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Head Pose Controls, adding to the mix (Tutorial Link)
Posted: 11 December 2012 09:02 AM   [ Ignore ]   [ # 16 ]
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athenenoctua - 11 December 2012 08:44 AM

Hi, all—

On the advice of the esteemed Richard Haseltine, I am discussing some technical issues in the API boards about connecting morph values to sliders (yes, I’m a noob; yes, I have to script it myself).

Once I do that, I’ll return to this discussion with results.

Way flipping kewl!  Thanks!

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Posted: 13 December 2012 05:26 PM   [ Ignore ]   [ # 17 ]
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Hi, again.

Until I get a competent coder, which I’m not, I think I’ll see if I can get Puppeteer to do what I’m envisioning.

Thanks for the help.

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Posted: 15 December 2012 03:41 PM   [ Ignore ]   [ # 18 ]
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Just to test this, I created two pose sliders… and I’ll be darned, IT WORKS.

Two mistakes I made before finally figuring out how to do it properly.

1. I created Right Leg Stand before I realized it was actually left leg stand, so I simply changed the name in the slider parameters, to Left LEg Stand, and then created Right Leg Stand.

DO NOT DO THIS!  If you make a mistake like that, delete the morph and start over.  You will get errors opening Genesis if you try to fudge it.

DO save your poses as pose presets just in case.  I failed to do this, and since creating a pose dial erases the pose for the slider, I had to start from scratch.

Anyway, I’ll get these up on ShareCG

Stand on Left Leg and Stand on Right Leg

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Posted: 15 December 2012 11:24 PM   [ Ignore ]   [ # 19 ]
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SQUEEE!  You are my hero.

Thanks.  Will check ShareCG presently.

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Posted: 16 December 2012 03:44 AM   [ Ignore ]   [ # 20 ]
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athenenoctua - 05 December 2012 06:57 AM

Here is a ui I made in QT Designer, which Daz includes in their package because they want user-added functionality—like this.

I made it semi-transparent so you could overlay the controls onto the actual face. You could push the sliders and turn the knobs, and the face just under it would move, just as if you were turning the dials in Parameters—because you would be.

As soon as I figure out the qt syntax to bind the actual names of the parameters to a corresponding .dsa file.

Little help here?

that would be great improvement to shape expressions (visual).
in what ds version will this be available?

 

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Posted: 16 December 2012 02:06 PM   [ Ignore ]   [ # 21 ]
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It will be AMAZING for visually-oriented artists.

It’ll have to be a widget.  If I end up making it, I’ll probably release my version free on ShareCG.

I’m waiting to see the magic that is Wancow’s code, but unfortunately the ShareCG site is down right now.  Arg. Murphy’s Law.

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Posted: 16 December 2012 02:15 PM   [ Ignore ]   [ # 22 ]
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It’s simple enough to make them… the tutorial is easy to follow.  I added the link to the first post.

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Posted: 16 December 2012 02:22 PM   [ Ignore ]   [ # 23 ]
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athenenoctua - 04 December 2012 08:49 AM

Thank you so much for posting this, Wancow and all.
The concern I have is that the pose controls are not as organized in DAZ as in other 3D programs. most everything else is so intuitive, perhaps what’s needed is an organizational system.

Here’s a PDF from a presentation from Jeremy Ernst given at the 2011 Game Developer’s Conference, called “Fast and Efficient Facial RIgging.”  He describes the system he created for Gears of War 3, including using FACS for the face.

http://jeremyernst.wordpress.com/2011/03/30/fast-and-efficient-facial-rigginggdc-2011-talk/

http://www.unrealengine.com/files/downloads/Jeremy_Ernst_FastAndEfficietFacialRigging2.pdf

And I agree—pose controls would be better.  Pose controls organized like this might work.

Very very interesting document.  Thank you for posting it…  Creating these specific sets of morphs is a little beyond my ability to do, however.  I imagine you’d really need something like ZBrush or something a little more stable than Hex to make them, however.  I’m wondering how many of these are actually already part of the Genesis arsenal… have you done any comparrison at all?

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Posted: 16 December 2012 02:29 PM   [ Ignore ]   [ # 24 ]
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Ah, it was on Page One of this thread.

So that’s part of the puzzle put together.  What I need to do is take your information, Mr. Hazeltine’s information, Tugpsx’s information, rbtwhiz’s, cridget’s, etc., and create a nonstandard slider control widget that will overlay onto the 3D window.

All the pieces are there….

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Posted: 16 December 2012 06:22 PM   [ Ignore ]   [ # 25 ]
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Current issues:

1.  I was advised to post my questions in the Daz Script forum instead of the IDE forum.  I can’t find the hypothetical, theoretical Daz Script forum anywhere.

2.  I can’t find the syntax to call the .ui file.  Rob’s coding examples show how to call nested .ui’s. I successfully tested this theory by replacing “Select the property group from the list on the left” with “THE CAKE IS A LIE” in the “What do I do?” widget.

Also, the example code formats the widget to match the other panes/widgets in the user interface.  That formatting would make my widget useless.

After reading an eyeball-blurring quantity of the Daz Script and QtScript documentation, the best I can come up with is this:

//Declare and hook up the ui

var sUiPath =  String(“FACS/FACS.ui”);
var oUiFile = new DzFileInfo( sUiPath );
if( oUiFile.exists() ){
 

// Call the FACS widget into existence.
// Call the sliders QSliders into existence.
// Connect morphvalue names such as CTRLMouthOpen to the corresponding QSlider with that name
// Use Signals/Slots concept to make the sliders do exactly what the Parameters controls would do

              } else {
                MessageBox.information( sUiPath, “The Cake is a Lie”, “&OK;” );
}

 

 

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Posted: 16 December 2012 07:37 PM   [ Ignore ]   [ # 26 ]
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Yah well, you have to post in the DAZ Script forum because you code geeks routinely make the heads spin on normal twerps like me…

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Posted: 16 December 2012 10:42 PM   [ Ignore ]   [ # 27 ]
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Sadly Wancow, I am a coder wannabe—a coder “poser”, if you’ll pardon the pun.

That being said, could you direct me to the actual Daz Script forum?

Much grass.

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Posted: 17 December 2012 12:38 AM   [ Ignore ]   [ # 28 ]
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athenenoctua - 16 December 2012 10:42 PM

Sadly Wancow, I am a coder wannabe—a coder “poser”, if you’ll pardon the pun.

That being said, could you direct me to the actual Daz Script forum?

Much grass.

At least I know that (don’t understand scripting at all):
http://www.daz3d.com/forums/viewforum/92/

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Posted: 17 December 2012 02:06 AM   [ Ignore ]   [ # 29 ]
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athenenoctua - 16 December 2012 10:42 PM

Sadly Wancow, I am a coder wannabe—a coder “poser”, if you’ll pardon the pun.

That being said, could you direct me to the actual Daz Script forum?

Much grass.

The Script forum would be the Developer Discussion forum.

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Posted: 17 December 2012 02:10 PM   [ Ignore ]   [ # 30 ]
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Developer’s Discussion Forum… down in the Dungeon where evil geniuses plot to do evil things to unsuspecting users like you and me… go there IF YOU DARE!

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