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

13468911

Comments

  • mCasualmCasual Posts: 4,607
    edited May 2014

    turns out it was a vertex-ordering issue

    i allowed non-vertex-ordered profile curves and i must carry them all the way through the process

    ----

    Amy taking a duckface selfie with the fixed issue F

    duck3.jpg
    540 x 960 - 111K
    nuduck.jpg
    1920 x 1200 - 348K
    selfie.jpg
    540 x 960 - 114K
    duck.jpg
    1920 x 1200 - 247K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    Friday or Saturday would be a good day to release Beta6

    which will include the "endCap" command that inserts profile shaped caps anywhere along the path

    here, 1 cap at the start of the path and one at the end


    ---

    you know when you look at this walk we get the impression the inflection point for the back of Aiko3's thigh is too low

    wak.gif
    640 x 480 - 423K
    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Are those the actual poly's Casual? They look really odd to me. Do they texture well or will a tiling tile look stretched at one end and the other end as it comes together look squished?

  • mCasualmCasual Posts: 4,607
    edited May 2014

    RAMWolff said:
    Are those the actual poly's Casual? They look really odd to me. Do they texture well or will a tiling tile look stretched at one end and the other end as it comes together look squished?

    the method used to triangulate the polygons is called "ear clipping " it's the simplest but it does produce fine shards, the textures wont have distortions at all . the caps are not welded to the molding, else there would be issues with smoothing.
    http://en.wikipedia.org/wiki/Polygon_triangulation

    uvF.jpg
    900 x 676 - 31K
    enfatic.jpg
    1280 x 960 - 622K
    anotherF.jpg
    1280 x 960 - 216K
    Fasinfocus.jpg
    1280 x 960 - 221K
    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Hmmm, that's extremely cool! Wonder if I can make one of those in ZBrush? Your script will create the appropriate UV too then?

  • mCasualmCasual Posts: 4,607
    edited May 2014

    RAMWolff said:
    Hmmm, that's extremely cool! Wonder if I can make one of those in ZBrush? Your script will create the appropriate UV too then?

    zbrush could possibly re-triangulate ( tesselate ) it using methods that produce better triangles

    but as you could see above, this doesnt cause texture layout prblems

    i was also showing that the molding sides and the endCaps can each have a separate materials

    F-beach.jpg
    1280 x 960 - 347K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 1969

    each cap will automatically be assigned a name based on the material for the current molding mesh ( there can be many meshes and each mesh can have more than 1 cap

    apiy.jpg
    1107 x 668 - 126K
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    So these are tiling tiles or done with Photoshop or similar via a UV?

  • mCasualmCasual Posts: 4,607
    edited May 2014

    RAMWolff said:
    So these are tiling tiles or done with Photoshop or similar via a UV?

    the pink ones ( used during alignment tests for the castle ) were done in paintshop the brownish ones i found by gooogling "free tilable bricks" or "free seamless bricks"

    https://www.google.ca/search?q=free+seamless+bricks&source=lnms&tbm=isch&sa=X&ei=UCxsU73qEMTNsQT1wYK4DA&ved=0CAgQ_AUoAQ&biw=1097&bih=475

    freebrick1.jpg
    1024 x 1024 - 257K
    brickext.jpg
    900 x 900 - 193K
    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Well if tiles that well then color me impressed as hades eating a snow cone!

  • Miss BMiss B Posts: 3,071
    edited December 1969

    RAMWolff said:
    Well if tiles that well then color me impressed as hades eating a snow cone!

    Now there's a render I wouldn't mind seeing. :coolsmirk:
  • mCasualmCasual Posts: 4,607
    edited May 2014

    i needed a corner wall for a render ( trying to add folds to the Aiko3 bodycon )

    and badabing i had one if a few lines using mcjBuilder !

    ring
    Move 8
    hardturn 90
    Move .5
    hardturn -90
    Move .5
    hardturn -90
    Move .5
    hardturn 90
    Move 2
    hardturn 90
    Move 1
    hardturn -90
    Move 1
    hardturn 90
    Move 2
    hardturn 90
    Move .5
    hardturn -90
    Move .5
    hardturn -90
    Move .5
    hardturn 90
    Move 8
    Ring
    
    ruby5shs.jpg
    1920 x 1440 - 1M
    ruby5shoes.jpg
    1920 x 1440 - 1M
    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    A MAZE INGGGGGG!

  • mCasualmCasual Posts: 4,607
    edited December 1969

    more options for the UV map
    i'll add a "rotate UVs" which in fact swaps the Us and the Vs

    so you wont have to rotate texture images in paintshop

    along with the "invert texture x" option it covers 4 cases

    did you know you can give negative values for the daz studio surface "Tiles" ... oh you did know .. i'm just asking :)

    uvrot.jpg
    960 x 720 - 127K
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    WOW... you really should consider making sellable stuff Casual. Your more innovative than allot of folks out there.

