DAZ Director Plugin (WIP)

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  • sidcarton1587sidcarton1587 Posts: 109

    Tugpsx said:

    sidcarton1587 said:

    Tugpsx said:

    I see you rolled off USD support into its own project. USD Load and USD Export for Daz studio, very nice.

    I started adding to the script server but then it occurred to me that I don't want to stuff everything into it, in the interest of keeping it lean. So instead added a mechanism for other DAZ plugins to register an endpoint with the script server so that they too can be exposed via REST endpoints (and the Python package). The USD support is basically an example plugin that works that way. Now comes the hard part, actually make USD import/export work. :-)

    So true, this link forms the basis for exporting importing  in Studio . https://github.com/daz3d. It has the source for the various requirements but i'm sure you already have access to this information. 

    Yep. I've been distracted by RL and other projects -- so many projects. Hopefully I can get back to this in a couple of weeks. 

     

     

     

  • sidcarton1587sidcarton1587 Posts: 109

    Hi gang, 

     Here is the next update of the Script Server, v2.5.0. Release v2.5.0 — Interaction Posing, IK Solver, and Body Measurement Fixes · bluemoonfoundry/daz-script-server


     Updates include:

    •  Full interaction posing system for placing two figures together in physically plausible poses and aligning individual limbs to world-space targets using an iterative IK solver. This is a very experimental build, but it looks like it's at least moving in the right direction. Preset recipe builders generate a ready-to-apply InteractionRecipe from a pair of figure labels: Available presets: build_sit_recipe, build_touch_recipe, build_kiss_recipe, build_fight_recipe. All presets produce an InteractionRecipe that serialises to JSON and can be stored and replayed.
    •  IK limb alignment moves a hand or foot end-effector to a world-space target using a Jacobian-based iterative solver running inside a single batched HTTP call sequence:
    • Body Measurement Accuracy Fixes (docs/examples/body_measurements.py)
    • Torso loop selection — Slices now score each cross-section loop by centroid distance from the body centerline and pick the most-centered loop, filtering out arm cross-sections that caused ~70 cm overestimates on A-pose figures.
    • Robust outlier rejection — the heuristic fallback for figures without a gender keyword in their scene label (e.g. "MadisonG9") now discards slices above 1.35× the median before selecting the bust peak. --figure-type flag — pass G9F, G9M, G8F, G8M, G8.1F, or G8.1M to force a calibration entry when auto-detection cannot determine figure gender from the scene label.
    • A bunch of new examples with full documentation 
    • Extended Test Suite

      • All tests reorganised under tests/ package (test_dazpy.py, test_api.py, test_dazpy_integration.py, test_performance.py, harness_integration.py).
      • tests/README.md added — documents every test class and individual test across all five modules.
      • Integration harness (tests/harness_integration.py) covers the full interaction posing pipeline end-to-end; --auto flag for CI/smoke use.

     

  • TugpsxTugpsx Posts: 890

    sidcarton1587 said:

    Hi gang, 

     Here is the next update of the Script Server, v2.5.0. Release v2.5.0 — Interaction Posing, IK Solver, and Body Measurement Fixes · bluemoonfoundry/daz-script-server


     Updates include:

    •  Full interaction posing system for placing two figures together in physically plausible poses and aligning individual limbs to world-space targets using an iterative IK solver. This is a very experimental build, but it looks like it's at least moving in the right direction. Preset recipe builders generate a ready-to-apply InteractionRecipe from a pair of figure labels: Available presets: build_sit_recipe, build_touch_recipe, build_kiss_recipe, build_fight_recipe. All presets produce an InteractionRecipe that serialises to JSON and can be stored and replayed.
    •  IK limb alignment moves a hand or foot end-effector to a world-space target using a Jacobian-based iterative solver running inside a single batched HTTP call sequence:
    • Body Measurement Accuracy Fixes (docs/examples/body_measurements.py)
    • Torso loop selection — Slices now score each cross-section loop by centroid distance from the body centerline and pick the most-centered loop, filtering out arm cross-sections that caused ~70 cm overestimates on A-pose figures.
    • Robust outlier rejection — the heuristic fallback for figures without a gender keyword in their scene label (e.g. "MadisonG9") now discards slices above 1.35× the median before selecting the bust peak. --figure-type flag — pass G9F, G9M, G8F, G8M, G8.1F, or G8.1M to force a calibration entry when auto-detection cannot determine figure gender from the scene label.
    • A bunch of new examples with full documentation 
    • Extended Test Suite

      • All tests reorganised under tests/ package (test_dazpy.py, test_api.py, test_dazpy_integration.py, test_performance.py, harness_integration.py).
      • tests/README.md added — documents every test class and individual test across all five modules.
      • Integration harness (tests/harness_integration.py) covers the full interaction posing pipeline end-to-end; --auto flag for CI/smoke use.

     

    Sweet and with DS6 SDK released we can complie this to work in DS6. Thanks for the added features. Looking forward tot he updates. 

