[Released] Pose Randomizer Pro

2

Comments

  • inquire said:

    OK, after the above change, I got two dialog boxes. Then, nothing. No menu was created. I'm including a new log file.

    Ok, this is good.  For some reason, the dialog is showing up for you now.  The "return" statement was meant to stop the script just to see where the crash would occur.  It is *not* happening, which means something you did "fixed" it.  Maybe the file is corrupted somehow?  Delete the "return" and try again.  Don't use the original file; I want to use your edited file to see what happens.  If it crashes, try changing the "Favorites/" part in the dialog to "Scripts/" or whereever you want or have the top level directory.

  • inquireinquire Posts: 2,198

    No, this is not working for me. When I removed the "return," and clicked, DS Crashed once again.

    I changed the "Favorites/" parts to "Scripts/" (screen shot include). Clicking caused DS to Crash once again.

    I'm going to try to include the Log File with the 2 most recent Crashes.

    I hope you can solve this for me, and probably for other Mac users as well.

     

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  • inquireinquire Posts: 2,198

    Hi: Don't mean to bug you, but I assume you're trying to solve this, right? How does one get a Favorites Menu, anyway?

  • AscaniaAscania Posts: 1,849

    On Windows10 and not a crash but here it doesn't work either.

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  • RiverSoft ArtRiverSoft Art Posts: 6,575
    edited November 2020
    inquire said:

    Hi: Don't mean to bug you, but I assume you're trying to solve this, right? How does one get a Favorites Menu, anyway?

    I don't have a Mac.  I am trying to work with you to fix it without testing.  On your last try (when you removed the return), did the dialog just show up or just crash?

    EDIT: See the post just below.  Try adding that file.

    Post edited by RiverSoft Art on
  • RiverSoft ArtRiverSoft Art Posts: 6,575
    edited November 2020
    Ascania said:

    On Windows10 and not a crash but here it doesn't work either.

    Aha!  That might help the other.  There is a missing file from the zip: data/RiverSoft Art/Common/RSAdvHelperFunctions.dse  (I guess the Daz tester did not test the install at all).  I will submit an update for it.

     

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    Post edited by RiverSoft Art on
  • inquireinquire Posts: 2,198

    I'm not sure what you mean by adding the file? Put this dse file into the path you list, and then go back to  the original Install Custom dsa file? Or, what? I'm not going to do anything until I understand what's happening. 

  • inquireinquire Posts: 2,198

    When I downloaded the dse file, it has all kinds of numbers for its name: 358fede2059eccc48f19953a8ec173.dse

    Shall I just leave the name that way, and try adding the file to the data/RiverSoft Art/Common/RSAdvHelperFunctions.dse

    path?

  • inquireinquire Posts: 2,198

    OK, I changed the name RSAdvHelperFunctions.dse. When I found that location path, and tried to add the file, I got the caution dialog box (see screen shot). I didn't know if I should replace the older item or not, so I did nothing. Again, I bette wait until I'm really clear about what to do.

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  • inquire said:

    OK, I changed the name RSAdvHelperFunctions.dse. When I found that location path, and tried to add the file, I got the caution dialog box (see screen shot). I didn't know if I should replace the older item or not, so I did nothing. Again, I bette wait until I'm really clear about what to do.

    Ok, it does not matter to you if you already have it from another product.  I did not change the file.  So that is not your problem.  Let me think about it. frown

  • Own the 1st Pose Randomizer already (along with a bunch of your other products smiley) , but never really used this one.  However now, this addon is pretty close to what I needed to actually to have enough artistic control over visualized final pose.  So this upcoming release is exciting.

    That said, am trying to figure out a workflow to integrate.

    Usually custom script based means you call up and work in a pop-up that you have to close afterwards.
    Iterating alot and going back forth and doing other stuff inbetween, this constant pop-up opening and closing becomes energy draining and anti-creative.

    (1) Don't suppose there is a way to make this new pane load up permanent and be accessible like other DS native interface panes?  Guessing probably not (or someone would have done it by now).

    Not using the scripting interface.  It would have to be rewritten as a C++ plugin.

