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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: Bagginsbill's Sketchbook


bagginsbill ( ) posted Mon, 30 July 2012 at 3:39 PM · edited Tue, 19 November 2024 at 8:55 AM

Inspired by JoeQuick, I'm starting my own sketchbook - revealing what I'm thinking about or interested in, that maybe you would be, too.

I was going to do a blog but it doesn't let me upload pictures. Bah - what a stupid idea - blogging about Poser without pictures.

So - here we go.


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bagginsbill ( ) posted Mon, 30 July 2012 at 3:41 PM

file_484557.jpg

Today I'm thinking about braids and bracelets.

Been doing a few bracelets, which involves wrapping some shape or shapes in a circle, for the purpose of showing some materials on something interesting.


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bagginsbill ( ) posted Mon, 30 July 2012 at 3:42 PM

I was interested in doing a procedural or parametric braid and went looking all over for the math.

Couldn't find it. Then I stumbled on an excellent thread by pjz99.

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2751275


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bagginsbill ( ) posted Mon, 30 July 2012 at 3:43 PM

file_484558.jpg

I don't have C4D but I have Poser and I have Python.

I wrote some scripts. I made some objects. I applied some shaders.

This is the result.


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bagginsbill ( ) posted Mon, 30 July 2012 at 3:44 PM · edited Mon, 30 July 2012 at 3:44 PM

file_484559.jpg

Render.


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bagginsbill ( ) posted Mon, 30 July 2012 at 3:44 PM · edited Mon, 30 July 2012 at 3:45 PM

file_484561.jpg

Wireframes.


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TheAnimaGemini ( ) posted Mon, 30 July 2012 at 3:44 PM

What kind of blog you use BB? I have Wordpress, there is no problem to insert pics.

 

Great Idea. :)

La vie est éternelle. L'amour est immortel.

“Dwell on the beauty of life. Watch the stars, and see yourself running with them.”
― Marcus Aurelius,


bagginsbill ( ) posted Mon, 30 July 2012 at 3:46 PM

I was going to blog here - Rendo has blogging.


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bagginsbill ( ) posted Mon, 30 July 2012 at 3:47 PM · edited Mon, 30 July 2012 at 3:48 PM

You guys can't use this script because it requires geometry libraries I have never shared. But I thought some might find it interesting to see how it's done.

 

def splineTransform(fx, fy, fz, t):
        dt = .001
        tp = t + dt/2
        tn = t - dt / 2
        x,y,z = fx(t), fy(t), fz(t)
        dx = (fx(tp) - fx(tn)) / dt
        dy = (fy(tp) - fy(tn)) / dt
        dz = (fz(tp) - fz(tn)) / dt
        tx = MatrixFromVector(Vector(dx, dy, dz))
        tx.w = Vector(x, y, z)
        return tx

r = 3 * inch
p = 8 * r
R = 12 * r

def tube(i, dr, ys, tw):
        a = i / 3.0
        k = 8
        def fx(t):
                return r * sin(2 * pi * (t + a))
        def fy(t):
                return r/2 * sin(4 * pi * (t + a))
        def fz(t):
                return -p * t

        pl = PolyList()
        p0 = ucircleSOUTH(dr, 36) >> Scale(tw, 1, 1)
        pa = None
        for t in lerps(0, k, k * 40):
                tx = splineTransform(fx, fy, fz, t)
                tx = tx * Scale(1, ys, 1) * Trans(0, R, -fz(t)) * XRot(-t * 360.0 / k)
                pb = p0 >> tx
                if pa:
                        pl << pb.bridge(pa)
                pa = pb
        return pl
def braid(morph=None):
        if morph == '?':
                return [
                        ('Tube Size', 0),
                        ('Tube Width', 0),
                        ('Flatten', 0),
                ]
        dr = .666 * r
        if morph == 'Tube Size':
                dr = r
        if morph == 'Tube Width':
                tw = 1.5
        else:
                tw = 1
        if morph == 'Flatten':
                ys = .5
        else:
                ys = 1
        pl = PolyList()
        for i in xrange(3):
                pl << tube(i, dr, ys, tw).weld()
        return pl

Morphing(braid, 'Braid')


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bagginsbill ( ) posted Mon, 30 July 2012 at 3:54 PM

file_484563.jpg

The prop created by the script has morphs. One of them is the "Tube Size" morph, shown here.

It's useful, but not ideal - I'd rather see the tubes stay just touching. The math for that seems like it would complicate things a bit.


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bagginsbill ( ) posted Mon, 30 July 2012 at 3:59 PM

file_484564.jpg

The second morph, Tube Width, changes the aspect ratio of the tube cross section. Combined with Tube Size it can make a lot of nice variations.


