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

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Comments

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    That made me laugh for some reason! LOL

  • mCasualmCasual Posts: 4,607
    edited December 1969

    guess i'll make it a complete decor like in the music video

    gala.jpg
    1920 x 1080 - 1M
  • mCasualmCasual Posts: 4,607
    edited May 2014

    about 14 k polygons
    all the walls with holes are generated from a 52-lines mcjBuilder script

    you cant use it for now since you don't have the "overarch" "bigwall" and "archeddoor" profiles


    but it looks like


    define wall x y z thick ang w h pro
    Profile pro
    profileSize w h
    CloseProfile On
    setPos x y z
    setRotY ang
    Ring
    EndCap
    Move thick
    Ring
    EndCap
    break
    Move -thick
    defineEnd

    // three central bigwalls
    wall -12 0 -6.5 1 180 12 18 bigwall
    wall 0 0 -6.5 1 180 12 18 bigwall
    wall 12 0 -6.5 1 180 12 18 bigwall
    wall -12 1 -6.5 1 180 6 2 square
    wall 12 1 -6.5 1 180 6 2 square

    // side alcove left
    wall -24 0 -6.5 1 180 12 10.5 archeddoor
    wall -24 1 -6.5 1 180 4 2 square
    wall -30 0 0 1 -90 12 18 bigwall
    wall -30 1 0 1 -90 6 2 square
    wall -24 0 6.5 1 0 12 10.5 archeddoor
    wall -24 1 6.5 1 0 4 2 square

    // side bigwalls left
    wall -17.5 0 13 1 -90 12 18 bigwall
    wall -17.5 1 13 1 -90 6 2 square
    wall -17.5 0 25 1 -90 12 18 bigwall
    wall -17.5 1 25 1 -90 6 2 square

    // overarches
    wall -12 0 -6.5 1 180 12 18 overarch
    wall -12 0 7.5 1 180 12 18 overarch
    wall 0 0 -6.5 1 180 12 18 overarch
    wall 0 0 7.5 1 180 12 18 overarch
    wall 12 0 -6.5 1 180 12 18 overarch
    wall 12 0 7.5 1 180 12 18 overarch

    // side alcove right
    wall 24 0 -6.5 1 180 12 10.5 archeddoor
    wall 24 1 -6.5 1 180 4 2 square
    wall 30 0 0 1 90 12 18 bigwall
    wall 30 1 0 1 90 6 2 square
    wall 24 0 6.5 1 0 12 10.5 archeddoor
    wall 24 1 6.5 1 0 4 2 square

    // side bigwalls right
    wall 17.5 0 13 1 90 12 18 bigwall
    wall 17.5 1 13 1 90 6 2 square
    wall 17.5 0 25 1 90 12 18 bigwall
    wall 17.5 1 25 1 90 6 2 square


    Beta 7 will include new profile curves
    plus some bug fixes
    and possibly will include "variables"

    so you'll be able to say

    var CeilingHeight 18

    and later on

    CeilingHeight = CeilingHeight+4

    or

    BuildCeiling CeilingHeight 
    14K.jpg
    1920 x 1080 - 1M
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    i guess it will be a must for mcjBuilderA's street-cred :)

    figure 2 - mcjLathe and mcjSuperLathe had an option to display an image in the background of the preview window
    future versions of mcjBuilder may have it too

    in the meantime you can use a primitive plane !

    it helped me a lot to create the teapot path, which i will now use as a profile/mold .....

    
    StepAngle 3
    Rotate 90
    Ring
    Move 4.13
    Ring
    Radius .23
    Turn -103
    Radius .58
    Turn 70
    Radius 2.55
    Turn -65
    Radius 15.15
    Turn -20
    Radius .14
    Turn -180
    Turn 118
    Turn -180
    Move .2
    Turn 65
    Radius 15
    Turn 16
    Radius 2.45
    Turn 65
    Radius .72
    Turn -60
    Radius .22
    Turn 94
    SetX 0
    Ring
    
    cred1.jpg
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    must.jpg
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    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Can you explain what the gray frames are with the black centers? I think I'm getting confused! lol

