mcjAutoLimb 2014, an IK system for animators now with poles - For DS 1, 2, 3, 4

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Comments

  • mCasualmCasual Posts: 4,607

    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

     

  • zaz777zaz777 Posts: 115
    edited November 2015
    mCasual said:

    i may add the setFrame behavior as an option to mcjAutoLimb2014 and mcjAutoLimb2015 if it can help with aniblocks

    the one drawback of doing this is that the OpenGL rendering takes a few fractions of a second per frame but probably not that much

    your setWSRot() was probably like what mcjKeepOrient does, though this only works if the targeter is indeed a foot or a hand

    https://sites.google.com/site/mcasualsdazscripts/mcjkeeporient

    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 ... smiley

    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.

    dsa
    dsa
    mcjMakeTarget+copyWSRot.dsa
    2K
    Post edited by zaz777 on
  • zaz777zaz777 Posts: 115
    mCasual said:

    the following is possibly an annoyance introduced in recent versions of Daz Studio 4 because i never had trouble with that in Daz Studio 3 .....

    but apparently if i do 

    pos = littleBall.getWSPos( time_at_frame_10 );

    and i'm not at frame 10

    if littleBall is parented to a figure ... i dont get the WorldSpacePosition of littleBall at frame 10

    so next versions of mcjParent and other ( dozens !!!!!??) of my scripts will need to be modified and use

    setFrame( 10  ); 

    pos = littleBall.getWSPos( );

    and maybe even Scene.update(); 

    this will slow them down

     

    zaz777 said:

     

                Scene.setFrame(fr);
                Scene.update();

     

    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().

  • mCasualmCasual Posts: 4,607
    edited November 2015

     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

     

    zaz777 said:
    mCasual said:

    auto-limb scripts 

     

    polarstories.jpg
    822 x 646 - 72K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited November 2015

    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"

    footy03.png
    480 x 640 - 635K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited November 2015
    Post edited by mCasual on
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