mcjApplique Geo-Follower script for Daz Studio

mCasualmCasual Posts: 4,607
edited April 2016 in Freebies

It's ready !!!!

This way =====> 

https://sites.google.com/site/mcasualsdazscripts7/mcjapplique

 

if ( i did say if )  you dont figure how to download the .zip package

here's a direct link

https://sites.google.com/site/mcasualsdazscripts7/mcjapplique/mcjApplique.zip?attredirects=0&d=1

 

image

what you see above: i selected the blue ball followed by the white ball, i ran a script, the scipt found the 3 white-ball vertices that are the nearest to the blue ball

the 3 red cones highlight those 3 vertex positions

 

example: place a metal hook at the surface of a boot
if you simply parent the hook to the boot then as the boot bends and twists, the hook may just sink in your actress boot and foot even
not good 
if instead you somehow model the hook as part of the boot, then the hook will bend and twist and get all deformed and non-credible
not good
With mcjApplique, you place the hook near the boot, the script goes through all the vertices in the boot and keeps the 3 nearest
this forms a triangle 
then ( the details are not final ) the script will install a sort of automaton in your scene ( a callback ) 
each time the Daz Studio timeline frame number changes, the automaton will re-position the hook the same way it was, relative to the 3 vertices
so the hook will stay at the surface of the boot, not sink in it, and it will keep it's rigid shape

-------

other possibilities open

 

  • one could attach null nodes on hair tresses, and use that to control a morph or a d-form that would make the tresses hang down according to gravity
  • piercings that follow a tongue
  •  
  • markers "pinned" to shoe soles to help your walk animation (daylong ) sessions

 

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Comments

  • RuphussRuphuss Posts: 2,631

    waiting for the Amy show

  • mCasualmCasual Posts: 4,607

    for now it's just a white ball vs blue ball show

    though it garnered a higher score at Rotten Tomatoes compared to Batman Vs Superman

     

    Ruphuss said:

    waiting for the Amy show

     

  • mCasualmCasual Posts: 4,607

    Peachy, croqueuse de diamants

    soon free mcjApplique script for Daz Studio 1 to 4

    i placed a diamond prop on Peachy's tongue
    i selected the diamond, followed by Peachy
    i ran the mcjApplique script
    the script went through the something like 60000 vertices in Peachy's mesh and noted the index of the 3 vertices the closest to the diamond
    the script created a null node named HostMcjDiamond and parented the diamond to it
    this "host" node also contains a short text: the word "Peachy" and the 3 vertex indexes

    then i animated the head and tongue (morphs)

    the i ran a script named mcjAppliqueAnim

    for each frame of the animation sequence, the script obtained the positions of the 3 tongue vertices
    it moved the Host node ( and the diamond ) to the center of that tiny cylinder

    and there you have it the diamond follows the tongue

     

  • It is the script that always need.

    yes

  • LlynaraLlynara Posts: 4,770

    That's really cool!

  • mCasualmCasual Posts: 4,607
    edited April 2016

    just a re-render to better show the diamond and necklace

    in the future i'll probably split the necklace into individual flowers then use mcjApplique, to make the necklace "float" closer to the skin

     

     

    Post edited by mCasual on
  • fixmypcmikefixmypcmike Posts: 19,583

    How does this approach differ from using Rigid Follow Nodes?

  • RuphussRuphuss Posts: 2,631
    edited April 2016

    wow mike

    you made me learn something new in studio

    nice tut here

    https://www.youtube.com/watch?v=2CJWelfIMxI

    a small clip with opengl toon rendering

    applying a cigarette to the lips creating a rigid follower node

    Post edited by Ruphuss on
  • RuphussRuphuss Posts: 2,631

    maybe casuals method is somehow easyer to do ?

  • mCasualmCasual Posts: 4,607
    edited April 2016

    i did not know about  Rigid Follow Nodes until now

    one difference is that my script will work with ds1 ds2 ds3 ds4

    another is that my method initially at least, solves the constraint for each frame of an animation

    whereas the RigidFollowNodes from what i saw on youtube, is real-time/Live 

    also i dont know if Rigid Follow Nodes work on non-genesis figures and on props

    Generally speaking i guess someone who works only in DS4 should learn and use Rigid Follow Nodes

    i was trying to solve my problem with this ... adding metal hooks and eyelets to boots

    and not having them sink in the boot or stretch/squash 

    maybe i'll use  Rigid Follow Nodes, but still i'll make my 3-vertices follow node system available

    another advantage of my script is that i can integrate it to my other scripts and control them,

    whereas the DS4 internals are more off-limits for my scripts

     

     

     

    How does this approach differ from using Rigid Follow Nodes?

