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Released ! —mcjCollider plugin for DS4.5 PCWin
Posted: 08 November 2012 05:36 AM   [ Ignore ]   [ # 16 ]
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Casual - 08 November 2012 12:13 AM

i had to study barycentric coordinates

The collision detection uses the Moller-Trumbore algorithm

Fast Minimum Storage RayTriangle Intersection

... and the new version of mcjCollider ( for DS3 and DS4.5 ) will report the UV coordinate of the hit point

so this fall or winter i’ll probably write a script or a plugin to do 3D painting!

in the image below, i painted a cross in Paintshop, at the UV coordinate reported by mcjCollider

and it fits !

I am an adult male of 45 years of age. I am a hard-working man with people who look up to me and who has garnered a certain amount of respect over my life by my peers. As such, I categorically refuse to “Squee” in girlish delight.

 


SQUEE!!!

Darnit!

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<End of transmission from Oz>
TUTORIAL - Creating a Genesis/G2F/G2M Full Body Morph for DAZ Studio Pro 4.6 by RKane_1
TUTORIAL - Creating a Genesis Partial Body Morph in DAZ Studio Pro 4 Using the DForm Tool by RKane_1
TUTORIAL - Applying Shaders by RKane_1 (as stolen blatantly from Jaderail)

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Posted: 08 November 2012 06:22 AM   [ Ignore ]   [ # 17 ]
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RKane_1 - 08 November 2012 05:36 AM
Casual - 08 November 2012 12:13 AM

i had to study barycentric coordinates

The collision detection uses the Moller-Trumbore algorithm

Fast Minimum Storage RayTriangle Intersection

... and the new version of mcjCollider ( for DS3 and DS4.5 ) will report the UV coordinate of the hit point

so this fall or winter i’ll probably write a script or a plugin to do 3D painting!

in the image below, i painted a cross in Paintshop, at the UV coordinate reported by mcjCollider

and it fits !

I am an adult male of 45 years of age. I am a hard-working man with people who look up to me and who has garnered a certain amount of respect over my life by my peers. As such, I categorically refuse to “Squee” in girlish delight.

 


SQUEE!!!

Darnit!

LMAO ... +1

(+7 years) wink

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Some writings by a friend:
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http://www.lizardsofthehost.co.uk/7.html

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Posted: 08 November 2012 06:54 AM   [ Ignore ]   [ # 18 ]
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RKane_1 - 08 November 2012 05:36 AM

SQUEE!!! Darnit!

that’s just a very very indirectly related animation (not by me)

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Posted: 08 November 2012 12:22 PM   [ Ignore ]   [ # 19 ]
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an mcjCollider parented to a camera rotating around Aiko’s waist
was “fired” 32 times, the UV coordinates of the hit points were then used to create red-dotted texture map
(which was then reworked a bit in paintshop )

all this to verify the validity of equations i use to compute those coordinates

as you can see in the second image
obtaining this “by hand” would not be a simple matter of drawing points on a straight line

 

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Posted: 09 November 2012 07:57 AM   [ Ignore ]   [ # 20 ]
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another test of the new mcjCollider feature: reporting of the UV coordinate of the hit point

a script, using the services offered by mcjCollider,  was used to create a texture map
and placing heart “stamps” on the texture at the hit-point coordinnates

 

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Posted: 09 November 2012 05:20 PM   [ Ignore ]   [ # 21 ]
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Now thats cool…

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As Always B3D
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Posted: 09 November 2012 09:05 PM   [ Ignore ]   [ # 22 ]
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WWI

watching with interest, or world war one??? your choice.

regards,
waningmoon

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Posted: 11 November 2012 10:28 PM   [ Ignore ]   [ # 23 ]
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Casual - 07 November 2012 11:34 AM

as some script-writers may know,
we currently cant get the DzFacet’s values ( indexes to vertices, normals, UVs ) using a script

Where you got this info?

Really, for example:

oFacet.m_vertIdx[1]

don’t working :(

TypeError: Result of expression ‘oFacet.m_vertIdx’ [undefined] is not an object.

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Posted: 12 November 2012 04:22 AM   [ Ignore ]   [ # 24 ]
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esp1001 - 11 November 2012 10:28 PM
Casual - 07 November 2012 11:34 AM

as some script-writers may know,
we currently cant get the DzFacet’s values ( indexes to vertices, normals, UVs ) using a script

Where you got this info?

Really, for example:

oFacet.m_vertIdx[1]

don’t working :(

TypeError: Result of expression ‘oFacet.m_vertIdx’ [undefined] is not an object.

it happened in past versions of Daz Studio too

for some functions, the programmers forgot to do what’s needed to give access to some functions and variables to the scripts

they’ll probably correct this in future versions

but as i was saying my mcjCollider plugin will be a way to access the vertices/normals/UV indexes

i want to post it very soon, i was distracted by my tests of the Kinect https://www.youtube.com/watch?v=wYEv7gtg68w

 

 

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Posted: 12 November 2012 04:34 AM   [ Ignore ]   [ # 25 ]
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sort of off topic, but got around to watching the dancing tests in your videos. i was wondering if you considered or know of a way to get the motion data from the popular MMD program over to .BVH format?

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Posted: 12 November 2012 05:16 AM   [ Ignore ]   [ # 26 ]
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waningmoon - 12 November 2012 04:34 AM

sort of off topic, but got around to watching the dancing tests in your videos. i was wondering if you considered or know of a way to get the motion data from the popular MMD program over to .BVH format?

i did my first kinect-MMD capture yesterday, it was surprisingly easy
i saved the animation data and looked at it in notepad, it’s in binary format
but i do plan to look into conversion to bvh

the first thing is to google it, there’s very possibly someone who did it already ....

indeed just now i searched for “vmd to bvh”

most search results seem to be for bvh-to-vmd

but i also see a youtube video titled “mmd motions in secondLife” and SecondLife uses BVHs

note that there’s free poser/DS figures available from SL, which can be handy for MMD and Brekel

http://wiki.secondlife.com/wiki/Create_Animations_with_Poser

my brekel BVH was targeting a SecondLife figure

so i applied that BVH to the SL figure in Daz Studio, then saved it as a pose-preset, and then applied the pose preset to Aiko3

 

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Posted: 12 November 2012 05:48 AM   [ Ignore ]   [ # 27 ]
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interesting. i have seen somethings regarding converters for vmd <> bvh converters called “mio” and “b-momi”, however the sites were in japanese. sounds like something to look into when i get things reinstalled. would like a “motion” avatar for the new forums.

regards,
waningmoon

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Posted: 12 November 2012 09:55 AM   [ Ignore ]   [ # 28 ]
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waningmoon - 12 November 2012 05:48 AM

interesting. i have seen somethings regarding converters for vmd <> bvh converters called “mio” and “b-momi”, however the sites were in japanese. sounds like something to look into when i get things reinstalled. would like a “motion” avatar for the new forums.

regards,
waningmoon

i downloaded mio-0.1.zip from here http://www.mediafire.com/?mdyzlml2waw

it seems to necessitate the installation of many pieces, including Python.
possibly as a way to get mac/linux/win compatibility

they show their source code so maybe down the road i could adapt it

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Posted: 13 November 2012 12:18 AM   [ Ignore ]   [ # 29 ]
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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.

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Posted: 13 November 2012 12:55 AM   [ Ignore ]   [ # 30 ]
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The animation collection grows more. Thanks for the updates. The mocap function sounds great looking forward to more tools.

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