    (2) I use Bitwelder's Visual Menus for calling up alot of my content.  So would it be possible to setup templates like
        (i) arm.left - move side.outwards. a bit (with that template having several bones with different perturbation values preassigned)
        (ii) arm.left -- yada.yada variation of (i)
        (iii)  etc ...
    I could then  setup each script preset template so I can just the click preset in VisualMenu i setup, and it works quick.

    Even if I have to edit a json or dsx file that wouild be fine.  Key is having multiple bones with different pertrubation values for achieving like say moving arm.left outwards to the side in this preset.

    Is that in any way possible? laugh

     

    Not currently, but there might be a way with little effort.  I would have to investigate.

    Hi, just passing through and thought would see if any update? 

    Checking product, can see feature of custom actions script.  But not sure how that fits with the *various* pre-made templates hope/dream expressed earlier.  One custom script itself will be very helpful already.

    Since the store changed to new have bought nothing at all yet.  Despite wanting to support you and wanting some other stuff.  Waiting for store/DIM to settle & the other GiftCard usage to be restored (not sure that is officially in works). 

  • edited November 2020

    Unfortunately, nothing works for me

    I have tested each script, and each time the figure stays in the same position.

    https://postimg.cc/Lgk7TMTm

    I have captured the log file during this trial.

    Either I'm thick as a brick and I cannot see my obvious mistake or maybe is Daz 4.14 related

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    Post edited by gabazieuteeshopping on
  • Unfortunately, nothing works for me

    I have tested each script, and each time the figure stays in the same position.

    https://postimg.cc/Lgk7TMTm

    I have captured the log file during this trial.

    Either I'm thick as a brick and I cannot see my obvious mistake or maybe is Daz 4.14 related

    A few things come to mind:

    • Turn up the perturbation amounts from 5% to something higher.  5% can be very subtle
    • Click Preview to change the randomization seed
    • Are the bones locked?
  • Own the 1st Pose Randomizer already (along with a bunch of your other products smiley) , but never really used this one.  However now, this addon is pretty close to what I needed to actually to have enough artistic control over visualized final pose.  So this upcoming release is exciting.

    That said, am trying to figure out a workflow to integrate.

    Usually custom script based means you call up and work in a pop-up that you have to close afterwards.
    Iterating alot and going back forth and doing other stuff inbetween, this constant pop-up opening and closing becomes energy draining and anti-creative.

    (1) Don't suppose there is a way to make this new pane load up permanent and be accessible like other DS native interface panes?  Guessing probably not (or someone would have done it by now).

    Not using the scripting interface.  It would have to be rewritten as a C++ plugin.

    (2) I use Bitwelder's Visual Menus for calling up alot of my content.  So would it be possible to setup templates like
        (i) arm.left - move side.outwards. a bit (with that template having several bones with different perturbation values preassigned)
        (ii) arm.left -- yada.yada variation of (i)
        (iii)  etc ...
    I could then  setup each script preset template so I can just the click preset in VisualMenu i setup, and it works quick.

    Even if I have to edit a json or dsx file that wouild be fine.  Key is having multiple bones with different pertrubation values for achieving like say moving arm.left outwards to the side in this preset.

    Is that in any way possible? laugh

     

    Not currently, but there might be a way with little effort.  I would have to investigate.

    Hi, just passing through and thought would see if any update? 

    Checking product, can see feature of custom actions script.  But not sure how that fits with the *various* pre-made templates hope/dream expressed earlier.  One custom script itself will be very helpful already.

    Since the store changed to new have bought nothing at all yet.  Despite wanting to support you and wanting some other stuff.  Waiting for store/DIM to settle & the other GiftCard usage to be restored (not sure that is officially in works). 

    The custom actions script is to install the scripts as custom actions; nothing to do with your request.