  • mCasualmCasual Posts: 4,607
    edited May 2014

    well following my recent tests

    it's just too easy to overwrite valuable files

    so in Beta 7 when you click anyone of the Save Update or Export buttons,
    the script will request your approval before proceeding if the file exists

    it slows down the process but reduces the chances of loss

    ...

    but anyway i proved the script can do teapots !

    rtrttrtrt.jpg
    1920 x 1080 - 1M
    mcjTeapotBody.jpg
    1920 x 1080 - 422K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    RAMWolff said:
    Can you explain what the gray frames are with the black centers? I think I'm getting confused! lol

    my reference image was on a semi-transparent primitive plane

    and my camera was below ground level, looking upward

    so the gray frames are .... the columns of the chappel

    -----

    in other news Beta 7 will be able to read extra long profile curves like that of the teapot

    untitled.jpg
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    Post edited by mCasual on
  • scathascatha Posts: 756
    edited December 1969

    This is starting to get more and more interesting. It will improve the possibilities of doing complex models within DS itself, without the aid of external programs.

  • mCasualmCasual Posts: 4,607
    edited May 2014

    scatha said:
    This is starting to get more and more interesting. It will improve the possibilities of doing complex models within DS itself, without the aid of external programs.


    teapot pot and lid, made in mcjBuilderA+DS3a

    though i had to draw a plan in paintshop,
    a series of arcs creates the lid "extrusion profile" then a very simple script Lathe this into a lid

    
    StepAngle 3
    Tread .1
    MoldSize .1 .1
    SetZ 93
    Rotate 90
    radius 10.5
    Turn 35
    radius 56.6
    Turn -29
    radius 1.4
    Turn 50
    Turn -116
    Turn 60
    Radius 1.4
    Turn -180
    radius 54
    Turn 31
    radius 5.4
    Turn 70
    Move 11.5
    radius 1.9
    Turn -90
    radius 29.3
    Turn -12
    SetX 0
    Ring
    

    
    // lathe the teapot lid
    Profile teapotlidpath
    radius 0
    MoldSize 8 6.56
    Turn 360
    
    AmyTeaPotter.jpg
    1920 x 1080 - 624K
    teapotpotandlid.jpg
    1920 x 1080 - 447K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    handle made of arcs

    the "guitarpickside profile curve will be bundled with mcjBuilderA Beta 7

    Figure 2 is the plan i made first

    eventually i guess i'll integrate mcjSuperLathe's spline editor

    Profile guitarpickside
    ProfileSize 20 30
    ProfileUnits cm
    Tread .05
    PathUnits ft
    closePath off
    
    SetPos 2*57.2 0 2*27.7
    
    Radius 10
    Rotate 100
    Stepangle 12
    turn -48
    
    Stepangle 4
    Radius 200
    Turn -8
    Stepangle 5
    Radius 150
    Turn -10
    Stepangle 7
    Radius 100
    Turn -21
    
    Stepangle 9.3
    Radius 22
    Turn -93
    
    Stepangle 3
    Radius 160
    Turn -12
    
    Stepangle 3
    Radius 125
    Turn -6
    
    Stepangle 4
    Radius 80
    Turn -16
    

    Figure3 : mcjBuilderA Beta7 - The preview window ( blackboard ) will display profile vertices and path rings as green dots

    vertex.jpg
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    must2.jpg
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    anse.jpg
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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    tada ! completed Utah teapot made in Daz Studio using mcjBuilderA Beta 6 script

    script for the spout ( which was then SubDivided )

    Fig 2 you can see the spout is in fact a few rings carfully placed and rotated

    Fig3: while nuilding the spout my camera was below a ground plane textured with a photo of the real teapot

    
    Profile hexagon
    ProfileSize 110 110
    ProfileUnits cm
    Tread .05
    PathUnits ft
    closePath off
    closeProfile on
    
    Radius 1000
    Rotate -82
    SetPos -95 0 90
    Ring
    
    SetPos -105 0 90
    Rotate 10
    Ring
    
    SetScaleX .7
    SetScaleY .7
    setPos -105-12 0 90+21
    Rotate 8
    Ring
    
    SetScaleX .5
    SetScaleY .5
    setPos -105-22 0 90+44
    Rotate 8
    Ring
    
    SetScaleX .35
    SetScaleY .35
    setPos -105-33 0 90+66
    Rotate 32
    Ring
    
