Auto Scripted 3D rig. Files and Video Tutorial
Moderators: Víctor Paredes, Belgarath, slowtiger
- Víctor Paredes
- Site Admin
- Posts: 5718
- Joined: Wed Jan 26, 2005 12:18 am
- Location: Barcelona/Chile
- Contact:
genete! Heyvern!
this is great. wow. it escapes of my brain.
i'm now playing whit the script, it is so easy and useful and perfect. thank you thank you thank you!. e-frontier should finance every new thread you open.
wow. i hope lostmarble be seeing this.
you both are genius!!
and i will come late to university because i'm praising you.
thank you again!
this is great. wow. it escapes of my brain.
i'm now playing whit the script, it is so easy and useful and perfect. thank you thank you thank you!. e-frontier should finance every new thread you open.
wow. i hope lostmarble be seeing this.
you both are genius!!
and i will come late to university because i'm praising you.
thank you again!
You're always welcome dear selgin.selgin wrote:genete! Heyvern!
this is great. wow. it escapes of my brain.
i'm now playing whit the script, it is so easy and useful and perfect. thank you thank you thank you!. e-frontier should finance every new thread you open.
wow. i hope lostmarble be seeing this.
you both are genius!!
and i will come late to university because i'm praising you.
thank you again!
Please! use those tools to create any of your smart-beauty-sensible-funny animations!!!
-G
I have to say it would have taken 10 times as long to get to this point if it was just me writing the lua scripts.
I kept thinking in my head in the beginning of this thing how hard it would be to do the bone generation scripting, and shape ordering.
Then suddenly... Genete turns into a lua programmer!!! I fell off my chair when I saw that.
What a relief that was! He did most of the hard work with auto bone generation and shape ordering. That part is the true power of the technique (and I plan to steal that cool trick for my own custom rigs AND for the copy/paste bone script).
I breathed a sigh of relief when he started producing his own lua code.
I am very proud to have been a part of this and also to BENEFIT from it!!! It's so much easier to learn these techniques when you help to develop them.
I would like to think of you Genete as a friend and a wonderful collaborator.
I think we make a pretty good team! And your english has improved 1000%... not that that is really important... it does help us lazy one language people.
-vern
I kept thinking in my head in the beginning of this thing how hard it would be to do the bone generation scripting, and shape ordering.
Then suddenly... Genete turns into a lua programmer!!! I fell off my chair when I saw that.
What a relief that was! He did most of the hard work with auto bone generation and shape ordering. That part is the true power of the technique (and I plan to steal that cool trick for my own custom rigs AND for the copy/paste bone script).
I breathed a sigh of relief when he started producing his own lua code.
I am very proud to have been a part of this and also to BENEFIT from it!!! It's so much easier to learn these techniques when you help to develop them.
I would like to think of you Genete as a friend and a wonderful collaborator.
I think we make a pretty good team! And your english has improved 1000%... not that that is really important... it does help us lazy one language people.
-vern
Same feeling Vern, same feeling.heyvern wrote:I would like to think of you Genete as a friend and a wonderful collaborator.
Now the limits are only in your imagination..
http://www.darthfurby.com/genete/Other/ ... pepino.zip
http://www.darthfurby.com/genete/Other/ ... pepino.swf
-G
I just had a really scary thought... this one will keep me up tonight with scary dreams.
Theoretically... you could design a head turn that includes THE BACK of the head in one file!
Imagine, any angle of a head turn including the top and back. I will have to play around with this. It would requiring breaking up the head shape into a "grid" like your crazy spinning... thingy.
There is one other thing I must attempt... my hairy brush technique. I have to make a fuzzy hair thing that spins around like that just to see what happens.
I'm getting sleepy already.
-vern
Theoretically... you could design a head turn that includes THE BACK of the head in one file!
Imagine, any angle of a head turn including the top and back. I will have to play around with this. It would requiring breaking up the head shape into a "grid" like your crazy spinning... thingy.
There is one other thing I must attempt... my hairy brush technique. I have to make a fuzzy hair thing that spins around like that just to see what happens.
I'm getting sleepy already.
-vern
I insist: It is only a tool... We (I) don't want to convert Anime Studio into a 3D application but ... But if you if you're in a hurry and need some sort of 3D stuff... here are the tools...heyvern wrote:Holly cow!!!!
Try doing THAT with an imported .obj file!!!!
Amazing! Yeeeehaaaa!
Oh good grief... Genete! We just turned AS into a 3D application!!
-vern
Not theoretically... you can do it in practice!!.I just had a really scary thought... this one will keep me up tonight with scary dreams.
Theoretically... you could design a head turn that includes THE BACK of the head in one file!
Imagine, any angle of a head turn including the top and back. I will have to play around with this. It would requiring breaking up the head shape into a "grid" like your crazy spinning... thingy.
