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
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 .....
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.
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
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!
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
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:
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
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
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 )
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
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
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
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
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
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
Comments
That made me laugh for some reason! LOL
guess i'll make it a complete decor like in the music video
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
Beta 7 will include new profile curves
plus some bug fixes
and possibly will include "variables"
so you'll be able to say
and later on
or
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 .....
Can you explain what the gray frames are with the black centers? I think I'm getting confused! lol
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 !
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
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
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
Figure3 : mcjBuilderA Beta7 - The preview window ( blackboard ) will display profile vertices and path rings as green dots
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
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
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:
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:
so for example you could obtain the same effect as the
command by usingalso in Beta 7 - better measures to prevent a faulty path script from locking you out
example : creating a vertically compressed arch ( hemi-oval ? )
which is needed for the cross arches of the chapel's ceiling
and the oriented version
since i use the 'trans' commands, this script only works with the ypcoming Beta 7 version of mcjBuilderA
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
Once a global variable is created, you can also change its value using the 'Set' command
example for the image shown below
hmm come to think of it ....the sticks should have different lengths
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
Fig 1, 2 Blender Cycles render
Fig 3 DS-Soft render ( could look better with good lighting materialsetc )
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
Cool man, cool!
That's why he has a cool cat avatar. ;-)
This just keeps getting better and better. :coolsmile:
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
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
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
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
Awesome. Thanks for the diagram too. I'll perhaps retry using those pointers and see if the thing comes out better.
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!
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 ],