    SetScaleX .5
    SetScaleY .35
    setPos -105-42 0 90+76
    Rotate 24
    Ring
    
    SetScaleX .5
    SetScaleY .35
    setPos -105-43 0 90+79
    Ring
    
    SetScaleX .4
    SetScaleY .25
    setPos -105-43 0 90+79
    Ring
    
    SetScaleX .4
    SetScaleY .25
    setPos -105-42 0 90+76
    
    Ring
    
    SetScaleX .3
    SetScaleY .3
    setPos -105-33 0 90+66
    Rotate -24
    Ring
    
    SetScaleX .4
    SetScaleY .4
    setPos -105-22 0 90+44
    Rotate -32
    Ring
    
    SetScaleX .6
    SetScaleY .6
    setPos -105-12 0 90+21
    Rotate -8
    Ring
    
    SetScaleX .9
    SetScaleY .9
    SetPos -105 0 90
    Rotate -9
    Ring
    
    below.jpg
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    spo.jpg
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    whichgoestoshow.jpg
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    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    That's really a nice teapot. Now we just need a drunk mouse! *hic*

    Twinkle, twinkle, little bat!
    How I wonder what you're at!
    Up above the world you fly,
    Like a tea tray in the sky.
    Twinkle, twinkle, little bat!
    How I wonder what you're at!

    **HICCUP**

  • mCasualmCasual Posts: 4,607
    edited December 1969

    RAMWolff said:
    That's really a nice teapot. Now we just need a drunk mouse! *hic*

    Twinkle, twinkle, little bat!
    How I wonder what you're at!
    Up above the world you fly,
    Like a tea tray in the sky.
    Twinkle, twinkle, little bat!
    How I wonder what you're at!

    **HICCUP**

    i'm short on flying tea trays but tomorrow i'll post the teapot as a prop

    flyingteatratwanted2.jpg
    1920 x 960 - 551K
  • mCasualmCasual Posts: 4,607
    edited May 2014

    version beta 7

    ( which will be published today or tomorrow )

    will also include 4 new commands : trans, transX, transY transZ

    which translate the extrusion nozzle

    example:

    transX 123

    will augment the nozzle's current X position by 123 steps ( the length of the step is given by Thread abd PathUnits )

    this is different from the Move commands which are movements
    relative to the current heading of the extrusion nozzle
    the other difference is that Move commands are interacting with the "slope" and "taper" effects

    also in beta 7

    you will now have read-access to the current position orientation and scale of the extrusion nozzle
    in the form of the global variables:

    curPosX, curPosY, curPosZ
    curRotX, curRotY, curRotZ
    curScaleX, curScaleY, curScaleZ

    so for example you could obtain the same effect as the

    TransX 123
    command by using

    setPosX curPosX+123

    also in Beta 7 - better measures to prevent a faulty path script from locking you out

    beta7_promo.jpg
    1920 x 1080 - 415K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    example : creating a vertically compressed arch ( hemi-oval ? )
    which is needed for the cross arches of the chapel's ceiling


    
    
    Profile demiRondUp
    MoldSize 1 1
    ProfileUnits in
    Tread 1
    PathUnits m
    StepAngle 11.25
    Radius 2
    
    define squasharch x y z steps
    rotateX -90
    setPosX x
    setPosY y+sin(0)
    setPosZ z+sqrt(2)*cos(0)
    Ring
    
    repeat steps
    setPosX x
    setPosY y+sin((count+1)*pi/steps)
    setPosZ z+sqrt(2)*cos((count+1)*pi/steps)
    rotateX -180/steps
    Ring
    repeatEnd
    defineEnd
    
    squasharch 0 2 0 16
    
    

    and the oriented version
    since i use the 'trans' commands, this script only works with the ypcoming Beta 7 version of mcjBuilderA


