v9.0 -- mcjBuilderA - script to build anything in Daz Studio - updated sept. 16 2017

15678911»

Comments

  • mCasualmCasual Posts: 4,607
    edited December 2014

    RAMWolff said:
    Nice and clean!

    who knows maybe i'll have time to build an xmas tree using mcjBuilder's and post the script before xmas

    in the 1990's i think, i made a tree using POV-Ray

    i didn't really try to make mcjBuilder's "language" similar to POV-Ray but maybe i should have

    or make mcjBuilder's language compatible with the Daz Studio script language

    ( i have a secret project of turning mcjBuilder's into a real-time-previewing plugin )

    Figure 4 - Tada !! corrected the triangulation issue

    Fig 5 texture by http://nobiax.deviantart.com/gallery/?coffset=30

    someday someday i may add a "quadrangulate" option for the "caps" because they are better suited for UV maps

    toughone.jpg
    1920 x 1080 - 290K
    tadadada.jpg
    1920 x 1080 - 605K
    linerz6.jpg
    1920 x 1080 - 372K
    linerz5b.jpg
    1920 x 1080 - 472K
    linerz5.jpg
    1920 x 1080 - 537K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 2014

    as you can see here, the UV maps produced by mcjBuilder are not faulty <<---- <span style="color:purple">That is so not true !
    if renderers were using proper UV projection/interpolation methods and numerical precision
    the rendered textures would not have stretch marks

    ...

    nah ... it's my fault i have to fix this !!!

    ( because just now i tried planar UV mapping and ... no stretch marks )

    figure 2, the object built using mcjBuilder but re-planar-uv-mapped in Blender
    and rendered in Daz Software Render

    texture maps ( including a Normal map and a specular map ! ) by http://nobiax.deviantart.com/gallery/?coffset=30


    Figure 3 Ah HA!

    oops sorry i shouldnt shout in the forum :~

    i was using un-shrunk vertex positions to build the "caps" UV maps
    and shrunk vertex positions ... as vertex positions

    and figure 3 shows that when shrinking is minimal, texture issues disappear

    gotit2.jpg
    1920 x 1080 - 562K
    yup.jpg
    1920 x 1080 - 742K
    ovey.jpg
    706 x 702 - 191K
    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    It still amazes me that looking at how the verts are set up to conjoin in such a drastic way instead of the points being spread evenly can give such a nice tiling effect when a tile is applied to the surface. I guess I still don't understand how that can be!

  • mCasualmCasual Posts: 4,607
    edited December 2014

    RAMWolff said:
    It still amazes me that looking at how the verts are set up to conjoin in such a drastic way instead of the points being spread evenly can give such a nice tiling effect when a tile is applied to the surface. I guess I still don't understand how that can be!

    i'm happy because initially i thought the inevitable consequence of having them ( what's the word? ) triangles ( no not degenerate triangles ) was that the textures would be distorted

    shown below, the shrink command was used and the Lid's UVs are perfect!

    though one drawback of having non-welded caps is that displacement maps are harder to use

    weldud.jpg
    1920 x 1080 - 1M
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 2014

    now i think i can resume the big mcjBuilder test wherein i recreate the Gothic'ish movie set used in many kpop videos
    like this recent one https://www.youtube.com/watch?v=tkli82UgSVA

    after long and arduous google search expeditions i found it !
    the company that designed and built the set used in many kpop videos
    http://blog.naver.com/bow_design/40199354503

    nayo.jpg
    1920 x 1080 - 899K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 2014

    in mcjBuilderA9 there will be an "include" command

    which has the same effect as copy-pasting a block of commands from a txt file into mcjBlender's 'path' editor

    the source files will be required to be in a specific folder titled ''include''

    so if someone devellops nice universal code to create rectangular frames ( i did )

    then making a frame could be as simple as typing

    
    include frame.txt
    frame 16 9
    

    and you'd get a 16" x 9" frame using the default 'square' profile ( see fig. 2 )

