Pausing the Collision Modifier
3dOutlaw
Posts: 2,471
I've got a scene with three characters, and i've got collision modifiers on most parts of their outfits (due to autofits and poke-thru). Is there a way to turn those modifiers off during scene setup, and then on for the render? (without going to each item and turning it all off, then back to each item and turning it all back on)
With them on the scene response for camera and posing is awful!
Comments
I second the need for that, but at this time all we have is the setting in each item. I just got used to turning it off on all items at load and then going down my Scene list and turning it back on at render.
You need the Suspend Smoothing and Resume Smoothing scripts that Richard Haseltine wrote. I don't remember how I got them. I think he must have posted them in the forum. That date on the accompanying text file is February 2012.
Of course you can serch script, but I beleive, now it seems easy in ds 4.6,,
just "select All", by scene option menu,(r-click scene tab or click small sqare with bar iclon)
and select all nodes.
then in parameter tab, General > mesh Smoothing >
we can change all property value at once, about
Mesh Smooting > Enable Smoothing, and interactive update. On and Off.
it should show all objs (figure) which can set smooth modifier, (alleady applied smooth modifier) .
To consolidate properties of many nodes,
you need to cehck on "consolidate properties" in parameter tab option menu
and Un-Check "display separate items".
Thanks, the Select All and turn off smoothing seemed to work. (I could not find Richards script, after searching?)
Any other tips for improving screen response (camera pan, roll, etc)? I set Display Optimization setting to Best, and Texture Resource to Performance...but still pretty slow.
I've got three Aiko3's with clothes and a small environment.
EDIT: Found link to the script, but its forumarchive, which hasn't worked for me for months now...
http://forumarchive.daz3d.com/viewtopic.php?t=189621
I really do like the Idea of a On Off Script. I will look into the SDK this weekend and see if I can create we users a new version of those. I'm not brand new to DAZ Studio Script. Maybe if doable a single script that just checks that state and swaps it. So if any are on they all get turned off and the second use would turn all collision back on.
In my mind it sounds doable. If I can not do it I will ask for help until it gets done.
I can't remember the password to upload properly, so here's a temporary link to my Toggle Smoothing scripts: https://drive.google.com/file/d/0B_5LdAsR9g-jMXpYakotM3NORWs/edit?usp=sharing
Well then, so much for building the wheel yet again. TY Richard.
Maybe so, but how about modifying it so it sweeps through all items in a scene, not just selected ones? :)
Maybe so, but how about modifying it so it sweeps through all items in a scene, not just selected ones? :)I'll look at the code this weekend and see about that one. Should be doable if the flag exits and I'm sure it does.
I was thinking about that myself, probably a 'simple' case of changing the loop driver from the list of selected items to a list of scene items ... ;)
I was thinking about that myself, probably a 'simple' case of changing the loop driver from the list of selected items to a list of scene items ... ;)Great minds and all that, prob a sub loop to do trapping and flagging. If that much is even needed, prob not.
check someone please.:)
it set All item in the scene,, (which applied smoothing modifer already)
Enable smoothin "On" script.
though it is not smart, and I have some quesiton abouot obj name,, and node hieralchy,,,
but it work about all prop too. (I can not use DazSkelton well,, at current,, may need to check and learn richard scripts more ^^;)
I gather "smoothing property" as Array, then, if you need you can change On and Off ,
and may add about last section for "Interactive Update";
or gather them as one function, then change constructor,, I believe.
Of course, I learn method about smooth modifer,, from Richard script, and compared many.
though my script is not smart ^^;
mm,, Really sorry,, because I could not stick scirpt correctly.
(when I quote,, it seems auto remove "[ i ]" , it can not work .)
Is there good way to up-load scripts in this forum?
use code tag OK? or it cause problem for user ?
// DAZ Studio version 4.6.3.29 filetype DAZ Script
mm,, Really sorry,, because I could not stick scirpt correctly.
(when I quote,, it seems auto remove "[ i ]" , it can not work .)
Is there good way to up-load scripts in this forum?
use code tag OK? or it cause problem for user ?
// DAZ Studio version 4.6.3.29 filetype DAZ Script
then if you need to set all smoothing-OFF change last "if " section,,true to false,,
eg "pSmmothArray[ i ].setBoolvalue(false);"
then if you need to set all smoothing-OFF change last "if " section,,true to false,,
eg "pSmmothArray.setBoolvalue(false);"
This looks very Promising KIT. I was thinking along this line myself. With just a few edits it would trap the state in another array On state or off state,. We could then set the script to set all OFF on first run off script if on and all on second run of script. So basically the script defaults to turning all off on first run no matter what. Then all back on on second run of the same script. No need for two scripts then.
Your version is Almost there right now now I read it closer.
hehe,,, I am so lazy guy^^; then just made three scirpt from this,, at current,, then
use them from smart content tab.. (set type as scene,, then I can use them
from smart content,, without selection, if set type as script, we can not find them
in smart content,,)
I hoped to test with many case, and correct it,, so that leave the print section
(you can see them in log file, or daz script IDE
how gather obj only (not camera group node etc,) and set them)
I felt l strange because,, at first I needed to find way how to gather obj from Node.
I thought this scirpt would check all Node, then it would gather same obj again and again,,
about all node in one skelton,, then push them into obj Array,,like that,,
"oArray [genesis, genesis, genesis , genesis,,,,,, prop1 , prop2, victoria4 victoria 4]
but when I checked it,, this scirpt do not gather same obj twice. I do not know why,,
but it is lucky for me to get smoothproperty from obj Array,,%-P
(if I load two genesis, there are same "genesis," in Array.
but it is different object (name),, I hope to change them
as root node label name,, but I could not find the way
to serch Root node only, from all obj in the scene.
dazSkelton seems only work about Figure,, not work to find root dazNode of prop.
Richard scirpt is beta but it is smart,, but the script was not made about props.
sometimes I need to apply smoothmodifier about prop too.
if I serch only Figure , I may use daz skelton as same as Richard way,^^;
And I think,, at firtst we may need all intreractive Update properties for each root node,,
It must need to check off first.. ^^;
so that,, I made
"var pUpdate = modSmooth.findPropertyByLabel( "Interactive Update");"
and push in Array as "pUpdateArray"
if someone modify it easy.
I believe there are more good way to get these smooth property.
but I need to understand each class more.
then I may add dialogue window, and check on off to select which properyt we need to set.
then run function setSmoothproperty ( on, off ) .
You think good Kit. I like all those options. A GUI interface and all and props. I was not even thinking props but I do see the need now.
Hmm.. I'm taking notes to try myself. I hope you do not mind.