    As far as doing what you want (lots of left arm variations), you would need to create a new dsa file based on the attached for every variation.  The important values in the file are:

    var args = '<Settings>'+

    ' <Setting Type="String" Key="Title">%1</Setting>'.arg(title)+

    ' <Setting Type="Bool" Key="Recursive">yes</Setting>'+

    ' <Setting Type="Bool" Key="Camera">yes</Setting>'+

    ' <Setting Type="Bool" Key="Handedness">no</Setting>'+

    ' <Setting Type="String" Key="Body Part">Left Arm ONLY</Setting>'+

      '</Settings>';

    The TITLE provides a UNIQUE name to save the perturbation settings (so every variation can have different perturbations.  The "Body Part" must match one of the lines in the "BodyPartBones" constant defined in RS2020RandomizationConstants.dsa.  In the example above, it is matching on the "Left Arm ONLY" which randomizes all the bones of the left arm excluding the hand.  If you wanted to do the left arm and hand, you would need to define your own line in the BodyPartBones, e.g.,

      'Left Arm': {bones: [iLeftArm], breakBones: [], recursive: true, startWithChildren: false, breakWithChildren: false},

     

    and then modify the "Body Part" to be equal to that "Left Arm" label.

    dsa
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    Pose Randomizer Pro Left Arm.dsa
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  • edited November 2020
    • Turn up the perturbation amounts from 5% to something higher.
      I have tried 50%, 100%. Same, no change in the character position
       
    • Click Preview to change the randomization seed
      When I click on [Preview], a progress bar goes super fast (I can't tell if it goes to 100% or crashes at 0% as it goes too fast) but nothing changes in the character position
      I have attached the log file with lots of click on [Preview] and unticking options one at a time.
       
    • Are the bones locked?
      Humm.... I have to confess I have no idea how to check that...cheeky
      For the tests above I loaded a genesis 8 basic male, apply gen 8 basic walk A pose, and try the Pose randomizer Pro figure at 50%
       
    • In the log file, it says Genesis8Male Used=false. This morning during my tests the log also said Genesis8Female Used=false while I had a Gen 8 basic female selected.
       is it normal?
       
    • It's probably nothing but when opening Pose randomizer Pro, the log shows a warning:
      WARNING: QString::arg: Argument missing: <i>IMPORTANT: The perturbation sliders control the amount of randomness that occurs during script execution.  However, moving the perturbation slider will NOT change the exact perturbation being performed (i.e., if you move the slider from 10% to 20% and then back to 10%, the exact same pose will be shown).  If you click the Preview button, the script will randomize the perturbation used.</i>, Pose Randomizer Pro Figure
    • I also tested with a basic G3F figure, same no results (lo_G3Fg file attached).
      Although this time the log has Genesis3Female Used=true
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    Post edited by gabazieuteeshopping on
  • Own the 1st Pose Randomizer already (along with a bunch of your other products smiley) , but never really used this one.  However now, this addon is pretty close to what I needed to actually to have enough artistic control over visualized final pose.  So this upcoming release is exciting.

    That said, am trying to figure out a workflow to integrate.

    Usually custom script based means you call up and work in a pop-up that you have to close afterwards.
    Iterating alot and going back forth and doing other stuff inbetween, this constant pop-up opening and closing becomes energy draining and anti-creative.

    (1) Don't suppose there is a way to make this new pane load up permanent and be accessible like other DS native interface panes?  Guessing probably not (or someone would have done it by now).

    Not using the scripting interface.  It would have to be rewritten as a C++ plugin.

    (2) I use Bitwelder's Visual Menus for calling up alot of my content.  So would it be possible to setup templates like
        (i) arm.left - move side.outwards. a bit (with that template having several bones with different perturbation values preassigned)
        (ii) arm.left -- yada.yada variation of (i)
        (iii)  etc ...
    I could then  setup each script preset template so I can just the click preset in VisualMenu i setup, and it works quick.

    Even if I have to edit a json or dsx file that wouild be fine.  Key is having multiple bones with different pertrubation values for achieving like say moving arm.left outwards to the side in this preset.

    Is that in any way possible? laugh

     

    Not currently, but there might be a way with little effort.  I would have to investigate.

    Hi, just passing through and thought would see if any update? 

    Checking product, can see feature of custom actions script.  But not sure how that fits with the *various* pre-made templates hope/dream expressed earlier.  One custom script itself will be very helpful already.

    Since the store changed to new have bought nothing at all yet.  Despite wanting to support you and wanting some other stuff.  Waiting for store/DIM to settle & the other GiftCard usage to be restored (not sure that is officially in works). 

    The custom actions script is to install the scripts as custom actions; nothing to do with your request.

