mcjPathTube script - create tubes that follow a node's path D|S 1/2/3/4+
right over here: https://sites.google.com/site/mcasualsdazscripts5/mcjpathtube
WARNING : In very rare circumstances this script may produce a corrupt .obj file
and when Daz Studio will attempt to load that file IT WILL CRASH,
so save your work before using this script
usually when i want to visualize a path in daz studio i use the mcjTracePath script and the mcjTracer plugin
when i want to make sinuous tubes i use mcjRibbons or mcjTransport
there's a few other of my scripts which let you create/fashion tubes
notably https://sites.google.com/site/mcasualsdazscripts3/mcjbuildera
this script here lets you make a simple tube from a node path
( simple but very well UV mapped )
you select a node
set the Daz studio Timeline playrange to the start and end of your moving node's trip
set the number of sides for your tube
press a button and bam a sinuous tube that precisely follows your node's path appears
caveat is that, unless i fix the maths, this only works well for moderately horizontal paths
( because the transport frame relies on the (0,1,0) vector and the node-movement vector
--
to be on the safe side i'll probably add a normals-inversion and UV-U mirror option
oh and why not both UV-U and UV-V
Comments
four sided tubes by default would give diamond shapes,
i'll add one more option ! a "Twist" setting allowable values -180 to 180
Fig2, see we get something which could be the walls of a tunnel
Ready !
right over here: https://sites.google.com/site/mcasualsdazscripts5/mcjpathtube
WARNING : In very rare circumstances this script may produce a corrupt .obj file
and when Daz Studio will attempt to load that file IT WILL CRASH,
so save your work before using this script
note: if you downloaded the script in the 5 minutes following its release
you must re-download it, there was a sort of bug that will prevent it from working
( i was using the variable ' i' which didn't exist anymore after i quit the program, and wont exist for you either ! )
the version for DS1 and DS2 was inserted in zip package V3
today i'll post a version that tube-traces all the selected nodes, not just 1
what you see here is 1 object built by selecting 32 animated null nodes and clicking on the do-it button!
note that due to the excellent ! UV texture layout, making special effects with the resulting props is easy
( also, each tube will have it's own material )
the playrange was 30 frames long
the tubes are 5-sided
resulting in a 4800 Quad-facets mesh
---
someday i'll look into the vertical tubes issue
but there's the other scripts i mentioned earlier for those cases
New Version ! now supports more than 1 selected path-node
and each path-tube has its own material
https://sites.google.com/site/mcasualsdazscripts5/mcjpathtube
i also included the little script to animate 32 null nodes along splash curves
UPDATE UPDATE UPDATE UPDATE
https://sites.google.com/site/mcasualsdazscripts5/mcjpathtube
this new version loads the tube without requiring you to change the import scale ( 100% )
so that saves you 6% annoyment !!!
UPDATE UPDATE UPDATE UPDATE
mcjPathTube was updated. if you can animate a node in Daz Studio, you can create tubes of any shape and size https://sites.google.com/site/mcasualsdazscripts5/mcjpathtube …
In DS, I can Create -> New Primitive and add some keyframes for a box or sphere. However, I can't find a way to edit the keyframe's interpolation type on the DS timeline. I'm forced to use some annoying bezier curve type, so the path doesn't follow the keyframes the way I want, like as straight as possible.
There is another script to do that SetInterpolation.
And a plugin to see and edit the animation curves mcjSceneGraf for DS4.5.
Ofcourse you can also purchase graphMate by Daz 3D that does both.
Thanks, those are life-savers!