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we're close but we'll only get there tomorrow
here you can see it basically works as it did in older versions ... but for Genesis3
tomorrow i want to improve the script,
example?
example: avoiding over un-bent knees when the normally bent-forth knees are a solution
example: detect if the limits are ON for the thigh nodes and unlock them , else the script doesnt work
Yes, you are correct. I've been using my hacked version for almost a year without changes and had assumed the behavior of of the original mcjAutoLimb2014 included the orientation setting.
Which reminds me of the hack I made to mcjMakeTarget ...
I modified your mcjMakeTarget script to add undo, include the object name in the label and copy the world space rotation of the selected node.
As with the changes I made to mcjAutoLimb2014.dsa, use my changes as you see fit. They are released to the public domain as far as I'm concerned.
Yep, that's one thing I was seeing that made me investigate a different way of moving through the timeline. You might want to turn off things like smoothing and anything else that gets updated automatically each frame to speed up the simulation.
One could incorporate things like Richard's, I believe, suspend and resume smoothing script functionality into the auto-limb scripts to help minimize the performance impact of using Scene.update().
in related news ...
i will improve handling of the pole vector
it will now be a Y-Scaled-up null node
parented to the ThighTwist joint or ShldrTwist joint
instead of having it floating in the air 3 meters away
it will be located at the ThighTwist joint or ShldrTwist joint position
the orientation of that stretched null node ( maybe it will be a cylinder instead of a null ) will be the pole vector
and the knee will point in that direction
this could be called the "early bird gets the clunky test version"
https://sites.google.com/site/mcasualsdazscripts6/mcjautolimb2015-1
i hope to release the real thing tomorrow but here https://sites.google.com/site/mcasualsdazscripts6/mcjautolimb2015
but this version may work enough for people who just could not wait any longer to try mcjAutoLimbing their Genesis 3
History
NOV 27, 2015, V.1 RELEASE
NOV 28, 2015, V.2 Corrected for compatibility with non-genesis 3 figures
NOV 28, 2015, V.3 The PoleVector is created aligned with the shoulder-to-elbow orientation or the thigh-to-knee orientation
in this image you can see i parented a white cylinder to the "pole vector" which is something that replaces mcjAutoLimb2014's "pole target"
mcjAutoLimb2015 Released !
mcjAutoLimb2015's Forum Thread is ....
http://www.daz3d.com/forums/discussion/66717/mcjautolimb2015-a-kind-of-ik-systen-now-genesis-3-compatible#latest