mcjAddStretchMorph: add stretch morphs to anythink Updated and Safer 2019

mCasualmCasual Posts: 4,607
edited March 2019 in Freebies

here: https://sites.google.com/site/mcasualsdazscripts4/mcjaddstretchmorph

mcjAddStretchMorph IS updated upgraded and made safe for use on subdivided geometry - in this example it was used to stretch the chair legs and back rest

versions before V4 : creating a morph on a subdivided surface could render the scene file un-openable

 

something very similar to this can be done using a d-form

but this script does the job quite fast and easy

https://sites.google.com/site/mcasualsdazscripts4/mcjaddstretchmorph

 

History

v4 - February 28th 2019 - 1036 PM - creating a morph on a subdivided surface could render the scene file un-openable

v3 - September11th 2015 21:58 - Major update, added an Append To Morph" and a "Remove from Morph" button

v2 October 7th 2014 1252 pm - Added the 'scale' effect. Now allows the non-zero-posed objects to receive the morph 

v1 - October 5th 2014 12:33 pm release

---------------------

 

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Post edited by mCasual on

Comments

  • mCasualmCasual Posts: 4,607
    edited October 2014

    note that i used a script like that to create the morphs for upcoming free mechanical parts

    i will probably post the script that was used to make the hole diameters morphable

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    a few seconds ago, the thick yellow cylinder was a daz-studio-primitive-torus

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  • mCasualmCasual Posts: 4,607
    edited October 2014

    Figure 2

    i will add this feature:

    if instead of a Plane, the "stretch director" is a Cube

    then, only the vertices inside the cube are part of the morph


    Figure 3 - a third mode, with a cube to select the vertices to morph and a plane gives the displacement direction

    ( for cases where it would be hard to fit both functions in the cube )

    Figure 4 - when using the 3-objects mode, the script detects the role of each node based on their labels
    No equivocal situations are allowed,
    so your field/domain node label must include the word 'cube',
    your director object label must include the word 'plane'
    and the label of the object that will receive the morph must not include the word 'plane' nor the word 'cube'

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  • mCasualmCasual Posts: 4,607
    edited October 2014

    making little adjustments to make it work in DS 1.8

    a stretched cone

    dang it there's no multMatrixVec function in DS 1.8 ... but there may be an equivalent
    DzVec3 multiply (DzVec3 vec)

    yay it works, it was essential for weirdly rotated and scaled bounding boxes

    works in 2.3 too now

    but notice that the was DS4 displays the local axis is more practical for this

    and it works in DS3.1 without change ( since we only "touch" the vertices and not the faces )

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  • mCasualmCasual Posts: 4,607
    edited October 2014
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  • Miss BMiss B Posts: 3,071
    edited December 1969

    Oh this looks interesting. Even if I don't "need" to stretch a prop, i'll sure have fun playing with it. :coolsmirk:

  • mCasualmCasual Posts: 4,607
    edited December 1969

    Miss B said:
    Oh this looks interesting. Even if I don't "need" to stretch a prop, i'll sure have fun playing with it. :coolsmirk:

    created a plane
    positioned it across the dress hip section
    selected the dress hip
    selected the plane
    ran the script
    1 second later badabing stretchable dress :)

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  • atticanneatticanne Posts: 3,009
    edited December 1969

    Yay! I've got to try this and have downloaded it. Thanks for all you give us.

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

    Casual said:
    Miss B said:
    Oh this looks interesting. Even if I don't "need" to stretch a prop, i'll sure have fun playing with it. :coolsmirk:

    created a plane
    positioned it across the dress hip section
    selected the dress hip
    selected the plane
    ran the script
    1 second later badabing stretchable dress :)
    Ohhhh, I might just have to try that. :coolsmile:
  • mCasualmCasual Posts: 4,607
    edited October 2014

    NOTE:
    For now, before using this script,
    the object that receives the morph must not
    have beeen moved from the position/orientation
    it had when loaded

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited December 1969

    the update (tomorrow?) will have a

    displace and a scale mode

    and you wont have to zero-pose the object receiving the morph

    because the script will do all the 3d math-acrobatics needed

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  • mCasualmCasual Posts: 4,607
    edited October 2014

    the upcoming update will be able to

    add morphs to a rotated/scaled object

    whereas the first version only worked on non-rotated/non-scaled objects

    =============

    figure 2, by placing the push-direction plane properly, you will get bi-directional morphs

    --------

    figure 3, moved the push-direction plane down, so now all the selected vertices are push-scaled in 1 direction

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    Update - Version 2 - Update - Version 2 - Update - Version 2 - Update - Version 2 -
    * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

    The script now works on props that are not at their initial position and orientation

    There is now a 'scale' option
    instead of just pushing the vertices away as a group,
    the selected vertices positions are scaled.

    if you use a direction-plane, the origin of this magnify effect has its origin at the plane location

    if you only have a domain/field cube, then the bottom of this cube is the origin of the scale effect

    https://sites.google.com/site/mcasualsdazscripts4/mcjaddstretchmorph

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  • mCasualmCasual Posts: 4,607
    edited October 2014

    real-life use, slightly de-cheekifying high waist pants

    hat was done very quickly in the old mcjLathe script

    the OverTheKnee boots for Aiko3 are free on my site

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    been using mcjAddStretchMorph a lot thses days

    one of its strong points is that i can apply it to a posed/moved figure

    all this can be done with d-Forms, but i find mcjAddStretchMorph's "hard" fields to work well on low-poly figures

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  • MilosGulanMilosGulan Posts: 1,958
    edited December 1969

    Looks great i will have to try it too.

