StickyChain - pose tool [Released]

124»

Comments

  • surrealsurreal Posts: 198

    Update(v2.9.13.135) for StickyChain has been released. It is available via Install Manager. For an unknown reason the Manual Download link in the Product Library has gone missing, I have submitted a request to get that fixed.

    Update v2.9.13.135 fixes;
    # Improved plugin’s performance when working with chain’s containing segments of unequal length between nodes.NOTE:1

    # Improve plugin stability as distance between root and end nodes is or approaches zero. If the StickyChain and the node set as its '1. Chain Root' are both at the same scene location when the StickyChain is set to Enabled. The plugin incorrectly sets the parameters on the node between '2. Chain End' and 1. Chain Root' to NAN, which causes the nodes to disappear from the scene.

    # StickyChain plugin version2.9.12.5 fails to load in DAZ Studio version 4.23.0.1 for MacOS. A "Plugin failed to load" error message is displayed for the plugin in the "About Installed Plugins" dialog window.

    # Minor corrections and updates to StickyChain plugin documentation.

    NOTE: 1 - StickyChain's primary designed focus is to position a chain of nodes in a catenary curve. The update improves StickyChain's performance where there are unequal distances between the nodes (e.g. bones in a figure). However, its performance with the Twist bones in Genesis 8 is still poor. To pose limbs I would recommend using Daz original solutions(e.g. Translation/Rotation Pins) or other 3rd party product(e.g. LimbStick) which have been specifically designed for that purpose.

  • ArtiniArtini Posts: 10,288

    Great. Thank for the updates.

    Will wait for them to appearing in DIM.

     

  • barbultbarbult Posts: 26,160

    Thank you for maintaining and improving your product.

  • memcneil70memcneil70 Posts: 5,253
    edited March 31

    I have tried 2 times to install the update on my MacBook Pro M1 and after I type in my password to authorize its installation, the update fails. It downloads fine. The package is 1.9MBs and a check of the package files shows files there. I previously had this installed without issue on this computer. It downloaded and installed without issue on my new Mac Mini M4, along with my Windows 11 and 10 laptops.

    I am hesitant to manually download and install this, as it is a plugin and that generally does not go well. Is this still compatible with the M1? Or is this DIM not playing nice with me? I also downloaded in batches about 70 odd other updates and new items onto the M1 without issue today.

    Mary

    Post edited by memcneil70 on
  • ElorElor Posts: 3,138
    edited March 31

    I don't know why it won't install but I installed the update on my Macbook Pro M1 Pro a couple of days ago, without a problem, using DIM.

    I also just tested it with the latest beta of Daz Studio and the plugin worked fine with a rigged chain.

    I hope you'll be able to find what's causing this problem with your computer.

    Edit: forgot, thank for the update :)

    Post edited by Elor on
  • surrealsurreal Posts: 198

    memcneil70 said:

    I have tried 2 times to install the update on my MacBook Pro M1 and after I type in my password to authorize its installation, the update fails. It downloads fine. The package is 1.9MBs and a check of the package files shows files there. I previously had this installed without issue on this computer. It downloaded and installed without issue on my new Mac Mini M4, along with my Windows 11 and 10 laptops.

    I am hesitant to manually download and install this, as it is a plugin and that generally does not go well. Is this still compatible with the M1? Or is this DIM not playing nice with me? I also downloaded in batches about 70 odd other updates and new items onto the M1 without issue today.

    Mary

    Hi Mary, DIM basically just unzips the downloaded package and then copies the unzipped files to their respective folders. The MacOS asks you to input your MacOS user name and password before it copies the unzipped files to respective folder (overwriting the old plugin files). 

    DIM does not test or run the downloaded files. If the update fails when you type in your MacOS user account password it would appear to be a problem with your operating system not allowing the copying of the updated files to the plugin folder in your DAZ program folder.

    Normal asset updates don't require you to input your MacOS user name and password because they are not considered a security risk. Where as plugins and updates to the DAZ executables are considered a risk. When downloading a batch of updates if you input the wrong password normal asset updates will be updated but any plugin or DAZ executable update will fail.

    Were any of the other updates that you downloaded and installed for plugins or DAZ executable program?