    As far as doing what you want (lots of left arm variations), you would need to create a new dsa file based on the attached for every variation.  The important values in the file are:

    var args = &#39;&lt;Settings&gt;&#39;+

    &#39; &lt;Setting Type=&quot;String&quot; Key=&quot;Title&quot;&gt;%1&lt;/Setting&gt;&#39;.arg(title)+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Recursive&quot;&gt;yes&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Camera&quot;&gt;yes&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Handedness&quot;&gt;no&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;String&quot; Key=&quot;Body Part&quot;&gt;Left Arm ONLY&lt;/Setting&gt;&#39;+

    &nbsp; &#39;&lt;/Settings&gt;&#39;;

    The TITLE provides a UNIQUE name to save the perturbation settings (so every variation can have different perturbations.  The "Body Part" must match one of the lines in the "BodyPartBones" constant defined in RS2020RandomizationConstants.dsa.  In the example above, it is matching on the "Left Arm ONLY" which randomizes all the bones of the left arm excluding the hand.  If you wanted to do the left arm and hand, you would need to define your own line in the BodyPartBones, e.g.,

    &nbsp; &#39;Left Arm&#39;: {bones: [iLeftArm], breakBones: [], recursive: true, startWithChildren: false, breakWithChildren: false},

     

    and then modify the "Body Part" to be equal to that "Left Arm" label.

    Awesome! Thank you very much!

    I'll make effort to buy this at a higher price as a thanks for the extra info/dsa.  Be a while though likely yet, as waiting to get official clarification about GC use going forward via ticket.  But will have this info handy when I do.  So thanks again.

  • Installing the Daz connect version in Daz Studio seems to have either overwrite or add the file that was preventing it to work.
    All good now.
    Thank you for such a great toolyes

  • Installing the Daz connect version in Daz Studio seems to have either overwrite or add the file that was preventing it to work.
    All good now.
    Thank you for such a great toolyes

    Great!  I am glad you got it to work.

  • Own the 1st Pose Randomizer already (along with a bunch of your other products smiley) , but never really used this one.  However now, this addon is pretty close to what I needed to actually to have enough artistic control over visualized final pose.  So this upcoming release is exciting.

    That said, am trying to figure out a workflow to integrate.

    Usually custom script based means you call up and work in a pop-up that you have to close afterwards.
    Iterating alot and going back forth and doing other stuff inbetween, this constant pop-up opening and closing becomes energy draining and anti-creative.

    (1) Don't suppose there is a way to make this new pane load up permanent and be accessible like other DS native interface panes?  Guessing probably not (or someone would have done it by now).

    Not using the scripting interface.  It would have to be rewritten as a C++ plugin.

    (2) I use Bitwelder's Visual Menus for calling up alot of my content.  So would it be possible to setup templates like
        (i) arm.left - move side.outwards. a bit (with that template having several bones with different perturbation values preassigned)
        (ii) arm.left -- yada.yada variation of (i)
        (iii)  etc ...
    I could then  setup each script preset template so I can just the click preset in VisualMenu i setup, and it works quick.

    Even if I have to edit a json or dsx file that wouild be fine.  Key is having multiple bones with different pertrubation values for achieving like say moving arm.left outwards to the side in this preset.

    Is that in any way possible? laugh

     

    Not currently, but there might be a way with little effort.  I would have to investigate.

    Hi, just passing through and thought would see if any update? 

    Checking product, can see feature of custom actions script.  But not sure how that fits with the *various* pre-made templates hope/dream expressed earlier.  One custom script itself will be very helpful already.

    Since the store changed to new have bought nothing at all yet.  Despite wanting to support you and wanting some other stuff.  Waiting for store/DIM to settle & the other GiftCard usage to be restored (not sure that is officially in works). 

    The custom actions script is to install the scripts as custom actions; nothing to do with your request.