  • mCasualmCasual Posts: 4,607
    edited December 1969

    the plan is, release of Beta 6 at 6PM Eastern

    things to do : make the creation of correctly UVed frames easier

    fix UVs for multi-mesh extrusions

    improve the use of Math functions ( using random() you'll be able to make more natural looking ondulations )

    expand the tutorial

    -------

    in the image below, the new "rotate UVs" option allowed me to use the stone wall texture without having to rotate it in paintshop )

    zeplannn.jpg
    960 x 720 - 628K
  • mCasualmCasual Posts: 4,607
    edited December 1969

    in version Beta 6, when you use the Repeat" command, you have access to a variable
    named count, which starts at 0 and increases by 1 for each repeat -
    so here we will have blocks using material mat0, mat1 and mat2

    the endCaps have the same name as the cube ( tube ) they are part of plus a suffix

    in this case mat0_cap0 mat0_Cap1, mat1_Cap0, mat1_Cap1, mat2_cap0, mat2_cap1

    matpluscount.jpg
    1214 x 667 - 111K
  • mCasualmCasual Posts: 4,607
    edited December 1969

    the good news is i resolved an issue ... which happened when attempting to apply a texture on a zero-tength molding

    the mildlybadbutexpected news is that the release of Beta 6 will be later in the evening instead of ... 50 minutes from now

    aiiia.jpg
    960 x 720 - 383K
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Your work is always the best. Glad you got more issues ironed out Casual! :-)

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    I really think this product is great and I have plans for using it on a project.
    But, I keep having problems when using it and I'm not sure why.

    I keep getting object files with the texture ribbons value 0 and nothing displays

    Is there a specific sequence of events that I need to follow.

    While testing, I load the extrusion selection on the right side of the screen and then I load a selection path on the left side of the screen.
    I press Build, Load, and Exit so I can look at the item
    But there is no item to view.

    Also, I get errors on some of the paths that are available for selecting
    such as 'type' not defined

    Help Please!! I cannot model, but I am just finding your scripts and I'm having a blast with them.

  • mCasualmCasual Posts: 4,607
    edited December 1969

    coming up, path caps with better triangulation

    complexcaps.jpg
    960 x 720 - 308K
  • mCasualmCasual Posts: 4,607
    edited May 2014

    Zawarkal said:
    I really think this product is great and I have plans for using it on a project.
    But, I keep having problems when using it and I'm not sure why.

    I keep getting object files with the texture ribbons value 0 and nothing displays

    Is there a specific sequence of events that I need to follow.

    While testing, I load the extrusion selection on the right side of the screen and then I load a selection path on the left side of the screen.
    I press Build, Load, and Exit so I can look at the item
    But there is no item to view.

    Also, I get errors on some of the paths that are available for selecting
    such as 'type' not defined

    Help Please!! I cannot model, but I am just finding your scripts and I'm having a blast with them.

    i'd need specific examples, for example, which path file you tried unsuccesfully
    also there are some settings in the profile settings panel and the path settings panel
    that are not in the path-script-file and need to be set to values that makes sense

    one way to get good settings is to use the "defaults" button

    when you press the "build" value, you must supply a filename
    and the location, then the extruded object will be created there
    ( if you do have the rights to write in that folder )

    then you can use the Load Obj button to bring it in the scene

    in the scene tab the object will have the same name as the .obj file

    maybe version Beta 6 which i'll post later will work better

    Post edited by mCasual on
  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    Casual said:
    Zawarkal said:
    I really think this product is great and I have plans for using it on a project.
    But, I keep having problems when using it and I'm not sure why.

    I keep getting object files with the texture ribbons value 0 and nothing displays

    Is there a specific sequence of events that I need to follow.

    While testing, I load the extrusion selection on the right side of the screen and then I load a selection path on the left side of the screen.
    I press Build, Load, and Exit so I can look at the item
    But there is no item to view.