    or if you type

    
    include frame.txt
    Profile FrLegacy1
    frame 16 9
    

    you'd get a 16" x 9" frame using the 'FrLegacy1' profile ( see fig 1 )


    then if you learned what the moldSize command does ( see fig 3 )

    include frame.txt
    Profile FrLegacy3
    MoldSize 1 .34
    frame 16 9

    figure 4 - i was pondering ways to let mcjBuilder make the columns but in the end i'll probably make a morphing prop for that

    fig 5 improved base

    impro.jpg
    1920 x 1080 - 724K
    somehow.jpg
    1920 x 1080 - 686K
    frafra.jpg
    1280 x 720 - 825K
    pz000.jpg
    928 x 640 - 193K
    happy2015framed.jpg
    1280 x 720 - 263K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 1969

    this "podium" object,
    built using the upcoming mcjBuilderA 9.0
    and the 2 new commands " setShrink" and "include"
    the "defaults.txt" file contains all the settings following a click on the "restore defaults" button

    include defaults.txt
    Profile carre20
    MoldSize 16 16
    RotateX -90
    setshrink .2
    Ring
    endCap
    setshrink .1
    Ring
    setshrink 0
    move .1
    Ring
    move .1
    Ring
    Move 2
    Ring
    move .1
    Ring
    setshrink .1
    move .1
    Ring
    setshrink 0
    setScale .82
    move .4
    Ring
    setScale .80
    move .1
    Ring
    move .1
    Ring
    move 1
    Ring
    move .1
    Ring
    setShrink .1
    move .1
    Ring
    setShrink .2
    Ring
    endCap
    podium.jpg
    1920 x 1080 - 855K
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,237
    edited December 1969

    I'm still stunned by the work in this thread! Very creative and inspiring work.

  • mCasualmCasual Posts: 4,607
    edited December 1969

    I made these frames in just a few minutes using this recipe ( see below )

    a pack of morphing door frame props will be posted today under the ( google-search-friendly ) name mcjDoorFramePack

    
    var width 82+8
    var height 208+8
    closePath false
    profileUnits cm
    moldSize 12 2
    pathUnits cm
    tread 1
    MoveTo width/2 0 0
    SetRot -90 0 0
    Ring
    move height
    SetRotZ 45
    SetScaleX 1.41
    Ring
    Move .1
    Ring
    SetScaleX 1
    SetRotZ 90
    move width
    SetRotZ 90+45
    SetScaleX 1.41
    Ring
    Move .1
    Ring
    SetScaleX 1
    SetRotZ 90+90
    Move height
    Ring
    
    doorframes.jpg
    1920 x 1080 - 989K
  • ElowanElowan Posts: 388
    edited December 1969

    Haven't found it yet

  • mCasualmCasual Posts: 4,607
    edited December 1969

    Elowan said:
    Haven't found it yet

    it's in this thread here
    http://www.daz3d.com/forums/discussion/55168/

    i thought i could limit myself to 40 frame props
    but to give a more complete set, it has become 240 !!!
    so it's taking a bit longer (as always ) than planned

  • ElowanElowan Posts: 388
    edited December 1969

    Casual said:
    Elowan said:
    Haven't found it yet

    it's in this thread here
    http://www.daz3d.com/forums/discussion/55168/

    i thought i could limit myself to 40 frame props
    but to give a more complete set, it has become 240 !!!
    so it's taking a bit longer (as always ) than planned

    I'm not finding an active link

  • mCasualmCasual Posts: 4,607
    edited May 2017

    minor update minor update minor update minor update 

    i dont remember if it was always like that but mcjBuilderA was not loading meshes in "silent" mode and you had to re-specify the Daz import scale everytime

    the new version in the package mcjBuilderA_Beta_8_1.zip (173k) solves this issue

    https://sites.google.com/site/mcasualsdazscripts3/mcjbuildera

    Note that i also fixed this issue for mcjPathTube

     

     

     

    ushaped.jpg
    800 x 800 - 448K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited September 2017