    As far as doing what you want (lots of left arm variations), you would need to create a new dsa file based on the attached for every variation.  The important values in the file are:

    var args = &#39;&lt;Settings&gt;&#39;+

    &#39; &lt;Setting Type=&quot;String&quot; Key=&quot;Title&quot;&gt;%1&lt;/Setting&gt;&#39;.arg(title)+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Recursive&quot;&gt;yes&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Camera&quot;&gt;yes&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Handedness&quot;&gt;no&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;String&quot; Key=&quot;Body Part&quot;&gt;Left Arm ONLY&lt;/Setting&gt;&#39;+

    &nbsp; &#39;&lt;/Settings&gt;&#39;;

    The TITLE provides a UNIQUE name to save the perturbation settings (so every variation can have different perturbations.  The "Body Part" must match one of the lines in the "BodyPartBones" constant defined in RS2020RandomizationConstants.dsa.  In the example above, it is matching on the "Left Arm ONLY" which randomizes all the bones of the left arm excluding the hand.  If you wanted to do the left arm and hand, you would need to define your own line in the BodyPartBones, e.g.,

    &nbsp; &#39;Left Arm&#39;: {bones: [iLeftArm], breakBones: [], recursive: true, startWithChildren: false, breakWithChildren: false},

     

    and then modify the "Body Part" to be equal to that "Left Arm" label.

    Awesome! Thank you very much!

    I'll make effort to buy this at a higher price as a thanks for the extra info/dsa.  Be a while though likely yet, as waiting to get official clarification about GC use going forward via ticket.  But will have this info handy when I do.  So thanks again.

    I am glad I could help.  Please post back when you have tried this out.

  • Own the 1st Pose Randomizer already (along with a bunch of your other products smiley) , but never really used this one.  However now, this addon is pretty close to what I needed to actually to have enough artistic control over visualized final pose.  So this upcoming release is exciting.

    That said, am trying to figure out a workflow to integrate.

    Usually custom script based means you call up and work in a pop-up that you have to close afterwards.
    Iterating alot and going back forth and doing other stuff inbetween, this constant pop-up opening and closing becomes energy draining and anti-creative.

    (1) Don't suppose there is a way to make this new pane load up permanent and be accessible like other DS native interface panes?  Guessing probably not (or someone would have done it by now).

    Not using the scripting interface.  It would have to be rewritten as a C++ plugin.

    (2) I use Bitwelder's Visual Menus for calling up alot of my content.  So would it be possible to setup templates like
        (i) arm.left - move side.outwards. a bit (with that template having several bones with different perturbation values preassigned)
        (ii) arm.left -- yada.yada variation of (i)
        (iii)  etc ...
    I could then  setup each script preset template so I can just the click preset in VisualMenu i setup, and it works quick.

    Even if I have to edit a json or dsx file that wouild be fine.  Key is having multiple bones with different pertrubation values for achieving like say moving arm.left outwards to the side in this preset.

    Is that in any way possible? laugh

     

    Not currently, but there might be a way with little effort.  I would have to investigate.

    Hi, just passing through and thought would see if any update? 

    Checking product, can see feature of custom actions script.  But not sure how that fits with the *various* pre-made templates hope/dream expressed earlier.  One custom script itself will be very helpful already.

    Since the store changed to new have bought nothing at all yet.  Despite wanting to support you and wanting some other stuff.  Waiting for store/DIM to settle & the other GiftCard usage to be restored (not sure that is officially in works). 

    The custom actions script is to install the scripts as custom actions; nothing to do with your request.

    As far as doing what you want (lots of left arm variations), you would need to create a new dsa file based on the attached for every variation.  The important values in the file are:

    var args = &#39;&lt;Settings&gt;&#39;+

    &#39; &lt;Setting Type=&quot;String&quot; Key=&quot;Title&quot;&gt;%1&lt;/Setting&gt;&#39;.arg(title)+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Recursive&quot;&gt;yes&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Camera&quot;&gt;yes&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Handedness&quot;&gt;no&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;String&quot; Key=&quot;Body Part&quot;&gt;Left Arm ONLY&lt;/Setting&gt;&#39;+

    &nbsp; &#39;&lt;/Settings&gt;&#39;;

    The TITLE provides a UNIQUE name to save the perturbation settings (so every variation can have different perturbations.  The "Body Part" must match one of the lines in the "BodyPartBones" constant defined in RS2020RandomizationConstants.dsa.  In the example above, it is matching on the "Left Arm ONLY" which randomizes all the bones of the left arm excluding the hand.  If you wanted to do the left arm and hand, you would need to define your own line in the BodyPartBones, e.g.,

    &nbsp; &#39;Left Arm&#39;: {bones: [iLeftArm], breakBones: [], recursive: true, startWithChildren: false, breakWithChildren: false},

     

    and then modify the "Body Part" to be equal to that "Left Arm" label.

