctorJellybeanDoctorJellybean Posts: 8,465

    Might be useful to create a clothing store :)

  • barbultbarbult Posts: 24,244
    Artini said:
    barbult said:

    The mess looks nice. How did you do that?

    In Unity, then exported as a Collada file and imported to Daz Studio for rendering.

    For such things, one needs workable physics. Hope, at some point Daz Studio will get it...

     

    Thanks for the explanation. You did a great job on that image.
  • grinch2901grinch2901 Posts: 1,246

    Might be useful to create a clothing store :)

    I tried that but my "Racks of clothes" props are for some reason not all at floor level (issue with the prop, not the Stack 'Em scripts) so some were floating 4 feet of the ground when Stack 'em brought them in. Which looked odd to say the least.  But the idea is sound if you have a good variety of props that work for it.

  • TotteTotte Posts: 13,975

    Might be useful to create a clothing store :)

    I tried that but my "Racks of clothes" props are for some reason not all at floor level (issue with the prop, not the Stack 'Em scripts) so some were floating 4 feet of the ground when Stack 'em brought them in. Which looked odd to say the least.  But the idea is sound if you have a good variety of props that work for it.

    Maybe something to add for another update, adjust props down? Are they floating even after yo try drop to floor on them? (Which says of they have a bad origin offset or are just placed high), but I think DrJellyBean has a lot of props ;-)

     

  • barbultbarbult Posts: 24,244
    Totte said:

    Might be useful to create a clothing store :)

    I tried that but my "Racks of clothes" props are for some reason not all at floor level (issue with the prop, not the Stack 'Em scripts) so some were floating 4 feet of the ground when Stack 'em brought them in. Which looked odd to say the least.  But the idea is sound if you have a good variety of props that work for it.

    Maybe something to add for another update, adjust props down? Are they floating even after yo try drop to floor on them? (Which says of they have a bad origin offset or are just placed high), but I think DrJellyBean has a lot of props ;-)

     

    Something like UltraScatter does with the origin checkbox? Does instances to objects work on the stacks?
  • DoctorJellybeanDoctorJellybean Posts: 8,465
    Totte said:
     I think DrJellyBean has a lot of props ;-)

    How did you guess LOL.

  • TotteTotte Posts: 13,975
    barbult said:
    Totte said:

    Might be useful to create a clothing store :)

    I tried that but my "Racks of clothes" props are for some reason not all at floor level (issue with the prop, not the Stack 'Em scripts) so some were floating 4 feet of the ground when Stack 'em brought them in. Which looked odd to say the least.  But the idea is sound if you have a good variety of props that work for it.

    Maybe something to add for another update, adjust props down? Are they floating even after yo try drop to floor on them? (Which says of they have a bad origin offset or are just placed high), but I think DrJellyBean has a lot of props ;-)

     

     

    Something like UltraScatter does with the origin checkbox? Does instances to objects work on the stacks?

    More like dropping them to the ground, not move the origin, and yes, so far I haven't seen any issues with my tests.

  • TotteTotte Posts: 13,975
    Totte said:
     I think DrJellyBean has a lot of props ;-)

    How did you guess LOL.

    My connections at GHCQ told me so ;-)

    >> NSA: Not GHCQ, NSA
     

  • grinch2901grinch2901 Posts: 1,246
    edited June 2018
    Totte said:

    Maybe something to add for another update, adjust props down? Are they floating even after yo try drop to floor on them? (Which says of they have a bad origin offset or are just placed high), but I think DrJellyBean has a lot of props ;-)

    Some of the racks were for a set I had that had steps going up from the origin to a boutique one level up and the racks were on that floor level. So they were intended to load high, with a Y-axis value to raise them to the right spot.  So they could be dropped but I  made a lot of them and I would have had to individually select them and drop them to ground one by one.. Perhaps if all the instances of a certain type were grouped then you could easily select them and drop them all at once. As it was, too tedious for what was just a simple experiment. If I had a real render in mind, I would have gone through and done it the hard way. But probaly it's as simple as having a "drop to floor" option for just the original prop when the script loads it.  Then the instances would run properly, and stack properly too. That would be really helpful for such cases.

    Post edited by grinch2901 on
  • TotteTotte Posts: 13,975
    Totte said:

    Maybe something to add for another update, adjust props down? Are they floating even after yo try drop to floor on them? (Which says of they have a bad origin offset or are just placed high), but I think DrJellyBean has a lot of props ;-)

    Some of the racks were for a set I had that had steps going up from the origin to a boutique one level up and the racks were on that floor level. So they were intended to load high, with a Y-axis value to raise them to the right spot.  So they could be dropped but I  made a lot of them and I would have had to individually select them and drop them to ground one by one.. Perhaps if all the instances of a certain type were grouped then you could easily select them and drop them all at once. As it was, too tedious for what was just a simple experiment. If I had a real render in mind, I would have gone through and done it the hard way. But probaly it's as simple as having a "drop to floor" option for just the original prop when the script loads it.  Then the instances would run properly, and stack properly too. That would be really helpful for such cases.

    I add that to my 1.1.1 update list.

  • JonnyRayJonnyRay Posts: 1,744
    JonnyRay said:

    This looks very useful for quickly filling a scene with the details that make it look more real.

    So I was a bit of a fan when you first showed us the preview. All this extra work made it into a "must have" for populating all sorts of details into the scene!

  • TotteTotte Posts: 13,975
    JonnyRay said:
    JonnyRay said:

    This looks very useful for quickly filling a scene with the details that make it look more real.

    So I was a bit of a fan when you first showed us the preview. All this extra work made it into a "must have" for populating all sorts of details into the scene!

    Thank you!
    I'm a coder at heart and I've been doing "user driven development" since long before it even existed as a term. All this "new buzz" around Scrum, Agile Development & Sprints, just fancy words for it.
    You can never figure out what needs the users really will have, and sometimes I forget that Windows isn't always as friendly as macOS (when it comes to things like rememeber the ten last directories you opened files from).
    So, updating the first version a few iterations until it has all the stuff people need is much better that trying to figure that out beforehand. 



     

     

  • JonnyRayJonnyRay Posts: 1,744
    edited June 2018
    Totte said:

    Thank you!
    I'm a coder at heart and I've been doing "user driven development" since long before it even existed as a term. All this "new buzz" around Scrum, Agile Development & Sprints, just fancy words for it.
    You can never figure out what needs the users really will have, and sometimes I forget that Windows isn't always as friendly as macOS (when it comes to things like rememeber the ten last directories you opened files from).
    So, updating the first version a few iterations until it has all the stuff people need is much better that trying to figure that out beforehand. 

    I know the feeling. :) The first "rendering egine" I used was one I wrote in fortran in college about ... well ... let's just say "many" years ago. ;) You always learn SO MUCH once your end users start using something you wrote. Keep up the good work, will be looking forward to your new products.

    Post edited by JonnyRay on
  • ArtiniArtini Posts: 9,462
    barbult said:
    Artini said:
    barbult said:

    The mess looks nice. How did you do that?

    In Unity, then exported as a Collada file and imported to Daz Studio for rendering.

    For such things, one needs workable physics. Hope, at some point Daz Studio will get it...

     

     

    Thanks for the explanation. You did a great job on that image.

    Thank you very much, Barbult.

     

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