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bagginsbill ( ) posted Mon, 30 July 2012 at 4:07 PM

file_484565.jpg

The 3rd morph, Flatten, does these things.


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bagginsbill ( ) posted Mon, 30 July 2012 at 4:18 PM

file_484566.jpg

The braid basic unit is this. The bracelet or ring is made by "wrapping" that around a cylinder or circle. Multiple copies line up with each other because this is a "tileable" shape, just like tileable images. Well - tileable in one dimension anyway.

 


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bagginsbill ( ) posted Mon, 30 July 2012 at 4:23 PM

file_484567.jpg

The idea of wrapping multiple copes of a basic unit shape got me thinking about generalizing the principle. So I wrote a script that, at the push of a button, grabs whatever is the current prop in your scene and warps multiple copies of it into a ring.

Here is my material pawn duplicated and wrapped around a circle.


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bagginsbill ( ) posted Mon, 30 July 2012 at 4:32 PM

file_484568.jpg

"Ringing" a plain cylinder is kind of boring. You get a simple torus.


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bagginsbill ( ) posted Mon, 30 July 2012 at 4:36 PM

file_484569.jpg

But - this is no ordinary cylinder. This is the mighty Poser "Pipe", a morphing cylinder.

Suppose we bulge it and clone it 12 times. Niiiice.


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Khai-J-Bach ( ) posted Mon, 30 July 2012 at 4:36 PM · edited Mon, 30 July 2012 at 4:39 PM

hmm. can you follow any path set by a string of co-ordinates? say to make cabling, piping etc.. and maybe string along a 2nd OBJ to make flanges and coupling?

*an example http://images.wikia.com/stargate/images/9/9e/ControlInterfaceRoom02.jpg the central column there. (this is from Stargate Universe)



bagginsbill ( ) posted Mon, 30 July 2012 at 4:42 PM

file_484570.jpg

Cloning another piece and it gets interesting.


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bagginsbill ( ) posted Mon, 30 July 2012 at 4:44 PM

file_484571.jpg

Doing this several times got me this bracelet.


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bagginsbill ( ) posted Mon, 30 July 2012 at 4:45 PM

Quote - hmm. can you follow any path set by a string of co-ordinates? say to make cabling, piping etc.. and maybe string along a 2nd OBJ to make flanges and coupling?

*an example http://images.wikia.com/stargate/images/9/9e/ControlInterfaceRoom02.jpg the central column there. (this is from Stargate Universe)

Yes I think I can. I don't know how to make spline curves yet though, but once I have one I can follow it cloning any unit piece. I could make chain this way.


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monkeycloud ( ) posted Mon, 30 July 2012 at 4:53 PM

Great thread 😄

Better a thread than a blog, I think, for this sketchbook idea...

Would it be possible to script these to wrap around another figure body part or prop, e.g. to form a spiral band of braids up the length of V4's arm? If that makes sense...?


AmbientShade ( ) posted Mon, 30 July 2012 at 5:12 PM

Quote - Would it be possible to script these to wrap around another figure body part or prop, e.g. to form a spiral band of braids up the length of V4's arm? If that makes sense...?

the new zb4r4 insert brush will do that. just create the shape you need repeated and draw where you want it to go. you can even cap it with different shapes on both ends if thats what you want. No need to write a script.

 

~Shane



bagginsbill ( ) posted Mon, 30 July 2012 at 5:18 PM · edited Mon, 30 July 2012 at 5:19 PM

I got the idea by watching a video about zb4r4. I'm not going to buy anything to do this - it's a hobby - solving puzzles - doing what other people pay for, using only my brain, not my money. grin

This is not a problem I need to solve for some job. This is what I do to avoid doing my actual job, which at the moment is fixing bugs in a product I designed that is in beta testing.


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bagginsbill ( ) posted Mon, 30 July 2012 at 5:20 PM · edited Mon, 30 July 2012 at 5:25 PM

Cage published a Poser script that will do chains and ropes around figure/body/prop things.

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2798819&page=15#message_3775040

[EDIT = had wrong script link]

http://www.the.cage.page.phantom3d.net/looper/loopy.html


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monkeycloud ( ) posted Mon, 30 July 2012 at 5:30 PM · edited Mon, 30 July 2012 at 5:31 PM

Yes... zb4r4... that'll be where I got the idea for my suggestion too I expect, as I've just been going through the new features pdf.

The idea that this sort of stuff can be done, procedurally, within Poser is intriguing though...

EDIT: Yes... and I was probably thinking of that Cage script too... I have seen it before.

 


Eric Walters ( ) posted Mon, 30 July 2012 at 8:56 PM

 Me loves the shaders!