    MAJOR UPDATE!! Version 9.0

    new commands let you insert meshes contained in .obj files in your buildings

    https://sites.google.com/site/mcasualsdazscripts3/mcjbuildera?pli=1

     

    example: the code for the rainbow colored DNA thing

    PathUnits cm
    radius 0.01
    Tread 1
    loadobj drop i:\z\halter.obj
    nomatobj drop
    repeat 16
    material "mat"+count
    dropobj drop
    rotate 22.5
    moveY 3
    repeatend

    the S - shaped twirly things ... made with mcjBuilderA, the gold and the white rims ... also ... the DNA multicolored prop ... also made with mcjBuilderA v9.0

     

    bau7.jpg
    800 x 800 - 54K
    smbau2.jpg
    960 x 540 - 109K
    bau8.jpg
    960 x 960 - 250K
    Post edited by mCasual on
  • SixDsSixDs Posts: 2,384

    Thank you, Jacques! I really, really, really do need to make some time to devote to playing with all your wonderful toys.

  • mCasualmCasual Posts: 4,607
    edited September 2017

    welcome

    for simple mouldings ( the impetus for this was to create handrails for the castle's stairs ) the number of commands to learn is small

    so for the frame of this bed foot the code was mainly the commands : radius, ring, turn, hardturn

    Profile	FrLegacy1closeprofile	onClosePath	onInvertNormals	onstepangle	15/2rotateY	90ringmove	84hardTurn	90move	18ringradius	15turn	-45radius	15turn	180radius	20turn	-90radius	23turn	90hardturn	-90turn	90radius	20turn	-90radius	15turn	180radius	15turn	-45move	18hardTurn	90ring

     

    SixDs said:

    Thank you, Jacques! I really, really, really do need to make some time to devote to playing with all your wonderful toys.

     

    likedislikedat.jpg
    800 x 800 - 136K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited September 2017

    improved code for the bed head frame

    here i used the current position of the extrusion nozzle to very precisely stop at X = 0 , the mirror line of this shape

    note that you dont have the "princessbedsidecen" extrusion nozzle in the mcjBuilderA distribution, so use another one

    Profile	princessbedsidecencloseprofile	onClosePath	onInvertNormals	onstepangle	15/2rotateY	90ringmove	84hardTurn	90move	18ringradius	15turn	-45radius	15turn	180radius	20turn	-90radius	23turn	90var	len	0set	len	curPosX*sqrt(2)move	lenrotate	-45setScaleX	sqrt(2)ringsetScaleX	1rotate	-45move	lenturn	90radius	20turn	-90radius	15turn	180radius	15turn	-45move	18hardTurn	90ring

    smbettercontrol.jpg
    800 x 844 - 70K
    Post edited by mCasual on
  • mindsongmindsong Posts: 1,701

    this is kind of like a virtual CNC machine, with a control language and all - and no high-speed router bits to blow up with erroneous commands. Way too cool.

    not quite sure how I'll use this yet, but when I get there, I'm certain I'll be praising your name (and pressing the 'donate' button). thanks in advance for the update.

    cheers,

    --ms

  • mCasualmCasual Posts: 4,607
    edited September 2017

    thanks! eventually i will convert it into a plugin much faster and the syntax will be basically like javascript. The current language is tricky when it comes to things like blank spaces and tabs

     

    mindsong said:

    this is kind of like a virtual CNC machine, with a control language and all - and no high-speed router bits to blow up with erroneous commands. Way too cool.

    not quite sure how I'll use this yet, but when I get there, I'm certain I'll be praising your name (and pressing the 'donate' button). thanks in advance for the update.

    cheers,

    --ms

     

    buildingRomeInOneDay.jpg
    1920 x 1080 - 645K
    Post edited by mCasual on
  • MythmakerMythmaker Posts: 606

    Just dropping by to say, nice to see MCasual continues to make awesome and fun and inspiring things happen in Daz Studio!

Sign In or Register to comment.