Released ! -- mcjCollider plugin for DS4.5 PCWin

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Comments

  • mCasualmCasual Posts: 3,013
    edited December 1969

    Razor 42 said:
    Maybe a little off topic but have you heard about the Leap for Mac. It appears the SDK is also available on there site https://leapmotion.com/
    It only captures hand movements but its looking interesting.

    i didn't know about this, it looks very precise, i guess a few years down the road it will be able to 'see' arms and legs

    maybe it;s a kinect in disguise

    http://www.neowin.net/news/leap-motion-aims-to-outperform-kinect-on-pc-and-mac

  • edited December 1969

    Lol it is very similar to a kinnect. Like the article you linked said I think there aiming for the still sitting if front of the PC Market. Not standing at a distance as the kinnect.
    I was wondering if it could be used in posing of characters in Daz. I think that would be pretty cool.

    Anyway apologies for hijacking your thread.

    I must say I really appreciate the work you do and have been a fan since I first installed Daz Studio 3.

  • DisparateDreamerDisparateDreamer Posts: 1,565
    edited December 1969

    foleypro said:
    Wondering if this might work on my ParticleFX and Genesis or other things...?

    speaking of which, did the "new" version ever came out for when people bought the old one for the free upgrade? >_<

  • mCasualmCasual Posts: 3,013
    edited November 2012

    i possibly will try publishing mcjCollider for DS4.5 tomorrow

    it works, but for now it scans the whole body of a figure for collisions, but i want it to be capable of only parsing selected body parts
    this would be useful for example when you want to use the collider to make pants for Aiko without going through the 30000 polygons of her head

    here i was testing the speed of mcjCollider

    3600 collision detections were performed on the 14000-faces dragon in 46 seconds on a 3-core AMD cpu

    i'll probably publish the script that lets you make minecraft-like figures and terrains ( with colors )

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    Post edited by mCasual on
  • Eustace ScrubbEustace Scrubb Posts: 1,364
    edited December 1969

    Can the collider detect ricochet angles, as on a billiard table? :D

  • mCasualmCasual Posts: 3,013
    edited December 1969

    Can the collider detect ricochet angles, as on a billiard table? :D

    yes , the version for DS3 did it too as seen here https://sites.google.com/site/mcasualsdazscripts/mcjcollider-plugin

    another new feature will be that the collider will return of to 10-layers deep collisions ( to help create minecraft things )

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  • Eustace ScrubbEustace Scrubb Posts: 1,364
    edited December 1969

    I was actually thinking about the impacts-between-balls part of the game, setting collided objects in motion (or would an interface with a regular Physics Engine be required?)


    http://gamedev.stackexchange.com/questions/7862/is-there-an-algorithm-for-a-pool-game

  • mCasualmCasual Posts: 3,013
    edited December 1969

    I was actually thinking about the impacts-between-balls part of the game, setting collided objects in motion (or would an interface with a regular Physics Engine be required?)
    http://gamedev.stackexchange.com/questions/7862/is-there-an-algorithm-for-a-pool-game

    there was (is?) a physics engine for Daz Studio 3 that could be used, named Fizz-X

    http://www.sharecg.com/v/39578/related/9/Plug-in/Physics-Playground-Plugin-for-DAZ-Studio

    so that could be used

    --

    for mcjCollider one would have to write a script, basically a simplified physics engine

    --

    a more optimal solution would be to write a script that detects collisions by the distance between each ball
    During the simulation, if the distance between 2 balls becomes smaller than 2 times the radius of a ball, then a collision is detected
    The balls must be pushed apart , the collision angles must be computed etc etc

  • TugpsxTugpsx Posts: 139
    edited December 1969

    Great job as usual, I see where he is going with the collision request. Take a simple action of striking ones left hand with a right fist fall.
    In an exaggerated animation one would dampen the blow and possible show a double tap to signify a bounce and also give the impression of the elasticity of the skin.

    These factors come into play when a physics engine is implemented, so it would take quite a bit of work to get a realistic collision with dampening. Now keep in mind we are talking about Casual so nothing is impossible. :coolsmirk:

    Thanks for sharing and again looking forward to updated projects.