Quote - Render.



AmbientShade ( ) posted Mon, 30 July 2012 at 10:54 PM

Right. I was mainly talking to monkey tho, since i know he has zb.

numbers make my brain hurt. I failed pre-algebra 4 times before i finally said screw it. if it's anything more complicated than simple division i have no use for it. lol. pencils are for drawing, not calculating. (I got through algebra in college tho... barely)

Nice shaders Bill. 

 

~Shane



joequick ( ) posted Tue, 31 July 2012 at 12:14 AM

Quote - Right. I was mainly talking to monkey tho, since i know he has zb.

numbers make my brain hurt. I failed pre-algebra 4 times before i finally said screw it. if it's anything more complicated than simple division i have no use for it. lol. pencils are for drawing, not calculating. (I got through algebra in college tho... barely)

Nice shaders Bill. 

 

~Shane

I was an English Major, I've got some idea how you feel.

@Daz3d
@ShareCG


face_off ( ) posted Tue, 31 July 2012 at 4:58 AM · edited Tue, 31 July 2012 at 4:59 AM

Lovely shapes and renders BB.

I've been thinking along similar lines (and have ZB where part of the idea formed).  I've done some chain animations (poorly rendered by most peoples standards here) - http://www.youtube.com/watch?v=dFKZblRPFpM&feature=player_embedded.

That got me thinking about hair - you could use a script to build flat poly lengths (say 1 poly wide by 10 polys long), UV mapped to a transmapped hair type bump/texture, and anchor them to the figures scalp, all pointing out in some sort of ordered way (which I suspect is the sort of thing BB's script could do).  Then use the cloth room to apply gravity to the polys to settle the hair into a nature pose.  Anyway, was a hair-brained idea (excuse the pun).

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bagginsbill ( ) posted Tue, 31 July 2012 at 3:40 PM

I so want to do some hairstyling scripts. That sounds interesting, Paul.


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bagginsbill ( ) posted Tue, 31 July 2012 at 3:41 PM

file_484614.jpg

I made a promo stage set. (Airplane is by Bazze)


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bagginsbill ( ) posted Tue, 31 July 2012 at 3:42 PM

file_484615.jpg

Promo shot from above. No lights!


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bagginsbill ( ) posted Tue, 31 July 2012 at 3:54 PM

file_484616.jpg

Promo of a shoe - (by idler168)


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bagginsbill ( ) posted Tue, 31 July 2012 at 4:06 PM · edited Tue, 31 July 2012 at 4:09 PM

file_484617.jpg

UV mapped so it takes generic textures.

I love generic UV mapping - a mapping where you don't have to go draw in some UV template. Being able to just use any procedural or image without any fuss makes sense to me.


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Winterclaw ( ) posted Tue, 31 July 2012 at 6:15 PM · edited Tue, 31 July 2012 at 6:16 PM

Bill, I think modern jets have more of a matte or eggshell finish, could be wrong though.  I guess it depends on my reference I'm comparing yours to.

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


shedofjoy ( ) posted Tue, 31 July 2012 at 6:51 PM

i love this thread

Getting old and still making "art" without soiling myself, now that's success.


Latexluv ( ) posted Tue, 31 July 2012 at 9:17 PM

Love this thread too! Would also love to have that Emitter object. Is that going to be part of some package sometime, BB?

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


bagginsbill ( ) posted Tue, 31 July 2012 at 9:36 PM · edited Tue, 31 July 2012 at 9:36 PM

Quote - Bill, I think modern jets have more of a matte or eggshell finish, could be wrong though.  I guess it depends on my reference I'm comparing yours to.

I didn't even look. I'm gonna say I was shooting for a plastic model of an A4, not an actual A4. grin It is, after all, the size of a sneaker here.


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bagginsbill ( ) posted Tue, 31 July 2012 at 9:37 PM · edited Tue, 31 July 2012 at 9:38 PM

Quote - Love this thread too! Would also love to have that Emitter object. Is that going to be part of some package sometime, BB?

It could be. I find that although it looks cool, it doesn't really perform better than a scaled sphere. The big advantage is it only shines where you want it to, because of the collar, and it only glows on one side.


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Believable3D ( ) posted Tue, 31 July 2012 at 9:45 PM

With the collar, you're limiting the spread of the light... does that also make the light more intense where it is "pointing"?

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Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


bagginsbill ( ) posted Tue, 31 July 2012 at 9:56 PM · edited Tue, 31 July 2012 at 9:56 PM

Only if I make it 100% white. Otherwise it's not contributing much compared to the central lit disk.