    Also, I get errors on some of the paths that are available for selecting
    such as 'type' not defined

    Help Please!! I cannot model, but I am just finding your scripts and I'm having a blast with them.

    i'd need specific examples, for example, which path file you tried unsuccesfully
    also there are some settings in the profile settings panel and the path settings panel
    that are not in the path-script-file and need to be set to values that makes sense

    one way to get good settings is to use the "defaults" button

    when you press the "build" value, you must supply a filename
    and the location, then the extruded object will be created there
    ( if you do have the rights to write in that folder )

    then you can use the Load Obj button to bring it in the scene

    in the scene tab the object will have the same name as the .obj file

    maybe version Beta 6 which i'll post later will work better

    Okay, I will wait on the next version and then as I try testing it through I will make examples if my issues still exist, Thanks

  • mCasualmCasual Posts: 4,607
    edited December 1969

    tomorrow tomorrow the new Beta 6 release estimate :)

    ( delayed because i was showing Sam Bailey x-factor videos to my sistah and there's a lot of them )

    ( i did improve the path caps ... so it can handle horizontal paths and vertucal ones

    sambailey.jpg
    960 x 720 - 338K
  • mCasualmCasual Posts: 4,607
    edited May 2014

    the endcaps for some molding shapes were incomplete

    (now triangulating non-transformed vertices )

    code for this shape

    
    Profile gear6
    Turn 90
    endCap
    
    stackedRodz.jpg
    960 x 720 - 168K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 1969

    and a Happy Mothers Day !

    happymo.jpg
    960 x 720 - 66K
  • mCasualmCasual Posts: 4,607
    edited May 2014

    the daisies were made with the upcoming Beta 6 and this code

    the only advanced language command is the width of the petals which is given by

    SetScaleX 1+sin(count)


    
    Profile oval
    MoldSize 10 3
    Turn 90
    break
    
    Profile oval
    Material stem
    MoldSize 20 10
    rotateZ 90
    
    define petal ang
    SetRotY ang
    Ring
    repeat 5
    SetScaleX 1+sin(count)
    Move .3
    Ring
    repeatEnd
    SetScaleX 1
    Move -1.5
    defineEnd
    
    Material petalz
    petal 0
    petal 20
    petal 40
    petal 60
    petal 80
    petal 100
    petal 120
    petal 140
    petal 160
    petal 180
    petal 200
    petal 220
    petal 240
    petal 260
    petal 280
    petal 300
    petal 320
    petal 340
    
    break
    
    Profile quartderondIn
    Material heart
    MoldSize 33 33
    radius .0001
    turn 360
    
    daiz2.jpg
    960 x 720 - 129K
    daiz.jpg
    960 x 720 - 175K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    column mounted twin candelabra built with a complex test path-script

    and using the good old mcjLathe script for the trunk

    will be posted as a prop eventually

    
    Profile 0_Round
    MoldSize 1 1
    Tread 10
    Radius .4
    MoveZ -0.3
    MoveY 2.1
    RotateX -90
    Ring
    Move .2
    TurnUp -180
    Move .5
    Radius .8
    TurnUp 180
    Move .02
    Ring
    setScaleX 1.1
    setScaleY 1.1
    Ring
    Move .02
    Ring
    setScaleX 4
    setScaleY 4
    Move .1
    Ring
    Move .05
    Ring
    setScaleX 8
    setScaleY 8
    Move .1
    Ring
    Move .05
    Ring
    setScaleX 2.5
    setScaleY 2.5
    Ring
    break
    
    Ring
    Move 1.2
    Ring
    Move 0.01
    Ring
    setScaleX 2.4
    setScaleY 2.4
    Ring
    setScaleX 0.001
    setScaleY 0.001
    Ring
    
    break
    
    setScaleX 18
    setScaleY 18
    Ring
    Move 1
    setScaleX 9
    setScaleY 9
    Ring
    
    break
    
    setScaleX 6
    setScaleY 6
    Move -0.75
    Radius 0.0001
    RotateX 90
    Turn 360
    
    break
    
    Profile square
    MoveX -0.9
    MoveY -.28
    setScaleX .33
    setScaleY .33
    Radius .9
    
    repeat 3
    MoldHeight 2
    Turn 120
    Break
    
    MoldHeight 1
    rotateY 90
    rotateX 15
    Ring
    Move 1
    Ring
    Move -1
    rotateY -90
    rotateX -15
    Break
    repeatEnd
    
    
    candelabra2.jpg
    1920 x 1080 - 314K
    Post edited by mCasual on
  • Miss BMiss B Posts: 3,071
    edited December 1969

    Ohhhh, nice sconce. :coolsmile:

  • mCasualmCasual Posts: 4,607
    edited December 1969

    improved robustness of the script

    if an error in detected in your extrusion path script, processing stops, so malformed objects are not created and things like infinite loops are avoided. Note that often Daz Studio crashes when attempting to load malformed objects, so that's an important safety precaution.

    here we avoided problems the first time the script attempted to follow the script's instructions when it was building the preview image.

    then when i tried to actually build the thing

    robust.jpg
    359 x 491 - 19K
Sign In or Register to comment.