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mcjTransport, model/animate spline based tubes - Version 1 is out !!
Posted: 15 September 2012 10:21 AM   [ Ignore ]   [ # 46 ]
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mighty impressive

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Posted: 15 September 2012 12:02 PM   [ Ignore ]   [ # 47 ]
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Casual - 15 September 2012 09:15 AM

i’m adding the possibility of welding the vertices at the beginning and at the end of the tube
( since it was available in mcjRibbons, mcjLathe and mcjSuperLathe )

You have the best collection of scripts hands down that have been presented to any community. I am very impressed witht he amount of work you have contributed to the DAZ and other community and greatful for all I have learned from you over the years.

thanks again for sharing not just the results of your hard work, but also the knowledge of how it was accomplished and the know how to do it ourselves.

Give a man a fish, feed him for a day. Teach him to fish, feed him for a lifetime. this you most certainly have done.

Looking forward to diving into this new adventure.

 

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Posted: 15 September 2012 03:38 PM   [ Ignore ]   [ # 48 ]
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Tugpsx - 15 September 2012 12:02 PM

. . . . . . ..

Looking forward to diving into this new adventure.

thanks !

i hope the final script wont be too scary to use

so i created a section of the UI called “advanced”,

if one doesn’t touch the advanced controls

they still can use the script, to do less complicated tubes

—-

a gear profile , with a non-closed 4-keyframes path ( 4 copies )

 

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Posted: 15 September 2012 06:38 PM   [ Ignore ]   [ # 49 ]
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This is awesome stuff Thanks!

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Whenever you find yourself on the side of the majority, it is time to pause and reflect.
Mark Twain

 

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Posted: 16 September 2012 08:53 AM   [ Ignore ]   [ # 50 ]
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is today the day ? probably

hang in there

in the meantime here’s a (cover of a) song including the word “probably”
http://www.youtube.com/watch?v=CwvyQZ7KMtU
hey there’s a version with Prince on guitar http://www.youtube.com/watch?v=BgRLrOyxUBo&feature=related

fig 1 is a test after i solved the issue of paths that starts non-horizontally

 

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Posted: 16 September 2012 03:02 PM   [ Ignore ]   [ # 51 ]
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in case you wonder wassup wassup

in figure 1 you can see a tube that follows an animated marker’s path

animation keyframes are spaced 4 frames

so, the marker positions between keyframes are computed by daz studio

unfortunately the kind of curve used tends to overshoot

and that’s why you see ugly little kinks here and there

in figure 2 you can see that i can impose monotone cubic splines, which dont overshoot

and that’s wassup, i’m adding monotonizing to the script

..... ( time passes )

and in fig 3., the same path after monotonization

so all this post could be called monotonization monogatari

if you’re interested in that topic, i followed this algorithm : http://en.wikipedia.org/wiki/Monotone_cubic_interpolation

...

and in fig. 4 here’s 256 of them

 

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Posted: 17 September 2012 11:29 AM   [ Ignore ]   [ # 52 ]
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as you could gather, the 3D path is created by you, by animating a marker

as you could see in previous images it’s possible to weld the tube ends to form a ring

but animation curves in daz studio dont make clean loops

so here too i’ll do something about it in the script

 

 

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Posted: 17 September 2012 11:36 AM   [ Ignore ]   [ # 53 ]
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Looking dandy!

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Posted: 17 September 2012 12:33 PM   [ Ignore ]   [ # 54 ]
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I can’t wait to get this, try to use it, then immediately give up because it’s bound to be way to complicated for me lol

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Posted: 17 September 2012 04:49 PM   [ Ignore ]   [ # 55 ]
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Paradigm67 - 17 September 2012 12:33 PM

I can’t wait to get this, try to use it, then immediately give up because it’s bound to be way to complicated for me lol

there will be a default non-expert mode

here’s the instructions for that mode

- create a marker, for example, a primitive sphere, 3cm diameter
- launch the script
- select the number of sides and the number of segments for the tube, ex: 4 sides, 32 segments
- using Daz studio’s facilities, animate the marker, over the animation range of frame 0 to 32
- select the marker and the tube in Studio’s scene tab
- launch the script
- press the “Update Tube” button

 

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Posted: 17 September 2012 07:37 PM   [ Ignore ]   [ # 56 ]
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Wow, this looks brilliant. Definitely looking forward to this. smile

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Posted: 18 September 2012 01:52 PM   [ Ignore ]   [ # 57 ]
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If you want to see the user manual as it is being written

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

it’s also the web page where the script will be downloadable .... soonishingly

 

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Posted: 18 September 2012 09:54 PM   [ Ignore ]   [ # 58 ]
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This is seriously one facinating project. Its like finding the widget for most widget.
Thanks for sharing your work with us.

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Posted: 19 September 2012 05:22 PM   [ Ignore ]   [ # 59 ]
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Tugpsx - 18 September 2012 09:54 PM

This is seriously one facinating project. Its like finding the widget for most widget.
Thanks for sharing your work with us.

thanks!

i eventually when i get around to installing the plugin sdk for DS4.5, i may port this.

image below is the latest interface

as i write the manual i test it and finish implementing / correcting the features

it took more time then i thought, but it’s feature-rich and can share curves with mcjSuperLathe

 

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Posted: 19 September 2012 05:43 PM   [ Ignore ]   [ # 60 ]
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Is the plugin coded so that an extension could be written to use SVG files for path input?

Kendall

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Any opinions expressed in this post are those of Kendall Sears and may, or may not, be more, or less, valid than any other opinion.

The contents of this post are intended for the DAZ forum only, do not re-post any portion to any other forum without his permission.

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