    
    Profile square
    MoldSize 3 3
    ProfileUnits in
    Tread 1
    PathUnits m
    StepAngle 11.25
    Radius 2
    
    define moveSpecial a d
    transX d*cos(a*pi/180)
    transZ d*sin(a*pi/180)
    defineEnd
    
    define squasharch a x y z steps
    rotateX -90
    rotateY a
    setPos x y z
    Ring
    
    repeat steps
    setPosY y+sin((count+1)*pi/steps)
    moveSpecial a sqrt(2)*(cos((count+1)*pi/steps)-cos((count)*pi/steps))
    rotateX -180/steps
    Ring
    repeatEnd
    
    defineEnd
    
    squasharch 45 1 2 1 16
    break
    squasharch -45 1 2 -1 16
    break
    
    
    crossmembers.jpg
    960 x 960 - 45K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    global variables in the upcoming Beta 7

    i planned to introduce this later but since it wasn't hard to implement ...


    using the "var" command you can now create globally accessible variables

    eventually there will also be "local" variables which only live when created and maintained inside a defined command


    so if you type

    var A 5

    from now on, each time you mention A in your extrusion-path-script it will be taken as meaning 5

    for example

    MoveTo A 0 0

    Once a global variable is created, you can also change its value using the 'Set' command

    Set A 3
    

    example for the image shown below

    define stick length
    Move -length/2
    Ring
    Move length
    Ring
    break
    Move -length/2
    MoveX spacing
    defineEnd
    
    var a 7
    var spacing 2
    MoveX -spacing/2
    stick a
    set a 4
    stick a

    hmm come to think of it ....the sticks should have different lengths

    brmz.jpg
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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    making a flowery-shaped tea tray using the upcoming Beta 7 version
    notably the new "var" command

    i'm debating the idea of including the repeat-within-a-repeat feature

    Profile teatray
    CloseProfile false
    ProfileUnits in
    PathUnits in
    
    var A 12
    var B 10
    var sa (360/A)/B
    
    StepAngle sa
    Tread .5
    MoldSize 10 2
    Radius .0001
    
    define petal C
    SetScaleX 1+0.1*sin(C*pi/(B-1))
    Turn sa
    defineEnd
    
    repeat A
    petal 0
    petal 1
    petal 2
    petal 3
    petal 4
    petal 5
    petal 6
    petal 7
    petal 8
    petal 9
    repeatEnd 

    Fig 1, 2 Blender Cycles render
    Fig 3 DS-Soft render ( could look better with good lighting materialsetc )

    fanci.jpg
    1920 x 1080 - 1M
    fancyteatray2.jpg
    1920 x 1080 - 546K
    fancyteatray1.jpg
    1920 x 1080 - 408K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    work on Beta 7 resumes with the high hope to post it before saturday noon eastern time (no not eastern Australia )

    new in Beta 7

    - variables
    - almost no chance of getting locked outside the script
    - no file over-writing without your approval
    - UV texture rotation
    - profile curve rotation
    - trans transx transz transz ( (translate ) direct manipulation of the extrusion nozzle position sliders
    - special lathe command?? ( because using a Turn with a radius of 0 has some drawbacks
    - repeat within repeat blocks ??
    - pathCaps can be inserted in the path script
    - more profile curves

    things more likely to be in Beta8
    - vertexCaps - similar to the pathCaps ( see the red cross in the preview window ) but attached to a specific vertex of the profileCurve ( see the
    - usability of mcjLathe spline curves
    - usability of mcjSuperLathe spline curves
    - backdrop images in the preview window
    - control of the size of the preview window
    - mouse interaction


    -------
    image below, simple test of the "var" command

    
    Profile sheet16
    closeprofile off
    ClosePath off
    tread 1
    pathUnits m
    profileSize .1 1
    profileUnits m
    WeldUVs on
    radius 1
    StepAngle 5.625
    RotateUVs on
    
    var bob 270
    moveY .5
    Ring
    Turn bob
    
    smokinthepot.png
    1920 x 1200 - 936K
    fuseau.jpg
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    showmethecaps.jpg
    1280 x 720 - 104K
    noon.png
    1280 x 720 - 391K
    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Cool man, cool!

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    RAMWolff said:
    Cool man, cool!

    That's why he has a cool cat avatar. ;-)

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

    This just keeps getting better and better. :coolsmile:

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Hey Casual... have you attempted to create UV's that wind around soft objects like human meshes or clothing with more complex modeling?