     

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  • RuphussRuphuss Posts: 2,631

    now i am interested how you select the mesh and attach a prop to it

  • mCasualmCasual Posts: 4,607
    edited April 2016

    it's a long process ( 5 seconds ) since it's a script, it's only done one time it doesnt really hurt that much

    i place the diamond on the tongue , i select the diamond followed by the tongue ( head joint actually )

    the script measures the distances between each Aiko vertex  and the diamond

    then it sorts the list of measurements smallest to most distant

    the 3 closest ( non-coincidental ) ones are part of Aiko's tongue

    the 3-vertex triangle will now serve as a flying carpet for the diamond

    i create a null node, ( which i call a Host ) and position it in the center of the triangle,

    orient it parallel to the triangle and parent the diamond to it

    in my case the diamond was parented to the head, which proved to be very usefull later on

    so the Host will be parented to the head, then the diamond will be re-parented to the Host

    ----

    then when your tongue animation is complete

    you run a second script

    it goes frame by frame through the playrange and repositions the Host in the center of the 3 tongue-vertex triangle and adjust the orientation

    this process takes about the same time as your animation takes to scrub through 

     

    freebie bmw from poserClub.jp http://poserclub-cab.net/pf/

     

     

    Ruphuss said:

    now i am interested how you select the mesh and attach a prop to it

     

    Post edited by mCasual on
  • K so I'm gonna cue up and stand in line waiting for this script. You said the magic words, "tresses" and "gravity". 

    Maybe this could also be used for parenting objects that, once parented, don't like to move with your poses and animation. The rebellious suckers.

  • RuphussRuphuss Posts: 2,631

    how about creating a rolling tears animation with this ?

    can you move the host ?

    so making the diamond move on the tongue ?

  • mCasualmCasual Posts: 4,607

    the host gets animated under script control, but what's inside it is free to to what it wants

    --

    there's also my mcjCollider plugin that can serve to do those kind of tricks

    and my tree-planter script which can also be used to make a car follow an undulating road ( semi-manually )

    https://sites.google.com/site/mcasualsdazscripts5/mcjdroptoterrain

     

    Ruphuss said:

    how about creating a rolling tears animation with this ?

    can you move the host ?

    so making the diamond move on the tongue ?

     

  • Whoah whoah slow down. (waving hands ina panic) I'm still strugglign to master 3 little scripts. This is hard for nontech people. LOL

  • RuphussRuphuss Posts: 2,631
    edited April 2016

    so here we have the big difference to Rigid Follow Nodes

    which you can move but it does not follow the mesh

     

    you have so many scripts on various sites that it is sometimes hard to find them

    how about some categories ?

    Post edited by Ruphuss on
  • fixmypcmikefixmypcmike Posts: 19,583
    Ruphuss said:

    so here we have the big difference to Rigid Follow Nodes

    which you can move but it does not follow the mesh

    What do you mean?

  • RuphussRuphuss Posts: 2,631

    the follower node moves with the selected mesh

    but if you translate the follower node it moves on its own axis not with the mesh

    would be nice if i could somehow move the follower node along a path over the mesh

  • mCasualmCasual Posts: 4,607

    there ya go, some results !

    http://orig02.deviantart.net/3a44/f/2016/108/4/9/thevistory_by_mcasual-d9zg8xz.gif

    to make it even more credible, you could add an animated D-Form that maintains the length of the boot when it bends

    so the distance between knee hooks/eyelets would be stable 

    i wanted a real test case, thi one was good because it involved 32 follower nodes

    -- the free script may be released tomorrow 

    without mcjApplique

     

    with mcjApplique

     

     

  • RuphussRuphuss Posts: 2,631

    nice results casual

    you think it is possible giving the d-former a different shape

    say torus square or donut ?

  • mCasualmCasual Posts: 4,607
    edited April 2016

    D-Forms are part of Daz Studio and i dont think i ever saw shape options

    i have 2 or 3 morph-creator scripts where you can select only vertices inside a cube or a cylinder

    for my example, and the boot length i could use mcjAddStretchMorph https://sites.google.com/site/mcasualsdazscripts4/mcjaddstretchmorph

    i find it easier to get precise and even deformations, plus you can combine many deformations in 1 morph 

    the stretch morph for this column was probably obtained using mcjAddStretchMorph

     

     

    Ruphuss said:

    nice results casual

    you think it is possible giving the d-former a different shape

    say torus square or donut ?

     

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

    i'll release it as-is, without bells and whistles
    it seems to be ok for the basic usage

     

     

    then i can return to mcjNewCastle renovation duties

  • mCasualmCasual Posts: 4,607
    edited April 2016

    here you see a follower node

    which is tied to the sphere through a set of properties

    so this follower node "knows" the 3 vertices of the node named Sphere are his assigned anchor point

    I also added a drop-down list that sets the type.

    For now, there are only 2 types.

    - Disabled 

    or 

    - Three_Vertices_Follower

    -------

    when it's ready i'll post the link here and at the top of the forum thread

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  • mCasualmCasual Posts: 4,607
    edited April 2016

    since i really really want to get back to the mcjNewCastle project

    i'll release mcjApplique and mcjAppliqueBot in it's current state, which is really usable !

    i'll say it's Beta or some excuse like that :)

    there's one script named mcjApplique which creates the follower node

    and there one script named mcjAppliqueBot which make them do perform their animated following duty

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  • mCasualmCasual Posts: 4,607

    eyelashes

    what?

    eyelashes i said

  • RuphussRuphuss Posts: 2,631

    no link ?

  • mCasualmCasual Posts: 4,607
  • mCasualmCasual Posts: 4,607

    i finished 5 minutes ago

    It's ready !!!!

    This way =====> https://sites.google.com/site/mcasualsdazscripts7/mcjapplique

     

    Ruphuss said:

    no link ?

     

  • RuphussRuphuss Posts: 2,631

    will try it

    thank you

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