mcjAddRadialMorph - add radius morphs to your prop + New Important Safety ftr.
here -----------> https://sites.google.com/site/mcasualsdazscripts4/mcjaddradialmorph
New features in February 23rd 2019's V4
Important Note : versions before V4 could make a scene un-loadable if the morphed object was a subdivided surface at the moment of creation of the morph. Version 4 forces the shape in its safe non-subdivided state |
( hey only 1 page of forum posts and it's already ready ! )
for props with fixed-radius holes
there will be 2 modes
1 - if you select your prop plus one cylinder
then the morph will be centered and aligned on that cylinder
and only the vertices inside that cylinder will be subjected to the radius expanding morph
2 - if you supply 2 cylinders, only the vertices in the layer between the 2 cylinders
will be subjected to the radius expanding morph
there will also be a choice of 2 expansion mode
1 - the vertices are pushed away radially
2 - the vertex positions are scaled radially ( the origin being the position of the cylinder )
Comments
Oh now this is really interesting. I don't know where you come up with these ideas, but keep them coming. :coolsmile:
note that i'll also update yesterday's mcjAddStretchMorph script
so you can apply morphs even to objects ( and clothes ) which are not zero-posed
and the stretch effect will be select-able as either scale or displace,
... maybe twist morphs ... i dont know
well there's mcjSuperLathe, but it's harder to learn to use
i thought the script was ready for publication, but my script was seeing the cylinders as infinite
as you can see below, this was fixed, the yellow cylinder grabbed only the vertices inside it
( this started as a torus )
... tomorrow, i'll put another hour on it and it should be ready !
( and the lab gossip is that there may be a flare effect added )
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in the end it's a subset of what mcjSuperLathe can do, but hopefully less scary to use
LOL. More great tools to play with. Thanks for sharing.
(if i dont add features ) it's less powerful then mcjSuperLathe, but also has a less scary UI and instructions :)
using those shapes you'll be able to quicly fix or create props
hey, combobox with pixmaps, it's so WYSIWYG !
( oops i forgot to hide the secret AxAll button which helps me create the 51 little icons )
the 51 effects which you will be able to apply to your objects !
i may add a free-form axial effect for experts
so one could type
and get a 10-ripples morph
now that i think of it, maybe i could use a randomizing version of this to add wrinkles to clothing items
( because credible wrinkles are the holy grail of clothes modeling )
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your custom axial functions receive
f : a number between 0 and 1 proportional to the position along the axis of the domain/field/selector cylinder
v: the displace, scale or press vector
so you could even modulate the resulting effect based on the orientation of the morph vector
Oh, oh, culverts. Hmmm, anybody have a galvanized shader?
and water for the culverts https://www.youtube.com/watch?v=4ito7Xnxve4
writing the instruction manual has begun, yay!
Fig 1 example: Radial effect = Scale; Axial effect = Widen
the manual is written
https://sites.google.com/site/mcasualsdazscripts4/mcjaddradialmorph
the script will be posted so very soon !
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figure 2 - turns out users who can write custom axial effects
will have access to all of the script's globals,
and the basics like the current vertex position
here's f = pi + atan2( vGeo.z, vGeo.x );
fig 3: DS 2.3 check, check
Oh yay it's ready !
https://sites.google.com/site/mcasualsdazscripts4/mcjaddradialmorph
and this image is not really really related to the script
except for the fact that clever use of the script can allow the creation of cloth wrinkles
which are an extremely very important feature of clothes
- Update - Update - Update - Update - Update - Update - Update - Update -
https://sites.google.com/site/mcasualsdazscripts4/mcjaddradialmorph
there was a bug affecting the cases where 2-cylinders ( inclusion and exclusion ) are used, for the 'Displace' effect
( because 1 time i referred to vpush as vPush )
and an unrelated old archive pic to de-boringify the post ... lets see ....
in the excruciatingly near future ! two new functions will be added to mcjAddRadial Morph
there's the "Remove from Morph" button, not shown here, 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
i just have to add those buttons to the DS1/DS2 version, then i will post it on the release page , and announce it here
- UPDATE - - UPDATE - - UPDATE - - UPDATE - - UPDATE - - UPDATE -
https://sites.google.com/site/mcasualsdazscripts4/mcjaddradialmorph
if you have trouble downloading from my google attachments, here's a direct link to the zip file
https://sites.google.com/site/mcasualsdazscripts4/mcjaddradialmorph/mcjAddRadialMorph.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
Get the new Updated Upgraded And Safer mcjAddRadialMorph V4 for Daz Studio Today !
New features in February 23rd 2019's V4
Important Note : versions before V4 could make a scene un-loadable
if the morphed object was a subdivided surface at the moment of creation
of the morph. Version 4 forces the shape in its safe non-subdivided state