    Awesome! Thank you very much!

    I'll make effort to buy this at a higher price as a thanks for the extra info/dsa.  Be a while though likely yet, as waiting to get official clarification about GC use going forward via ticket.  But will have this info handy when I do.  So thanks again.

    I am glad I could help.  Please post back when you have tried this out.

    Thanks! I will for sure.

    And while am posting about grateful, just wanted to say your freebie Xmas 2019 scripts are a real treat.

    For example, there are a few environement sets where ctrl+left click will not toggle visibility for all the parented items.  Your script does however!  Huge help!!

  • Own the 1st Pose Randomizer already (along with a bunch of your other products smiley) , but never really used this one.  However now, this addon is pretty close to what I needed to actually to have enough artistic control over visualized final pose.  So this upcoming release is exciting.

    That said, am trying to figure out a workflow to integrate.

    Usually custom script based means you call up and work in a pop-up that you have to close afterwards.
    Iterating alot and going back forth and doing other stuff inbetween, this constant pop-up opening and closing becomes energy draining and anti-creative.

    (1) Don't suppose there is a way to make this new pane load up permanent and be accessible like other DS native interface panes?  Guessing probably not (or someone would have done it by now).

    Not using the scripting interface.  It would have to be rewritten as a C++ plugin.

    (2) I use Bitwelder's Visual Menus for calling up alot of my content.  So would it be possible to setup templates like
        (i) arm.left - move side.outwards. a bit (with that template having several bones with different perturbation values preassigned)
        (ii) arm.left -- yada.yada variation of (i)
        (iii)  etc ...
    I could then  setup each script preset template so I can just the click preset in VisualMenu i setup, and it works quick.

    Even if I have to edit a json or dsx file that wouild be fine.  Key is having multiple bones with different pertrubation values for achieving like say moving arm.left outwards to the side in this preset.

    Is that in any way possible? laugh

     

    Not currently, but there might be a way with little effort.  I would have to investigate.

    Hi, just passing through and thought would see if any update? 

    Checking product, can see feature of custom actions script.  But not sure how that fits with the *various* pre-made templates hope/dream expressed earlier.  One custom script itself will be very helpful already.

    Since the store changed to new have bought nothing at all yet.  Despite wanting to support you and wanting some other stuff.  Waiting for store/DIM to settle & the other GiftCard usage to be restored (not sure that is officially in works). 

    The custom actions script is to install the scripts as custom actions; nothing to do with your request.

    As far as doing what you want (lots of left arm variations), you would need to create a new dsa file based on the attached for every variation.  The important values in the file are:

    var args = &#39;&lt;Settings&gt;&#39;+

    &#39; &lt;Setting Type=&quot;String&quot; Key=&quot;Title&quot;&gt;%1&lt;/Setting&gt;&#39;.arg(title)+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Recursive&quot;&gt;yes&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Camera&quot;&gt;yes&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;Bool&quot; Key=&quot;Handedness&quot;&gt;no&lt;/Setting&gt;&#39;+

    &#39; &lt;Setting Type=&quot;String&quot; Key=&quot;Body Part&quot;&gt;Left Arm ONLY&lt;/Setting&gt;&#39;+

    &nbsp; &#39;&lt;/Settings&gt;&#39;;

    The TITLE provides a UNIQUE name to save the perturbation settings (so every variation can have different perturbations.  The "Body Part" must match one of the lines in the "BodyPartBones" constant defined in RS2020RandomizationConstants.dsa.  In the example above, it is matching on the "Left Arm ONLY" which randomizes all the bones of the left arm excluding the hand.  If you wanted to do the left arm and hand, you would need to define your own line in the BodyPartBones, e.g.,

    &nbsp; &#39;Left Arm&#39;: {bones: [iLeftArm], breakBones: [], recursive: true, startWithChildren: false, breakWithChildren: false},

     

    and then modify the "Body Part" to be equal to that "Left Arm" label.

    Awesome! Thank you very much!

    I'll make effort to buy this at a higher price as a thanks for the extra info/dsa.  Be a while though likely yet, as waiting to get official clarification about GC use going forward via ticket.  But will have this info handy when I do.  So thanks again.

    I am glad I could help.  Please post back when you have tried this out.