  • mCasualmCasual Posts: 4,607
    edited April 2015

    just promoting this script some more because i use it so much since its creation

    also see mcjAddRadialMorph ( google it)

    in just a few minutes i created 3 scaling morphs for the short's 3 bottom rows of vertices


    using very careful methods one coud add fabric tension wrinkles on the front of the shorts

    but personally i used a grayscale displacement map and mcjElevate to do it

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  • mCasualmCasual Posts: 4,607
    edited September 2015

    mcjAddStretchMorph and mcjAddRadialMorph will be updated very soon

    two new functions will be added

    there's the "Remove from Morph" button, which removes the selected vertices from the  named morph

    and there's the "Append To Morph" button which is all explained in the image below 

    when it's ready i will post it on the release page , and announce it here

     

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  • mCasualmCasual Posts: 4,607
    edited September 2015

    still not used to the new comment system

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited September 2015

     

    - UPDATE - - UPDATE - - UPDATE - - UPDATE - - UPDATE - - UPDATE - 

    https://sites.google.com/site/mcasualsdazscripts4/mcjaddstretchmorph

    if you have trouble downloading from my google attachments, here's a direct link to the zip file

    https://sites.google.com/site/mcasualsdazscripts4/mcjaddstretchmorph/mcjAddStretchMorph.zip?attredirects=0&d=1

     

    New in version 3

     

    If your target object does have a morph named, for example "Stretch" and the current specified morph name is "Stretch"

    then using the "Append To Morph" button will add the selected vertices movements to that existing morph

     

    If your target object does have a morph named, for example "Stretch" and the current specified morph name is "Stretch"

    then using the "Remove From Morph" button will remove the selected vertices from the existing morph

     

     

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  • mCasualmCasual Posts: 4,607
    edited March 2019

    mcjAddStretchMorph IS updated upgraded and made safe for use on subdivided geometry -

    in this example it was used to stretch the chair legs and back rest

    before V4 : creating a morph on a subdivided surface could render the scene file un-openable

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  • Silver DolphinSilver Dolphin Posts: 1,608

    Nice script! Thank you

  • mCasualmCasual Posts: 4,607
    welcome it's so easy to use that i tend to use it often to stretch/shorten dresses or add adaptability to furniture and props https://www.daz3d.com/forums/uploads/thumbnails/FileUpload/ac/2ff1423371fcada23d0aa6c0053b06.gif

    Nice script! Thank you

  • chris poolechris poole Posts: 124

    Hi mCasual, would you say this would do Squash and Squeeze as well, especially to a torso or other body parts, or would that be too much to handle?. Thanks in advance.

  • mCasualmCasual Posts: 4,607
    edited March 2019

    you would have to show me visual exanples if what those 2 effects mean, i have other scripts

    https://sites.google.com/site/mcasualsdazscripts4/mcjaddradialmorph

    that create morphs. some allow chosing parts of the object some dont

    image

    Hi mCasual, would you say this would do Squash and Squeeze as well, especially to a torso or other body parts, or would that be too much to handle?. Thanks in advance.

     

    Post edited by mCasual on
  • chris poolechris poole Posts: 124
    edited March 2019
    mCasual said:

    you would have to show me visual exanples if what those 2 effects mean, i have other scripts

    https://sites.google.com/site/mcasualsdazscripts4/mcjaddradialmorph

    that create morphs. some allow chosing parts of the object some dont

    image

    Hi mCasual, would you say this would do Squash and Squeeze as well, especially to a torso or other body parts, or would that be too much to handle?. Thanks in advance.

    Sorry for the late response. not sure how to get notifications?

    This is what I'm trying to achieve, non of the horses enable this from my understanding and without it they look stiff. Thanks

    Post edited by Richard Haseltine on
  • mCasualmCasual Posts: 4,607
    edited March 2019

    maybe you could Z-Scale the Abdomen and/or chest of the horse using the Z-Scale sliders in the parameters tab

    maybe alo mcjBend could be used to create a better curved-back than the abdomen/chest Bend controls

    https://sites.google.com/site/mcasualsdazscripts2/mcjbend

     

    mCasual said:

    Sorry for the late response. not sure how to get notifications?

    This is what I'm trying to achieve, non of the horses enable this from my understanding and without it they look stiff. Thanks

     

     

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  • chris poolechris poole Posts: 124
    mCasual said:

    maybe you could Z-Scale the Abdomen and/or chest of the horse using the Z-Scale sliders in the parameters tab

    maybe alo mcjBend could be used to create a better curved-back than the abdomen/chest Bend controls

    https://sites.google.com/site/mcasualsdazscripts2/mcjbend

     

    mCasual said:

    Sorry for the late response. not sure how to get notifications?

    This is what I'm trying to achieve, non of the horses enable this from my understanding and without it they look stiff. Thanks

     

     

    That should work, perhaps some dforce applied might be possible? Thanks for your input and great scripts.

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