  • sidcarton1587sidcarton1587 Posts: 109

    Tugpsx said:

    sidcarton1587 said:

    Hi gang, 

     Here is the next update of the Script Server, v2.5.0. Release v2.5.0 — Interaction Posing, IK Solver, and Body Measurement Fixes · bluemoonfoundry/daz-script-server


     Updates include:

    •  Full interaction posing system for placing two figures together in physically plausible poses and aligning individual limbs to world-space targets using an iterative IK solver. This is a very experimental build, but it looks like it's at least moving in the right direction. Preset recipe builders generate a ready-to-apply InteractionRecipe from a pair of figure labels: Available presets: build_sit_recipe, build_touch_recipe, build_kiss_recipe, build_fight_recipe. All presets produce an InteractionRecipe that serialises to JSON and can be stored and replayed.
    •  IK limb alignment moves a hand or foot end-effector to a world-space target using a Jacobian-based iterative solver running inside a single batched HTTP call sequence:
    • Body Measurement Accuracy Fixes (docs/examples/body_measurements.py)
    • Torso loop selection — Slices now score each cross-section loop by centroid distance from the body centerline and pick the most-centered loop, filtering out arm cross-sections that caused ~70 cm overestimates on A-pose figures.
    • Robust outlier rejection — the heuristic fallback for figures without a gender keyword in their scene label (e.g. "MadisonG9") now discards slices above 1.35× the median before selecting the bust peak. --figure-type flag — pass G9F, G9M, G8F, G8M, G8.1F, or G8.1M to force a calibration entry when auto-detection cannot determine figure gender from the scene label.
    • A bunch of new examples with full documentation 
    • Extended Test Suite

      • All tests reorganised under tests/ package (test_dazpy.py, test_api.py, test_dazpy_integration.py, test_performance.py, harness_integration.py).
      • tests/README.md added — documents every test class and individual test across all five modules.
      • Integration harness (tests/harness_integration.py) covers the full interaction posing pipeline end-to-end; --auto flag for CI/smoke use.

     

    Sweet and with DS6 SDK released we can complie this to work in DS6. Thanks for the added features. Looking forward tot he updates. 

    Ugh. I'm still having a heck of time installing DS6 (keeps getting stuck in Retry) and the SDK doesn't show up in my IM even after following all the steps people have outlined. Very frustrating. 

    But as soon I get over those hurdles for sure I'll include DS6 versions. 

     

     

  • sidcarton1587sidcarton1587 Posts: 109

    FYI, I've added automatic nightly build of the repo so people who want to check out the bleeding edge stuff can do so prior to the formal releases. 

    See Releases · bluemoonfoundry/daz-script-server

    The releases going forward now include the DLL for Windows as well as dylibs for Mac OS Intel and Apple Silicon. 

     

  • sidcarton1587sidcarton1587 Posts: 109
    edited June 25

    Hi gang, 

     We are now building test versions of the Script Server plugin for DS 4 and DS6, for Windows, MacOS Intel, and MacOS Apple Silicon. These artifacts are available in the Nightly build for present, while we continue testing them. They will be rolled into the next version as part of the standard release. Remember that if you want to use a newer version of the plugin you must remove any old DLL or dylib file first!

    See the Artifacts section of the Nightly release here: https://github.com/bluemoonfoundry/daz-script-server/releases

    Post edited by sidcarton1587 on
  • TugpsxTugpsx Posts: 890

    sidcarton1587 said:

    Hi gang, 

     We are now building test versions of the Script Server plugin for DS 4 and DS6, for Windows, MacOS Intel, and MacOS Apple Silicon. These artifacts are available in the Nightly build for present, while we continue testing them. They will be rolled into the next version as part of the standard release. Remember that if you want to use a newer version of the plugin you must remove any old DLL or dylib file first!

    See the Artifacts section of the Nightly release here: https://github.com/bluemoonfoundry/daz-script-server/releases

    Works great in DS6. Thanks for the new samples. Your project is moving along nicely thanks for sharing. 

  • sidcarton1587sidcarton1587 Posts: 109
    edited June 29

    Hi gang, 

     So it's been a lot of work over the last couple weeks that I want to share. 

    The Script Server version 2.6.0 is released for Studio 4 and 6, for Windows, MacOS-Intel, and MacOS Apple Silicon. See here Release v2.6.0 · bluemoonfoundry/daz-script-server
    The Studio MCP Server 0.4.0 is released as well, and it works with Script Server 2.6.0+. See here bluemoonfoundry/daz-mcp-server: MCP server wrapping the DazScriptServer HTTP plugin for DAZ Studio
    The README contains a substantial information about the MCP Server and how to to use it. 

    One thing I thought might be useful is an example of a conversation I had with Claude that used the MCP server to drive DAZ Studio. Here the is the transcript of the conversation: 

       https://claude.ai/share/5fca5cd1-3861-42d9-b407-b2732bf08f1e

    As we can see from the transcript, the end-to-end workflow seems to work but there are obviously places where the MCP Server doesn't get things right or doesn't understand. Which is okay, but I'm using this to essentially teach Claude when it makes mistakes or doesn't understanding things. The file SKILL_DAZ_STUDIO.md captures some of those lessons learned, which can then be given to Claude, or any other LLM, to make sure that going forward it doesn't make the same mistakes (fingers crossed). As I continue to make improvements, some of these lessons learned will get baked into the server code itself. 

    So try it out, let me know what works and what doesn't and what you'd really like to see feature-wise. If you are a newbie to LLMs and MCP Servers and this stuff doesn't make sense but sounds cool, send me a DM and I'd be happy to guide you through the process of getting started so you can play with this.

     

    [Edit: MCP .4 requires ScriptServer 2.6.0+]

    Post edited by sidcarton1587 on
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