Tedious operations ....

gniiialgniiial Posts: 208
edited April 2023 in The Commons

Scale, Transfer and so on... 
Working with the https://www.daz3d.com/dungeon-builder (Dungeon Set Builder Part) to create some fancy and nice settings, that should be able to vary, if I create new ones. A problem I see here is to do several operations again and again. For example, I took several celings and floors from the dungeon builder set, that come with the product itself. In order to get another scale on everything, one has to load one element, scale it up to the desired size, then one has to navigate the Joint Editor Tool, mark every bone children at once,

right click in the viewport -> edit -> bake joint rotations (to fit everything to the actual position, so nothing breaks when one would update the base geometry)

then go to the main menu

 edit -> figure -> geometry -> update base geometry 

then go to the main menu

file -> save as -> scene subset 

For a figure that may has no bones, there is no need for the first part. But in general, when we scale something up, translate it somewhere and do basic operations, it would be nice to have a faster way that includes everything to the point we want to save something. Baking the may existing joint rotations could be an "if bones exist" function, but everything like a translation or new scale could be done with a simple "button". 

First question for this personal process:

Is there something out there that does these things I refered to in one go? 

Second Question to DAZ3D: 
Would it be possible to add features like this simple "script" as some kind of button next to the object in the scene pan? 

Post edited by gniiial on

Comments

  • AstraffelAstraffel Posts: 211
    edited April 2023

    edit: deleted my response as it was off topic and rambling

    Post edited by Astraffel on
  • Snapping in DS is difficult to program in a script, mCasual may have some useful scripts for you, not sure as he does such a range. Can I suggest you look in the pinned posts in the Freebie forum for a list of some of his scripts?

    One thing that may help is to create a linear array of identical instances if you're just needing the same [tunnel segment/furniture/prop thingy] over & over. I have done a very basic script to do it, https://www.daz3d.com/forums/discussion/comment/7341776/#Comment_7341776. I think there are other scripts and ultrascatter may have a simple mode (never investigated to my shame). My script only operates on a single root item, but anything parented to that item is instanced too. It's very basic but it may be of use. If you need to repeat only certain parts of the scene, make sure they're separated from anything else and then they'll repeat on their own. I've done a circular array script too, but that's rather more difficult to get the results you want. It's here: https://www.daz3d.com/forums/discussion/556441/circular-array-script

    Regards,

    Richard

  • gniiialgniiial Posts: 208

    Hey, I guess I was misunderstood! frown
    I love the dungeon builder princip and it has all I need! But in order to expand this script with more features and exploid all possibilities - like maybe creating canyons and so on - one has to create sets for it. Every set should contain an element - and even this element can have options, like multiple changing probs for the element itself, like one stone here and there on a floor, that changes as an option the next time the floor tile would be used. This simple element, that maybe is a set, would have to be scaled, transformed and then again convertet to a "real" static element. The steps I provided in the first post are the necessary ones to achieve the task. But these steps could be done in "one simple function". Right now I'm not into coding but maybe one has done it already or Daz3d would include a function like that in the future, since it would be a fairly simple and basic one. 
    If your floor would be four x four metre the wall should also be four metre in length. If your wall has thickness, you should also be able to scale it down. So this is about a simple element that we adjust to our needs, if you like it and the topic is about the fact that you could hit "the button with the function" to make this one element "real". Since i have to create multiple different of these elements, the operation of doing it over and over again makes it so tedious. That i have to save it by myself is clear, there is no way around but everything befor it "to fix" everything and make it real, this could be a simple button next to an element in the scene pan. It could include everything from "bake bones if there are some" to scale, transformation or rotation. 

  • TotteTotte Posts: 13,980

    Hi,

    the main restrictions for Dungeon Builder is that floor and ceiling has to be square, and the walls/doors/arcs has to be the same width as the side of the floor/ceiling.

    If you check out Code 66 Toolbox Volume 2 you will see C66TB Prop Merger which is designed to create merged props from separate pieces and one of the main use cases as shown in the promos is to create new props to use for Dungoen Builder.

    For changing props, you need to create a figure (rigged prop with bones), and then create different Poses which hide/show the different items. Those Poses are then added using "Options Controls:" and Add Prop Options. It's all described on page 6 in the manual.

    Hope this helps,

    Totte aka Code 66

     

  • TotteTotte Posts: 13,980

    Simplest way to create a rigged prop with options is to model it, then use Figure Setup Tool to load it into Studio, then apply your textures, then hide / move the mesh attached to the bones  / change materials , and save each diffent look as a Pose / Properties or Material preset.

     

  • stem_athomestem_athome Posts: 518

    Totte said:


    For changing props, you need to create a figure (rigged prop with bones), and then create different Poses which hide/show the different items. Those Poses are then added using "Options Controls:" and Add Prop Options.

     

    I found doing that to be a bit of a nightmare.

    I add morphs to the base mesh, then save as figure/prop asset. Apply what morphs I want to set, then save as Properties preset. Those presets can then be added to DB prop options.

  • TotteTotte Posts: 13,980

    stem_athome said:

    Totte said:


    For changing props, you need to create a figure (rigged prop with bones), and then create different Poses which hide/show the different items. Those Poses are then added using "Options Controls:" and Add Prop Options.

     

    I found doing that to be a bit of a nightmare.

    I add morphs to the base mesh, then save as figure/prop asset. Apply what morphs I want to set, then save as Properties preset. Those presets can then be added to DB prop options.

    Didn't say it was easy ;-) Those options are a way to do almost anything. 

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