  • mCasualmCasual Posts: 3,013
    edited November 2012

    see in blue yellow that's LindenLabs's free SecondLife figure meant to be used to create BVHs in poser/daz

    the white-cubes-figure was obtained by scanning the SL figure using a script and the upcoming mcjCollider plugin for DS4.5

    it took about 23 seconds to perform 10000 collision detections

    the new feature added today is that the collider returns up to 100-layer-deep collision detections

    so i could place a cube where the "ray" enters the body and a cube where it exits

    the final version of this script will probably create cubes from the entry point to the exit point

    so you'll get a filled figure

    and before you ask for it, the ability to explode the cube-filled figures will not be available soon (maybe in 2013 )

    ---

    i still have to program the part of mcjCollider that narrows the scope of the collision detection .... for now it scans the whole figure

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    Post edited by mCasual on
  • TugpsxTugpsx Posts: 139
    edited December 1969

    Dude im telling you, You have done wonders with this program. Glad to be viewing your minds eye. (throw back from early graphics days Minds Eye was a coveted 3D Promo video that all wanted to be a part of)

  • mCasualmCasual Posts: 3,013
    edited November 2012

    ~ NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~

    first release of mcjCollider for DS 4.5

    32 bit and 64 bit versions

    i did not test the 32 bit version, so if you do, please tell me how it went

    https://sites.google.com/site/mcasualsdazscripts2/mcjcolliderds45

    ~ NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~NEWS ~ RELEASE ~

    Post edited by mCasual on
  • mCasualmCasual Posts: 3,013
    edited December 2012

    as mentioned in the manual, mcjCollider is mostly a service to be used by other scripts and plugins

    here i wrote a script, which will be published eventually, to create a tube skirt based on Aiko's body

    i did have to "manually" fix it in Blender, but it did save much time and effort for a tight fit

    mcjCollider took care of the 1088 collision detections required to "shrink-wrap" the tube onto Aiko's body

    the second image shows in red the limits set before generating the shrinked tube

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    Post edited by mCasual on
  • mCasualmCasual Posts: 3,013
    edited December 2012

    this picture shows a tight dress generated by a script using mcjCollider's services

    no manual re-modeling added

    I added something called Convex Hulls.

    The Graham Scan algotithm.

    It could be used as a dynamic dress in Poser

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    Post edited by mCasual on
  • BWSmanBWSman Posts: 0
    edited December 1969

    The 32bit version doesn't seem to be working for me. I am assuming it would behave the same as the 3.1 version.

  • mCasualmCasual Posts: 3,013
    edited December 2012

    BWSman said:
    The 32bit version doesn't seem to be working for me. I am assuming it would behave the same as the 3.1 version.

    i'll install DS4.5 32bit on my 64bit windows7 and test the 32bit plugin

    the simplest test is to create a primitive-plane

    move it up, say 200 cm

    select it

    in Daz Studio's "create" menu, create an mcjCollider

    the mcjCollider is at floor level, pointing up at the plane

    select the mcjCollider in the scene tab

    go in the parameters tab and click on '+' on the parameter named 'Ray Length'

    ( this is one o f the 2 ways to activate the collider )

    the collider should now jump to the plane's surface

    --

    the other way to activate the mcjCollider is to run this script
    activate_mcjCollider.dsa

    Scene.findNode("mcjCollider").activated();

    note that it's not really "activating" something, it's more like shooting

    the mcjCollider plugin goes through all the polygons that were selected when you created the mcjCollider,

    in this case the plane,

    and looks for one that intersects the mcjCollider's ray ( white line ),

    if one hit is found, the mcjCollider node moves to the closest intersection point

    Post edited by mCasual on
  • BWSmanBWSman Posts: 0
    edited December 2012

    OK, it is working. I guess a script I was using in conjunction with it needs to be updated to DS4.5. (Unfortunately; it's encrypted, so I can't look at it to see what is needed to update it.)

