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Thread: Giving away source code for a few plugins.

  1. #31
    Worms no more! Free fun! Dodgy's Avatar
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    Doh! In the conversion to realtime, MGthicken wasn't saving the settings. Now it does so
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  2. #32
    Worms no more! Free fun! Dodgy's Avatar
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    Updated Wizzywig to not delete things in the wig layer. This enables you to grow batches of hair and put them in the same layer. It also has a Group number, so if you want to grow 3 batches of hair, it'll split the saslite polygon number cap into 3 so they get equal amounts of polys.
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  3. #33
    Registered User Ramon's Avatar
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    Auto rotated uvs?

    Dodgy,
    Thanks so much for your scripts. They are very cool.
    The MAJOR thing that LW is missing out on, that would be a HUGE time saver and would bring great joy to LW artists is an automated UV unwrapper that would perform it's funtion perhaps in a morph map (so to be able to edit in 3D if nessesary).
    Although I'm the fartherest thing from being a programmer, the way I see it working (tell me if this is doable) is that the script/plugin rotates the polys out from the polys that are either; the highest point on the user-defined axis or outward from user selected polys on a particular axis.
    By the plugin using the rotate method to unwrap the mesh, this would ensure that no poly would be stratched (hence: no texture stretching would be present). This would be do to the obvious fact that the polys would be the same dimension.
    The plugin will find if nessesary, any areas that need to be unwelded (that is if the user-defined unwelding is insuffiecent to accomodate non overlapping polys).

    This woud be a massive time saver for high-res organic objects that will need uvs.
    How do-able is this?
    Thanks
    Last edited by Ramon; 01-08-2005 at 02:00 PM.
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  4. #34
    Worms no more! Free fun! Dodgy's Avatar
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    That seems a bit beyond my talents as yet Processing a large number of vertices is also going to be quite slow in lscript, though I agree it's a nice idea
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  5. #35
    Registered User Ramon's Avatar
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    Are you kinding? You're great at programming!
    Someone, I believe on CGtalk, had said that his company (at the time) had a proprietary LW plugin that did this and he said it worked like a charm but that they weren't selling it.
    Seeesh. I bet that would sell like hot cakes!

    Err, umm,... come to think of it, I've never bought a hot cake.
    Anyway, I hope NT is reading this! Get this fully functional feature into LW please - to ease the pain of custum UVs!!! (Was that impressionable enough?)
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  6. #36
    Worms no more! Free fun! Dodgy's Avatar
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    LW8 only.

    Right, on the path to making things easier to set up for character rigging in LW, I've made a couple of LScripts, MGMakeMuscleBoneGN and MGMuscleBoneIA.

    These two plugins are used to set up a musclebone. Basically you select the bone you wish to behave like a muscle plus the bone you wish to drive it, then apply the Generic Plugin MGMakeMuscleBoneGN.ls. This makes another bone (parented to the driver bone) which is the target and applies the MGMuscleBoneIA.ls motion plugin to the muscle bone. The muscle then targets the target bone, and grows in the x/y directions and shrinks in the z direction depending on the distance from the target bone.

    The MGMuscleBoneIA.ls has a non-modal panel which can be used to adjust the amount the muscle stretches/shrinks, but you could also animate the positon of the target bone if you so desire.

    Alternatively you can add MGmuscleBoneIA.ls manually, and use any item in the scene as the target.

    For those programmers out there, there's also an example of using the new Comring system for sending values to plugins.

    PLEASE FIND THIS PLUGIN LOWER IN THIS THREAD.
    Last edited by Dodgy; 05-05-2005 at 06:29 AM.
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  7. #37
    Worms no more! Free fun! Dodgy's Avatar
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    MGMuscleBone.zip updated to change the scale values to percentages to give slider functionality...
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  8. #38
    I'm getting an error message

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  9. #39
    Worms no more! Free fun! Dodgy's Avatar
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    Try again, I may have been uploading a version with a test scene...
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  10. #40
    yes that worked, many thanks

  11. #41
    Dodgy..

    That's a great tool and really easy to set up.. I like it.

  12. #42
    Worms no more! Free fun! Dodgy's Avatar
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    Thanks, I was aiming to see if something like that could be made easier to set up, and the Comring allows you to send settings to your plugins, so it can all be automated... Pretty cool
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  13. #43
    Quote Originally Posted by Dodgy
    the Comring allows you to send settings to your plugins, so it can all be automated... Pretty cool


    Could you comment this function a litlle more,please? thx
    Chris Burkert

    ArchiPacked models

  14. #44
    Worms no more! Free fun! Dodgy's Avatar
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    Quote Originally Posted by CB_3D
    Could you comment this function a litlle more,please? thx
    This has been updated with more comments
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  15. #45
    luxowaver silviotoledo's Avatar
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    Muscle- Bones????

    Muscle bone is good, but for better realistic results, I'd like to modelate objects and transform these objects in muscles. Is there any solution for Lightwave?
    Silvio Toledo
    Brazil

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