     

  • surrealsurreal Posts: 198

    I note that on the Mac I use for testing if I input incorrect user name or password the AuthInstallToolPrompt dialog stays visible and I have to input correct username and password or click "Cancel".

    Can you check your DIM Log file, it should give some information about why it is not able to install the update.
    In DIM at the top right there is a settings cog icon, clicking on it should display a small menu with "Show Log..." as one of the options.

  • memcneil70memcneil70 Posts: 5,253

    Thanks for replying @surreal. As soon as I am done with DIM on another computer I will bring it up on the M1 and check the log file.

    Mary

  • Richard HaseltineRichard Haseltine Posts: 107,883

    Things that install "like software" (applications, plug-ins, some shaders and scripts) are handled by DIMHelper rather than Install Manager itself. Tnat has its own logs, and neesd its own permission settings (DIM shouldn't ever need to ask for elevated privileges).

  • memcneil70memcneil70 Posts: 5,253

    Well, I checked DIM and as I was getting ready to paste the log failure here, I saw Richard's post. That reminded me that after a recent update to the MacOS, I had issues on my M4 too. And yes, DzInstallHelper has been removed from Full Disk Access on the M1. When I added it to Full Disk Access, I found that all the files remaining had been turned off. That explains a lot. No updates for Office 365 nor Malwarebytes either have come in.

    Thank you all. 

    Sticky Chain installed like a dream. And now the new Beta and the other files.

  • surrealsurreal Posts: 198
    edited March 31

    Richard Haseltine said:

    Things that install "like software" (applications, plug-ins, some shaders and scripts) are handled by DIMHelper rather than Install Manager itself. Tnat has its own logs, and neesd its own permission settings (DIM shouldn't ever need to ask for elevated privileges).

    Thanks Richard, So we want to look at the DIM Helper log. In DIM at the top right there is a settings cog icon, clicking on it should display a small menu with "Show Helper Log...".

    Both my Win10 and Mac DIMs ask me when they install a plugin or DAZ Studio program update. In Win10 it is "DAZ Install Manager Helper" (saying "Do you want to allow this app toe changesto your device?"), in Mac it is a dialog called "AuthInstallToolPrompt".

    Post edited by surreal on
  • jmucchiellojmucchiello Posts: 601

    What does this mean?

  • jmucchiellojmucchiello Posts: 601

    jmucchiello said:

    What does this mean?

    I always forget I can't paste images. They must be attachments. And I figured out that problem. Now I have a different issue.

    See the attachment. Why is this chain weird? All the segments were zeroed. I moved the StickyChain node roughly to the figure's right hand. And when I turn StickyChain on, this is what I got? I have no idea what to do to get it just dip down and up.

    The asset is the Dog 8 for Daz collar and leash. I've tried doing this from seg1 to seg19, seg1 to seg18, seg2 to seg19. It all ends up with the leash moving upwards or horizontally.

     

    Also: When I parent the StickyChain node to the figure's hand, translation 0,0,0 puts the chain nowhere near her hand. Why is that?

     

     

    Untitled4.png
    1447 x 992 - 637K
    Untitled2.png
    1216 x 971 - 397K
  • dennisgray41dennisgray41 Posts: 860

    Can sticky chain be used to make a chain move in more than one way at a time such as a whip, or a horses tail? 

    Give me the whip!' Prop as Icon in the Indiana Jones Films | Think Christian

  • jmucchiellojmucchiello Posts: 601

    I don't think so. It just does the one down and up slope. Although, I can't be sure. Still hoping for help on my question.

  • surrealsurreal Posts: 198

    jmucchiello said

    See the attachment. Why is this chain weird? All the segments were zeroed. I moved the StickyChain node roughly to the figure's right hand. And when I turn StickyChain on, this is what I got? I have no idea what to do to get it just dip down and up.

    The asset is the Dog 8 for Daz collar and leash. I've tried doing this from seg1 to seg19, seg1 to seg18, seg2 to seg19. It all ends up with the leash moving upwards or horizontally.

    Hi jmucchiello,
    Is the "4. Pole Node" set to 'None'?

    In the first of your attachments it looks like you have set a "4. Pole Node" and that the Pole node is somewhere off to the figure's right hand side. 

    "4. Pole Node" is used to make the curve point in a direction other than down. If "4. Pole Node" is set to 'None' then the ShickyChain points the cuve of nodes between "1. ChainRoot" and "2. ChainEnd" in the downward direction (-Y). 