And if you change it to black, it absorbs all the light that hits it, so it makes things darker - more constrasty - than if you had the glowing disk alone.


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Believable3D ( ) posted Tue, 31 July 2012 at 10:20 PM

Cool. Sounds like could have some interesting effects.

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Latexluv ( ) posted Tue, 31 July 2012 at 10:38 PM

Yes, more contrast might be interesting. I agree.

"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate

Weapons of choice:

Poser Pro 2012, SR2, Paintshop Pro 8

 

 


face_off ( ) posted Wed, 01 August 2012 at 12:21 AM

Hair styling has been my pet/side project for a long time now, but yet to make a break-thru.  I think poly-based transmapped hair is the way forward (rather than stand hair) since it more closely imitates the natural collectiveness of hair strands, and your ability to construct polys in a patterned way could be a way of achieving that.  It's a matter of growing poly/transmapped hair from a dynamic hair skullcap, then somehow applying gravity and collisions to it.  I tried using the cloth room to drape hair strands, and it seems theoretically doable, but would take a lot of work.

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Believable3D ( ) posted Wed, 01 August 2012 at 1:13 AM

Well... maybe it will be better, but I'm not convinced that strand based hair isn't the answer. We do need a more robust Hair room and hair tools, but even with what we've got... have you seen the results Carodan gets with the Hair room?

______________

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Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


monkeycloud ( ) posted Wed, 01 August 2012 at 8:00 AM · edited Wed, 01 August 2012 at 8:00 AM

The promo stage set is very interesting. The model I'm making at the moment... a set, kind of inspired by the interior of the classic series Doctor Who TARDIS... I've been thinking primarily about how it will work as a big emitter, or assembly of emitters, to illuminate, and shade, the scenes I set up within it...


Miss Nancy ( ) posted Wed, 01 August 2012 at 11:03 PM

those procedural geoms look very good IMVHO.  this time I'm not gonna say "maybe SM will buy them" as the last time I said it, they didn't buy bill's items.  I hate being a deal killer :crying:

monkey, I recall bill did a set like that using one of the sci-fi corridors.  alot of light-emitting panels along the walls, ceiling, floor IIRC.



MistyLaraCarrara ( ) posted Thu, 02 August 2012 at 6:14 PM

if the jet takes off, it will need math magic flaming exhaust



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bagginsbill ( ) posted Thu, 02 August 2012 at 11:38 PM · edited Thu, 02 August 2012 at 11:44 PM

file_484717.jpg

I had almost no time to play today. But I did achieve an important milestone in my geometry toolkit.

There is a square path with rounded corners, expressed as a parametric function.

This path is then stretched in the vertical axis to form a square-spiral.

Following that path, I extrude an oscillating and evolving cross section.

This particular shape is pointless, but it assembles and demonstrates a number of important techniques that I will need later.

It contains 86400 polygons.

I know that the ZBrush guys have all this worked out already, but I'm enjoying figuring it out from first principles.

 


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bagginsbill ( ) posted Thu, 02 August 2012 at 11:40 PM · edited Thu, 02 August 2012 at 11:45 PM

The code.

 

def pfRoundRect(xs, zs, r):
        hxs = xs * .5
        hzs = zs * .5
        def f(t):
                qt = t % 1.25
                if qt <= 1:
                        v = Vector(hxs+r, 0, hzs - zs * qt)
                else:
                        v = Vector(r, 0, 0) >> YRot(360 * (qt - 1)) >> Trans(hxs, 0, -hzs)
                q = floor(t / 1.25)
                v << YRot(90 * q)
                return v
        return f

def splineTransform1(f, t):
        dt = .001
        tp = t + dt / 2
        tn = t - dt / 2
        p = f(t)
        dp = (f(tp) - f(tn)) * (1.0 / dt)
        tx = MatrixFromVector(dp)
        tx.w = p
        return tx

f = pfRoundRect(3 * feet, 3 * feet, 3 * inch)

pl = PolyList()
shape = ucircleSOUTH(3 * inch, 36) >> Scale(.5, 1, 1) 
pa = None
for t in lerps(0, 25, 300 * 8):
        tx = splineTransform1(f, t) * Trans(0, t * feet / 5, 0)
        tx = Scale((30 - t) / 30) * <br></br>                      Scale(1 + .5 * sin(2 * 2 * pi * 5 * ((t/5) ** 2) / 1.25)) * <br></br>                      Trans(-3 * inch, 0, 0) * tx
        pb = shape >> tx
        if pa:
                pl << pb.bridge(pa)
        pa = pb
pl.weld()
loadPL(pl)


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DreamlandModels ( ) posted Thu, 02 August 2012 at 11:48 PM

Nice work Ted!



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