Pose script and instances?

Moho allows users to write new tools and plugins. Discuss scripting ideas and problems here.

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synthsin75
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Post by synthsin75 »

madrobot wrote:I figure aim high and see how it goes.
:lol: That seems to be my motto as well. I seem to try the hardest thing I can think of and then work my way down to what I can actually do.
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madrobot
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Post by madrobot »

A big part of prepping your "unfolded template"
seems to be point grouping the berjeebies out of it.

Because once you scale the side views into a flat strip of points
for the front view, you don't know what's which part anymore.

I don't know how many point selection groups you can have,
but I think I'm about to find out. So THAT'S what 2nd monitors are for?


Image
Last edited by madrobot on Mon Oct 20, 2008 2:52 am, edited 1 time in total.
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synthsin75
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Post by synthsin75 »

Ouch, I don't think I'd ever scale it flat. I would scale it somewhat flat, but leave it 'open' enough to select points. Or just start dragging individual points over to my next reference image.
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madrobot
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Post by madrobot »

You're probably right
I did scale the sides flat and then folded the top and bottom in for the combi.

But this one is going to take more origami precision I think.

Sorry about the screengrab size (a bit big)
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madrobot
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Post by madrobot »

Rotoscoping with pose script:
I had a thought on the drive home
What if you rotoscoped a series of ref photos
by making geometry for the first pose
then manipulated those points with bones to make the shapes morph to each pose in the sequence?
Could you then use the pose rig on that?
Or must you (necessarily) apply the pose rig to the vector layer?
Could the pose rig script be made to run with the bone layer?
Just putting it out there :)

The benefits would be that you could then meshinstance the vector layer
and so on. Layer script access to the vectors, rotoscoped shapes, manual shape order via layer animation, yadda yadda.

Not saying I need it,
just thinking out loud.

Genete's 3d rig

Folding the sides into the front view is taking longer than I anticipated
but I'm trying to make a good job of it.

Planning on paper a bit and labelling almost every point
because once it's in, it's just a sea of points in there.
I'm hoping to bring some of the distinctive Charger panel shapes
into the final piece.
Will I succeed, or fail spectacularly and throw myself thru
a closed 2nd floor window down into the smoko yard?
Stay tuned...

Here's a pic :shock:

Image
Last edited by madrobot on Mon Oct 20, 2008 2:51 am, edited 1 time in total.
Genete
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Post by Genete »

Geniuses minds are close to crazy ones :)

Good luck! it looks impressively proffessional!

-G
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madrobot
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Post by madrobot »

Genete
I'm at the testing stage applying the scripts
I don't know if you have any ideas but I wanted to ask
you about some things if that's OK?

OK fixed the first one
Once front view script applied
I moved the master X and Y bones out to the side
then applied side view script

However:
I keep getting this error message
"3Dgrid9:151: attempt to index local 'BRy' (a nil value)"
(with 3Dgrid9 script)

so I tried 3Dgrid9.1 and got this error:
"3Dgrid9.1.lua:178: attempt to index global 'fov' (a nil value)"

Now I was pretty careful not to delete any points or anything like that
and I'm wondering if there's any clues in the error messages as to
what the problem might be?

With both versions (9 and 9.1) rotating the master bones
is making the bones move and it looks like they are moving
appropriately, which is promising.
However the bones are not taking the geometry with them. :cry:

Any thoughts would be appreciated.
I'm going to take a break
Maybe I'll need to do a simpler version I don't know.
Luckily I saved in stages all the way along so I can "step back."

Adrian
Last edited by madrobot on Mon Oct 20, 2008 2:32 am, edited 1 time in total.
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synthsin75
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Post by synthsin75 »

I always change the setting for "divide value to fit" so that the pt bone are really small (like 80 or so). Since there's no real need to manipulate those bones, might as well make them small enough to not get in the way or add to the confusion.

With that many bones, the bone list is always a problem. I think Vern made a bone selection tool with a scrolling drop-down just for this kind of problem. If it's not in his script thread, he probably posted a link in my 3Drig thread.

Get use to seeing that error. Until you've mastered using those scripts, you'll see it plenty of times. What that error means is that a point (in your front view if I remember correctly) is missing a bone the 3Drig script needs to reference.

In other words, when you ran one of the pt bone generating scripts (either front or side) a point got missed. So now the script complains that one of its bones doesn't have the matching bone in the other view.

It takes a while to get used to how careful you have to be to get all this to work. :roll:


p.s. You might think about putting in some smaller pictures. :lol:
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madrobot
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Post by madrobot »

Hey Wes!

Good timing, thanks

Thanks for the tip on bone size
I edited my post above, while you were posting I think
but you are right on the money, it's good to know
you can get those bones smaller
because I dont need to interact directly with them
and there are a LOT in there

I hear you about missing a point, and I'll go back and check
re-rigging with all points selected.
My fear is that maybe I have somehow less points in one view?
I dont know how, unless I somehow created a stray point somewhere...
By pressing "A" and clicking maybe?
Would that give me this error?

Anyway I'll make a coffee and keep at it.

And sorry about the size of the pics, I'll
keep the size down from now on :)

Cheers mate
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madrobot
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Post by madrobot »

Hey Synthsin
do you know, is there much difference between
Grid9 and Grid9.1 scripts?
And if so, what?
Which should I be using?

Edit:
DOH!
The time on this post suggests it's 2am over there!
Wake up America!!
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synthsin75
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Post by synthsin75 »

I've only used the newest of the scripts. There are some big differences, but I don't know what they are off hand. I'd stick to the latest, if only because others (probably only me and Genete) are more familar with them.

There is also a tool around that counts the points on a vector layer. While it doesn't insure they have the same internal point IDs, it is one way to help double check your setup.


Nah, only 9pm when you posted that
:wink:
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madrobot
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Post by madrobot »

Haha only 9pm?
Cool :D

I wonder where I have my forum time set to. :shock:

I'll stick to the latest script versions,
and I'll go look for that tool you mention, thanks!

If I have to I'll go back to the layer clone stage and setup again,
but want to explore a bit with this setup first incase
I can kickstart it.
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madrobot
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Post by madrobot »

Now this is interesting

I went back to an earlier version
To do a test:

One vector layer template of the unfolded car
- Duplicated the layer
- so it had the same number of points, point order, everything the same
- Quickly scaled whole sides, rotated a bit and threw them in roughly where
they belong
- rigged it up with the scripts

"3Dgrid9.1.lua:178: attempt to index global 'fov' (a nil value)"

Which is interesting because I've eliminated the points issue in this test
It was 2 clone layers, with geometry shuffled around a bit.

Any idea what could be going on here?
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madrobot
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Post by madrobot »

Stripping back further and further,
removing heaps of geometry prior to cloning the layer
and being careful that auto weld is not on
Moving the geometry about in planes for testing

- has me convinced this is not about a point being left out of the rigging process

Using the following scripts:
Front v3.2
Side V3.1
3Dgrid 9.91.lua

I hope it turns out that I'm doing something stupid,
then I can just be embarassed and get on with it.
At the moment I'm stripping the geometry back further and further
but that is not changing anything.

still getting
"3Dgrid9.1.lua:178: attempt to index global 'fov' (a nil value)"
error message

Frustrating :evil:

EDIT:

Just whipped up a quick box test
AND THAT GETS THE SAME ERROR

So the issue is either
Me (most likely)
or my scripts or something on this setup

AAAARGH :roll:
Genete
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Post by Genete »

'fov' is field of view introduced by vern to obtain a conic prespective view. Use the correct script. Please check them in my signature.
I don't have time now. I'll response better later...

-G
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