    Setting "4. Pole Node" to one of the nodes in the scene, tells the StickyChain to point the curve towards that node instead of the down direction.

     

    jmucchiello said

    Also: When I parent the StickyChain node to the figure's hand, translation 0,0,0 puts the chain nowhere near her hand. Why is that?

    I do not know.
    Does the chain stay the same relative distance from the hand when you move the hand?
    Does it only happen when the translation is 0,0,0?

    I am currently away from home and am not able to do any testing. I hope to be back home on Thursday and will be able to do confirmation testing then, sorry.

     

  • surrealsurreal Posts: 198
    edited April 28

    dennisgray41 said:

    Can sticky chain be used to make a chain move in more than one way at a time such as a whip, or a horses tail?

    Hi dennisgray41 ,

    StickyChain is designed to arrange nodes in a simple planar catenary curve. 

    If "4. Pole Node" is set to 'None' the curve points down(-Y). The "4. Pole Node" paremeter can be used to make the curve point towards that node instead of down.

    It can be used for a horse tail by setting a pole node which is above the tail. The chain would then curve up towards the pole node before curving down towards the end node/StickyChain node.

    Multiple StickyChains can be used in the same node hierarchy to create more complex curves however there are limitations (see StickyChain's manual section 'Dependency and Loop Conditions -  Multiple StickyChains in a scene'). Any two StickyChains can only have one node in common, so each curve will be planar. 

    The characteristics of a whip would not be a good fit with StickyChain capabilities. Generally the curve of a whip is not planar.

    Post edited by surreal on
  • jmucchiellojmucchiello Posts: 601

    surreal said:

    jmucchiello said

    See the attachment. Why is this chain weird? All the segments were zeroed. I moved the StickyChain node roughly to the figure's right hand. And when I turn StickyChain on, this is what I got? I have no idea what to do to get it just dip down and up.

    The asset is the Dog 8 for Daz collar and leash. I've tried doing this from seg1 to seg19, seg1 to seg18, seg2 to seg19. It all ends up with the leash moving upwards or horizontally.

    Hi jmucchiello,
    Is the "4. Pole Node" set to 'None'?

    In the first of your attachments it looks like you have set a "4. Pole Node" and that the Pole node is somewhere off to the figure's right hand side. 

    "4. Pole Node" is used to make the curve point in a direction other than down. If "4. Pole Node" is set to 'None' then the ShickyChain points the cuve of nodes between "1. ChainRoot" and "2. ChainEnd" in the downward direction (-Y). 

    Setting "4. Pole Node" to one of the nodes in the scene, tells the StickyChain to point the curve towards that node instead of the down direction.

     

    jmucchiello said

    Also: When I parent the StickyChain node to the figure's hand, translation 0,0,0 puts the chain nowhere near her hand. Why is that?

    I do not know.
    Does the chain stay the same relative distance from the hand when you move the hand?
    Does it only happen when the translation is 0,0,0?

    I am currently away from home and am not able to do any testing. I hope to be back home on Thursday and will be able to do confirmation testing then, sorry.

     

     I gave up on that DUF so it's more of a curiosity now. But yeah, it remained relative to the figure wherever the figure was moved or rotated.

  • surrealsurreal Posts: 198

    jmucchiello said:

    it remained relative to the figure wherever the figure was moved or rotated.

    To position the chain, the plugin gets the global position of the StickyChain, which should be parent position + StickyChain's local translation(i.e. 0,0,0).

    A test would be to select the Hand node in the Scene pane and see where it is in the Viewport pane. Then select the StickyChain node and see where it is in the Viewport pane. If the StickyChain's local translation is 0,0,0 then they should be the same position. 

    When ON the StickyChain should try to move the EndChain node to the same position as the StickyChain node, which if with 0,0,0 translation should be the hand node's position. 


    INFO NOTE: the StickyChain gets the Hand node's position not the mesh's position. The mesh attached to the Hand node can use a morph to put the mesh at a distance from its node position however, it is rare for that to be the significant distance as in your attachment. A morph could also be used to put the mesh of the chain nodes at a distance from their node positions however, again unlikely in your attachment.

     

Sign In or Register to comment.