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automated toe based animation tools - mcjtoewalker and mcjToeBasedPose
Posted: 10 November 2013 08:03 AM   [ Ignore ]
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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

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Posted: 10 November 2013 11:38 AM   [ Ignore ]   [ # 1 ]
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well since Darcie ( Aiko4’s ) joint rotations are different from Amy’s ( Aiko3 )

i need a bit more time to figure this out

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Posted: 10 November 2013 11:47 AM   [ Ignore ]   [ # 2 ]
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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.

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Posted: 10 November 2013 12:35 PM   [ Ignore ]   [ # 3 ]
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Dream Cutter - 10 November 2013 11:47 AM

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 smile

 

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Posted: 10 November 2013 01:08 PM   [ Ignore ]   [ # 4 ]
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for programmers

obtaining the oriented bounding box corners

node Scene.getPrimarySelection()
obox node.getWSOrientedBox()
box obox.localBox
obox.transform
t.multMatrixVecbox.min )
debugv." " v." " v.);
Scene.findNodeByLabel("p1").setWSPos);
t.multMatrixVecbox.max )
debugv." " v." " v.);
Scene.findNodeByLabel("p2").setWSPos); 

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
obox.transform
v1 
t.multMatrixVecDzVec300) )
v2 t.multMatrixVecDzVec301) )
v2.subtractv1 )
debugv." " v." " v.); 

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

[ 0.008, 0.95, 0.009 ]

 

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obox.jpgDarcie_and_Amy.jpg
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Posted: 10 November 2013 04:49 PM   [ Ignore ]   [ # 5 ]
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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 smile

( 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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Posted: 10 November 2013 09:41 PM   [ Ignore ]   [ # 6 ]
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Your work blows my mind Casual…....your generosity even more so…....looking forward to this for sure!

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Posted: 11 November 2013 01:32 AM   [ Ignore ]   [ # 7 ]
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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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pieddegrue.pnggenesis.jpg
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Posted: 11 November 2013 08:46 AM   [ Ignore ]   [ # 8 ]
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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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Posted: 11 November 2013 09:25 AM   [ Ignore ]   [ # 9 ]
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Wow! This will be amazing. Thank you in advanced!

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Posted: 11 November 2013 10:28 AM   [ Ignore ]   [ # 10 ]
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Aiko 3 & DS4 compatibility check, check

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Posted: 11 November 2013 10:44 AM   [ Ignore ]   [ # 11 ]
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Oh we can have a marching band! grin

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Posted: 11 November 2013 10:46 AM   [ Ignore ]   [ # 12 ]
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Patience55 - 11 November 2013 10:44 AM

Oh we can have a marching band! grin

Aiko 4 is about to join

 

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Posted: 11 November 2013 12:32 PM   [ Ignore ]   [ # 13 ]
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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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3muses.gifstandins.jpgtweak.jpg
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Posted: 11 November 2013 06:10 PM   [ Ignore ]   [ # 14 ]
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Victoria 3 SAE in Daz Studio 1.8 using the toe-based foot pose script—mcjToeBasedFootPose

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Posted: 12 November 2013 04:05 AM   [ Ignore ]   [ # 15 ]
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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.

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