automated toe based animation tools - mcjtoewalker and mcjToeBasedPose

mCasualmCasual Posts: 4,604
edited November 2013 in Freebies

scripts this way
https://sites.google.com/site/mcasualsdazscripts3/mcjtoewalker
https://sites.google.com/site/mcasualsdazscripts3/mcjtoebasedfootpose

in the animation shown below i applied 6 ( poser ) poses to Aiko
with a 30 frames spacing
The poses were designed for characters wearing flat shoes
so with high heels the feet poses didn't make sense
--
i bent Amy's toes 50 degrees, which is the standard for these shoes
i deleted all the toes animations
and i locked the toes
i wrote a script which computes and applies a foot pose that brings ( and keeps ) the toes parallel to the ground
this already makes the poses look good
--
then i wrote a script which keeps track of the lowest of the two toes
for each animation frame the lowest toe is acting as an anchor point.
the script computes and applies the hip position required to keep the toe at the anchor point
the result is that the feet no longer slip slide and hover below and above ground
--

Post edited by mCasual on

Comments

  • mCasualmCasual Posts: 4,604
    edited December 1969

    well since Darcie ( Aiko4's ) joint rotations are different from Amy's ( Aiko3 )

    i need a bit more time to figure this out

    darci.jpg
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  • Dream CutterDream Cutter Posts: 1,222
    edited December 1969

    Way to go - awesome work, this will be really useful. I made a dancing v6 animation, yet its the odd toe angles that break the suspension of disbelief.

  • mCasualmCasual Posts: 4,604
    edited December 1969

    Way to go - awesome work, this will be really useful. I made a dancing v6 animation, yet its the odd toe angles that break the suspension of disbelief.

    i'll make sure it works with Genesis
    and Daz Studio 4.x
    for now i'm working in Daz Studio3 with Aiko3 Aiko4/Victoria4

    and wasting time to make my test renders look better :)

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  • mCasualmCasual Posts: 4,604
    edited November 2013

    for programmers

    obtaining the oriented bounding box corners

    node = Scene.getPrimarySelection()
    obox = node.getWSOrientedBox()
    box = obox.localBox
    t = obox.transform
    v = t.multMatrixVec( box.min )
    debug( v.x + " " + v.y + " " + v.z );
    Scene.findNodeByLabel("p1").setWSPos( v );
    v = t.multMatrixVec( box.max )
    debug( v.x + " " + v.y + " " + v.z );
    Scene.findNodeByLabel("p2").setWSPos( v );

    but that's not enough, i want to know the Y axis/vector of that box

    ...

    think i got it

    node = Scene.getPrimarySelection()
    obox = node.getWSOrientedBox()
    box = obox.localBox
    t = obox.transform
    v1 = t.multMatrixVec( DzVec3( 0, 0, 0 ) )
    v2 = t.multMatrixVec( DzVec3( 0, 1, 0 ) )
    v = v2.subtract( v1 )
    debug( v.x + " " + v.y + " " + v.z );

    it gives me a credible up-vector for the oriented toe box

    [ 0.008, 0.95, 0.009 ]

    Darcie_and_Amy.jpg
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    obox.jpg
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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited November 2013

    well it happens sometimes

    DS4 and/or genesis have substantial differences

    so ... tomorrow i'll tie the loose ends

    and the scripts will be usable for all versions of Daz Studio and all human figures

    at least that's the plan :)

    ( specifically the issue is, Genesis toes have an oriented bounding box that's parallel to the top of the toes )
    ( also ... apparently i cant obtain correct oriented bounding box from a non-active frame )

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    Post edited by mCasual on
  • Aave NainenAave Nainen Posts: 1,108
    edited December 1969

    Your work blows my mind Casual.......your generosity even more so.......looking forward to this for sure!

  • mCasualmCasual Posts: 4,604
    edited November 2013

    the adjustment will be done according to the current position of the selected toes when the script is launched

    so your job will be to set the toes the way you want them in relation to the ground

    then the script will replicate that orientation for all the key-frames you want

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited December 1969

    yay it works for DS4.5 and Genesis

    now i have to make sire it still works for Generations 3 and 4

    and make it usable for various shoes

    ------

    in the 30 frames animation here,

    i posed Aiko5 at frames 0, 15, 30

    the two upcoming scripts took care of the 28 other frames

    so the side-to side and up-down hip movement are a creation of the scripts!

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  • MBuschMBusch Posts: 547
    edited December 1969

    Wow! This will be amazing. Thank you in advanced!

  • mCasualmCasual Posts: 4,604
    edited December 1969

    Aiko 3 & DS4 compatibility check, check

    a3a5stepaside.gif
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  • patience55patience55 Posts: 7,006
    edited December 1969

    Oh we can have a marching band! :-)

  • mCasualmCasual Posts: 4,604
    edited December 1969

    Oh we can have a marching band! :-)

    Aiko 4 is about to join

  • mCasualmCasual Posts: 4,604
    edited November 2013

    there you go

    Aiko3, Aiko5/Genesis, Aiko4 ( more like Victoria 4 )

    doing the oft-fabled toe-driven dance


    -------


    figure 2 - using "toe stand-ins"
    as long as they are parented to a foot they are treated as toes
    useful for shoes that bend the toes ( in relation to the ground )

    figure 3 - the user interface ... it's almost ready !

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,604
    edited December 1969

    Victoria 3 SAE in Daz Studio 1.8 using the toe-based foot pose script -- mcjToeBasedFootPose

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  • English BobEnglish Bob Posts: 113
    edited December 1969

    That makes an impressive improvement to the animations, well done! No more moonwalking!

    I need to give some thought as to how this could be applied in Poser.

  • mCasualmCasual Posts: 4,604
    edited December 1969

    workin on it ... in daz studio 1.8

    tomorrow yeah ... maybe probably :)

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  • mCasualmCasual Posts: 4,604
    edited December 1969

    walk cycle done with the help ( among others ) of the 2 scripts

    from this angle the walk look okay'ish but from other angles ... not really

    ...

    i want to publish the 2 scripts in the next hour

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  • mCasualmCasual Posts: 4,604
    edited December 1969
  • patience55patience55 Posts: 7,006
    edited December 1969

    Casual said:

    Thank you :-)

  • mCasualmCasual Posts: 4,604
    edited November 2013

    ....

    Thank you :-)

    welcome i hope it' actually works!

    ---

    now if i can finish this walk cycle i'll resume work on the physics tricks

    ---

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    Post edited by mCasual on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Yes that's looking better. I have to install the new program and a few other things before I can play with the script ... hopefully this weekend I'll have a chance to see what happens.

  • mCasualmCasual Posts: 4,604
    edited November 2013

    Yes that's looking better. I have to install the new program and a few other things before I can play with the script ... hopefully this weekend I'll have a chance to see what happens.

    you liked the .gif you'll love the Movie ( we're talking 1 minute feature length movie )

    http://www.youtube.com/watch?v=xnkD2z1Sb2M

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    Post edited by mCasual on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Oh great! Thanks :-) I did get one try at the script ... it works fine as far as I can tell ... my animation skills, well, aren't ... so this walking script shall be a very welcome addition.

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