    Post edited by BWSman on
  • mCasualmCasual Posts: 3,013
    edited December 1969

    BWSman said:
    The 32bit version doesn't seem to be working for me. I am assuming it would behave the same as the 3.1 version.

    done, i tested the 32bit plugin on DS4.5-32bit and it worked

    note that the DS3 plugin ( found elsewhere) wont work on DS4.5

    the 32-bit plugin for DS4.5 is named mcjColliderDS45.dll and found at the bottom of the manual/download page
    https://sites.google.com/site/mcasualsdazscripts2/mcjcolliderds45

    it should be placed in the plugin folder of your DS4.5 folder

    typically that's C:\Program Files\DAZ 3D\DAZStudio4\plugins

  • mCasualmCasual Posts: 3,013
    edited December 1969

    BWSman said:
    OK, it is working. I guess a script I was using in conjunction with it needs to be updated to DS4.5. (Unfortunately; it's encrypted, so I can't look at it to see what is needed to update it.)

    that's sad, i took great care trying to make it compatible with old scripts

    maybe it's not mcjCollider that prevents the script from working

    DS4.5 is substantially different from DS3. most scripts that try to access the geometry ( the Quads/Tris/Polys ) of the figures need to be re-written

  • BWSmanBWSman Posts: 0
    edited December 1969

    Casual said:
    BWSman said:
    OK, it is working. I guess a script I was using in conjunction with it needs to be updated to DS4.5. (Unfortunately; it's encrypted, so I can't look at it to see what is needed to update it.)

    that's sad, i took great care trying to make it compatible with old scripts

    maybe it's not mcjCollider that prevents the script from working

    DS4.5 is substantially different from DS3. most scripts that try to access the geometry ( the Quads/Tris/Polys ) of the figures need to be re-written

    Ah, OK. The script I was using was SITC-collisions written by DraagonStorm. I'll PM her & see if it can be updated as it's useful when mass placing props onto a landscape.

  • mCasualmCasual Posts: 3,013
    edited December 1969

    BWSman said:

    . . . . . .
    Ah, OK. The script I was using was SITC-collisions written by DraagonStorm. I'll PM her & see if it can be updated as it's useful when mass placing props onto a landscape.

    if you're trying to plant trees on a terrain, make sure you select that terrain before you create the mcjCollider
    unless the sitc-collider script is in charge of this.

    now that i think of it, if mcjCollider for DS3 is in the same folder as mcjCollider for DS4.5 ( for example if it was bundled with SITC) then it's possible that DS4.5 will get confused. so you should remove mcjCollider.dll from your DS4.5 plugin folder and make sure mcjColliderDS45.dll is present.

    the Ds4.5 plugin folder is typically C:\Program Files\DAZ 3D\DAZStudio4\plugins

  • mCasualmCasual Posts: 3,013
    edited December 2012

    another example of a script using mcjCollider's services to "project" clothes onto a fiigure
    .
    .

    video: https://www.youtube.com/watch?v=AoWm0vHfBnE
    .
    .

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    Post edited by mCasual on
  • BWSmanBWSman Posts: 0
    edited December 1969

    Casual said:
    BWSman said:

    . . . . . .
    Ah, OK. The script I was using was SITC-collisions written by DraagonStorm. I'll PM her & see if it can be updated as it's useful when mass placing props onto a landscape.

    if you're trying to plant trees on a terrain, make sure you select that terrain before you create the mcjCollider
    unless the sitc-collider script is in charge of this.

    now that i think of it, if mcjCollider for DS3 is in the same folder as mcjCollider for DS4.5 ( for example if it was bundled with SITC) then it's possible that DS4.5 will get confused. so you should remove mcjCollider.dll from your DS4.5 plugin folder and make sure mcjColliderDS45.dll is present.

    the Ds4.5 plugin folder is typically C:\Program Files\DAZ 3D\DAZStudio4\plugins

    The script just calls mcjCollider to plot the collision points for where the plants/props meet with the ground plane. I did select the ground plane; created the mcjCollider; adjusted the raylength; selected the props & ran SITC-collisions. That script would drop the props to the ground where the collider indicated. However that didn't work. Since setting up the collider works; I'm guessing the SITC-collisions script needs updating.

  • BlackFeather1973BlackFeather1973 Posts: 739
    edited December 1969

    Hey Casual, thanks for creating all the wonderfull scripts and plugins and making them available. They're an everlasting source of inspiration and learning.
    I'm playing with scripted instancing atm, looks like the mcjCollider will allow me to do some pretty neat stuff with that :)

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