    Thanks! I will for sure.

    And while am posting about grateful, just wanted to say your freebie Xmas 2019 scripts are a real treat.

    For example, there are a few environement sets where ctrl+left click will not toggle visibility for all the parented items.  Your script does however!  Huge help!!

    You're welcome.  I actually use those XMas freebies scripts myself a lot.  smiley

  • Hi.  Bought it yesterday, along with Look at Me II (already had first one) as kind of an extra thanks.  Now just need to find time to wrap my mind around what you posted.

    OT: Will this thread get moved back to commerical again, or is it going to live here in Daz discussion from now on?  I remember how it disappeared as a thread in commercial, and had to click on your profilename and look for user's threads to find it, cos otherwise it was gone gone.  Least now don't have to do that.

  • Hi.  Bought it yesterday, along with Look at Me II (already had first one) as kind of an extra thanks.  Now just need to find time to wrap my mind around what you posted.

    Thank you very much!

    OT: Will this thread get moved back to commerical again, or is it going to live here in Daz discussion from now on?  I remember how it disappeared as a thread in commercial, and had to click on your profilename and look for user's threads to find it, cos otherwise it was gone gone.  Least now don't have to do that.

    I hadn't realized it got moved.  I have moved it back.  Thanks for mentioning that!

  • Ha! Aren't you Mr. Turbo getting it done that fast! laughsmiley

  • Ha! Aren't you Mr. Turbo getting it done that fast! laughsmiley

    laugh

  • TotteTotte Posts: 13,971

    @RiverSoftArt: Hi, need help tracking down the issues on macOS? 
    pm me and we can take it from there.

  •  

    The TITLE provides a UNIQUE name to save the perturbation settings (so every variation can have different perturbations. 

    Hihi.

    Finally getting around to this. The script you provided for Left Arm was Cat's Meow good!  Just what I wanted.   Also, camera zoom to body part is cool-io!  Whole script is so handy! smiley

    Added my own non-default perturbation values and limits unlock to your really nice script for quicker use yet.  Thanks a ton for the dsa!! Will make using this product so much faster. //dancing gif

    Also, FYI, tested the Install Custom Pose Randomizer Pro Actions.dsa by clicking.  Got missing file error.  2nd screenshot shows my file dir.  Doublechecked a "fresh from today" manual DL for Pro version and *ADV* not there.  So renamed the included 2019 to ADV (just a guess - maybe file is missing?) and script ran but gave error in log:  Script Error: Line 94 , ReferenceError: Can't find variable: InputQuery, install custom pose randomizer pro actions.dsa:94.  But maybe 2019helper isn`t the ADV.  Was just a guess.
     

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  • Totte said:

    @RiverSoftArt: Hi, need help tracking down the issues on macOS? 
    pm me and we can take it from there.

    Thanks for the offer!  Message sent.

  •  

    The TITLE provides a UNIQUE name to save the perturbation settings (so every variation can have different perturbations. 

    Hihi.

    Finally getting around to this. The script you provided for Left Arm was Cat's Meow good!  Just what I wanted.   Also, camera zoom to body part is cool-io!  Whole script is so handy! smiley

    Added my own non-default perturbation values and limits unlock to your really nice script for quicker use yet.  Thanks a ton for the dsa!! Will make using this product so much faster. //dancing gif

    You're welcome!  I am glad you like the script. laugh

    Also, FYI, tested the Install Custom Pose Randomizer Pro Actions.dsa by clicking.  Got missing file error.  2nd screenshot shows my file dir.  Doublechecked a "fresh from today" manual DL for Pro version and *ADV* not there.  So renamed the included 2019 to ADV (just a guess - maybe file is missing?) and script ran but gave error in log:  Script Error: Line 94 , ReferenceError: Can't find variable: InputQuery, install custom pose randomizer pro actions.dsa:94.  But maybe 2019helper isn`t the ADV.  Was just a guess.
     

    Yes, that missing file is one of the errors, but we are still having trouble even so.  

  •  

    Yes, that missing file is one of the errors, but we are still having trouble even so.  

     

    Well grateful you good coders/scripters are out there making this great stuff. laugh  On the technical side, prefer myself 3d mesh work, rigging, or handpainting textures over scripting and syntax'ing until my head hurts lol.

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