There is one other thing I must attempt... my hairy brush technique. I have to make a fuzzy hair thing that spins around like that just to see what happens. Wink
I'm getting sleepy already.
-vern
BTW, pepino == cucumber
I'm sorry if I steal your sleep
I prognostic a nightmare made of hunting cucumbers with fuzzy 3D hair spinning around...
LOL!!
-G
- Víctor Paredes
- Site Admin
- Posts: 5718
- Joined: Wed Jan 26, 2005 12:18 am
- Location: Barcelona/Chile
- Contact:
Genete,
When you get a chance... just for fun. If you have any "magic math" for doing that "canonical" projection or "3D" distortion.
I am reading up on this and I think it is possible. I am going to play around on my own. It could be fun for doing chairs, and tables, and other props. I don't think it's needed for heads and things like that but you never know.
If you have any specific web links or general formulas I could tinker around with that would be cool.
-vern
When you get a chance... just for fun. If you have any "magic math" for doing that "canonical" projection or "3D" distortion.
I am reading up on this and I think it is possible. I am going to play around on my own. It could be fun for doing chairs, and tables, and other props. I don't think it's needed for heads and things like that but you never know.
If you have any specific web links or general formulas I could tinker around with that would be cool.
-vern
No idea about math and perspective conic (I did not study it in my career - Only studied conic projection but from the point of view of drawing it by hand (compasses and set squares) and not mathematically).
But I think all the job should be done by this LM tool
How was the night? did you have any nightmare?
-G
But I think all the job should be done by this LM tool
I'm working on refining the scripts for the moment.void Perspective(alpha, near, far, aspect)
Prepend a perspective transform onto the current matrix.
alpha (float): the field of view angle (in radians) near (float): distance from the virtual eye to the near clipping plane far (float): distance from the virtual eye to the far clipping plane aspect (float): aspect ratio of the final viewing plane Return value: none
How was the night? did you have any nightmare?
-G
Unfortunately i don't think this will work for us. It is for transformation matrices within in AS itself... like a layer has a translation matrix and a rotation matrix etc.void Perspective(alpha, near, far, aspect)
I haven't had much luck figuring those out and the scripting help doesn't explain really how to use them.
A bone does have a fMovedMatrix but I wouldn't know how to apply the perspective to the bone and get it to move the way it should. the bone fMovedMatrix has only an x and y value... not sure what would happen to it if you applied a perspective transformation to it. Can't hurt to try.
My parents have a family friend who is a retired computer sciences professor and a serious math wizard (he was doing experimental 3D vector stuff on the computer with his students in the 70's). I might give him a call.
I think he makes fun of me because I use a "GUI" on my computer instead of "machine language".
-vern
But don't think on bones... think on points...heyvern wrote:Unfortunately i don't think this will work for us. It is for transformation matrices within in AS itself... like a layer has a translation matrix and a rotation matrix etc.void Perspective(alpha, near, far, aspect)
I haven't had much luck figuring those out and the scripting help doesn't explain really how to use them.
A bone does have a fMovedMatrix but I wouldn't know how to apply the perspective to the bone and get it to move the way it should. the bone fMovedMatrix has only an x and y value... not sure what would happen to it if you applied a perspective transformation to it. Can't hurt to try.
-vern
Every point is linked to its pt bone. Every pt bone have x, y AND now Z!!!. You virtually can create a mesh of LM_Vector3 with those (x,y, and z) values from the pt bones and apply them to a mesh of points of the copy of an unbinded front view... Then you could transform a mesh of points (outside the bonelayer even) based on the bones "3D" movements...
Glup...
Did you get it?
-G
Last edited by Genete on Tue Jun 19, 2007 9:21 am, edited 1 time in total.
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- Posts: 39
- Joined: Tue May 22, 2007 6:18 am
I think I do get it which is why it is so frustrating...Did you get it?
I found this page:
http://www.math.utah.edu/~treiberg/Pers ... rspect.htm
Which I am almost sure has what I need... but... I can't figure out how to turn those freaky equations into lua code!!
We have x,y,z. I can figure out a way to come up with the "eye point" and "near plane" and "far plane" and "rotation point".... but I just don't know how to convert to lua code.
I can see this will probably require using some sort of matrix... but I don't even know if or how I can create that matrix to do a perspective transformation or what to do with the results...
I wish I wish I had paid more attention in high school math class... why didn't anyone tell me this would be so important!
-vern
To create it just call the mentioned function of the matrix and the matrix will be a perspective transformation matrix.I can see this will probably require using some sort of matrix... but I don't even know if or how I can create that matrix to do a perspective transformation or what to do with the results...
To use it just call the transform function with a LM_Vector3 as argument. You will luckily obtain a LM_Vector3 where its x and y coordinates are the projected ones. Just convert it to LM_Vector2 and apply to a point. Repeat this procedure to every point and you'll have a 3D perspective mesh.
...
I think...
It seems to so easy to be true... glup...
-G