  • mCasualmCasual Posts: 4,607
    edited December 1969

    RAMWolff said:
    Hey Casual... have you attempted to create UV's that wind around soft objects like human meshes or clothing with more complex modeling?

    the yv maps produced by http://www.daz3d.com/forums/discussion/36930/
    would almost work
    eventually i'll make a script like that, but with cylindrical and planar projection
    which has the advantage of being 1 piece

    http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Unwrapping

  • mCasualmCasual Posts: 4,607
    edited May 2014

    good news !

    it wasn't easy but i located a bug affecting the UV maps

    ( when i introduced tesselated caps i also introduced a second sign() function
    behind the scene, the two sign functions were leading fierce battles
    the sign() function used by the UV mapping was losing the battles )

    so in Beta 7,
    the lathe objects you can create ( teapots cups dishes and a million things ) will
    have nice UV ,maps just like it was in Beta 5

    notno.jpg
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    nogud.jpg
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    oyay.jpg
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    sceene.jpg
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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited May 2014

    there see, purfect closed-path-Welded-UVs
    that's a daz studio software render
    unfortunately the daz studio hardware render for this doesnt always look good

    Figure 2
    even some blender renders dont treat warped UV maps like this correctly

    ...but what if i triangulate it? ... nah it didnt help

    which means Blender's texture coordinate interpolation isnt very good

    Figure3 higher resolution meshes hide the problem a little

    stretchy.jpg
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    wob.jpg
    1920 x 1080 - 1M
    yappapitti.jpg
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    thereyago.jpg
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    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    That looks tight man.

    I asked about that because as I'm working away on my Pan project (a figure I'm building from scratch) I'd really like a way to make UV maps for him using something that's not been seen before. Also as I'm working on his base beard I'm having a hell of a time getting a really nice flat map with surface groupings for various looks (goatee, stache, burns chops, soul patch... you know the usual). I've been fiddling around in a UV mapping program I like and have actually mostly mastered moving the verts around to make it flow as I want but I've kinda hit a wall as I'm getting close to finishing it so might not work after all.... GRRRRRRRRRR

    BeardBaseUVs_So_Far.jpg
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  • mCasualmCasual Posts: 4,607
    edited May 2014

    RAMWolff said:
    That looks tight man.

    I asked about that because as I'm working away on my Pan project (a figure I'm building from scratch) I'd really like a way to make UV maps for him using something that's not been seen before. Also as I'm working on his base beard I'm having a hell of a time getting a really nice flat map with surface groupings for various looks (goatee, stache, burns chops, soul patch... you know the usual). I've been fiddling around in a UV mapping program I like and have actually mostly mastered moving the verts around to make it flow as I want but I've kinda hit a wall as I'm getting close to finishing it so might not work after all.... GRRRRRRRRRR

    not directly related but there's an old impressive animation
    it was actually the result of someone's masters or doctorate thesis
    about among things, simulated muscles
    and the Michaeljacksonesque dancer is named Pan!
    https://www.youtube.com/watch?v=pVucWc6kh-o

    iso2.jpg
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    isocontours.jpg
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    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Awesome. Thanks for the diagram too. I'll perhaps retry using those pointers and see if the thing comes out better.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    WOW, whomever did the modeling on the Pan is really really good. Kinda what I had in my minds eye! The rigging is excellent seeing how well it moved!

  • mCasualmCasual Posts: 4,607
    edited May 2014

    IT'S A WELL GUARDED SECRET oops sorry capslock got stuck

    mcjBuilderA Beta 6.98 was posted on my site a minute ago
    it's the state it's in presently,

    * * * i post it in case someone had planned to use Beta 7 it this afternoon * * *
    ( if not then you should wait for Beta 7 and skip this version (

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

    immediately, next, i'll go update the manual to explain the new commands

    [["description", "comment", "//" ], -1],
    [["gvar","global" ], 2],
    [["var" ], 2],
    [["set" ], 2],

    [["pathcap" ], 0],
    [["trans" ], 1],
    [["transx" ], 1],
    [["transy" ], 1],
    [["transz" ], 1]


    then during the day if all goes well i'll tie lose ends and publish Beta 7 !!!! in the evening ],

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    Post edited by mCasual on
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