Tue, Nov 26, 12:08 AM CST

Renderosity Forums / Virtual World Dynamics



Welcome to the Virtual World Dynamics Forum

Virtual World Dynamics F.A.Q (Last Updated: 2024 Nov 25 10:48 pm)




Subject: New functions for VWD


  • 1
  • 2
VirtualWorldDynamics ( ) posted Thu, 26 May 2016 at 3:35 PM · edited Tue, 26 November 2024 at 12:01 AM

This thread is dedicated to the creation of possible new functions for VWD.

If you would like to see a new fonctionnality in VWD, you can add a post in this thread.

Some examples :

  • decimation
  • vertices suppression
  • volumic simulation

An idea given by Smaker1 :

  • give the possibility to displace dynamically a "nail to collision" vertex on the collision object.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Writers_Block ( ) posted Thu, 26 May 2016 at 5:13 PM

Can the returned poses be turned into Morphs?

If not, that would be awesome. :)


tomyee ( ) posted Thu, 26 May 2016 at 8:55 PM

An undo feature would be nice. I realize this may be difficult to implement, but many times I have to restart and reload the project because I was testing some simulation settings and the simulation gave results that were undesirable. Perhaps a feature where we can press a button to "save the current state" and then if the simulation doesn't turn out the way we want, we can "undo" back to the state that was saved.


VirtualWorldDynamics ( ) posted Thu, 26 May 2016 at 11:42 PM

@Writers_Block : This subject seems to be very useful for many users. I need a little help to understand exactly how should be the mesh structure I have to return to Host so It could be turned into morphs. (Vertices count, coordinates).

@tomyee : You are right, the workflow in VWD is the poor part of the program. I want to improve it. I begun to work on this possibility to undo many functions or if this is not possible, to give to possibility restart the importations and settings minus the deleted function with one click. A kind of dynamical RIP file.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


tomyee ( ) posted Fri, 27 May 2016 at 1:54 AM

That is great VWD, I know you are very busy with the videos, but it will be great to see some form of undo ability added eventually.

I would also like to suggest the possibility of adding more dynamic deformation tools. Right now there is the one tool that allows the user to grab a vertice and tug the clothing to give a better-looking result for use in static renders. However I notice that grabbing the single vertice can sometimes create more harsh-looking effects on the cloth than I want. It would be nice to have an alternative where it is more like we are grabbing the cloth with a magnet instead of a finger, the magnetic field will pull on a group of vertices rather than one vertice, so that the movement of the cloth is more gentle.

Another dynamic tool could be a pinching effect, which lets the user create folds in the cloth (it can be vertical or horizontal folds or diagonal depending on the direction of movement). Sometimes the simulation results are too smooth and we want to see some nice folds in the cloth e.g. near the belt area.

Then another tool would be the opposite: smoothing, which will help to remove unwanted folds. It could do this by temporarily making the properties of the cloth underneath more softer, closer to silk, so that the undesirable folds will collapse.

Finally, I mentioned this in the old thread, that some tools to help adjust the hair strands would be very helpful e.g. to make the strand more limp, or to make it more curly, or to stretch it longer (or make it shorter), etc. Maybe even scissor tool to cut open clothing to create ripped clothing (or cut off unwanted hair strands).


marble ( ) posted Fri, 27 May 2016 at 3:11 AM

Something Tomyee and I discussed in the scaling thread here was being able to select body parts as collision objects and not just the whole figure. Obviously I can't confirm this as I don't have the VWD software yet but I would be surprised if this is not possible.


philemot ( ) posted Fri, 27 May 2016 at 3:32 AM

@marble If you hide a node in studio (or actor in poser), it won't be sent to VWD.


Writers_Block ( ) posted Fri, 27 May 2016 at 3:46 AM · edited Fri, 27 May 2016 at 3:47 AM

tomyee posted at 9:43AM Fri, 27 May 2016 - #4270583

An undo feature would be nice. I realize this may be difficult to implement, but many times I have to restart and reload the project because I was testing some simulation settings and the simulation gave results that were undesirable. Perhaps a feature where we can press a button to "save the current state" and then if the simulation doesn't turn out the way we want, we can "undo" back to the state that was saved.

Agree. A simple (not to implement I'm sure) button to restore the file to start would be great. I mean one everything was setup, immediately before the simulation began.

So probably a button that states:

"Save the current state for future restore" (note it can only be used once).

... Or whatever

So if the above was easier to code than a full save facility, that would make it very useful.


Writers_Block ( ) posted Fri, 27 May 2016 at 6:51 AM

The shift. When the simulation has stopped:

  • holding shift starts simulation and allows for dragging around the cloth/hair.
  • releasing the shift, stops the simulation.

When the simulation is running:

  • holding the shift allows for the dragging of cloth/hair.
  • releaseing the shift stops the simulation.

It would be good if the shift remebered the state, so if the simulation was already running, the shift returned to that state. Or have another key (maybe the caps lock?) that could be used when a simulation is already running?


Smaker1 ( ) posted Fri, 27 May 2016 at 8:08 AM

@Writers: personally I prefer the actual process, I don't want the simulation to restart because sometimes I adjust some simulation parameters (gravity, winds,...) before restarting or simply make an export to see a render result of simu. So I prefer to decide If I must restart the simu or not

@Tomyee A complete save could be interesting at least for the clothe drape. I think it must be easier with static simu than in animation simu. Sometimes my drape is correct, I continue and I want to come back to the previous drape state. The only solution I found is to export before trying something but that's mean a new simu if I want to improve the drape.

Good idea with pinching and magnet tool !


tomyee ( ) posted Fri, 27 May 2016 at 11:38 AM

philemot posted at 11:37AM Fri, 27 May 2016 - #4270604

@marble If you hide a node in studio (or actor in poser), it won't be sent to VWD.

Excellent point! Maybe this should be added to the FAQ and user manual, as I'm sure remembering this would come in handy.


Writers_Block ( ) posted Fri, 27 May 2016 at 12:58 PM

Smaker1 posted at 6:57PM Fri, 27 May 2016 - #4270627

@Writers: personally I prefer the actual process, I don't want the simulation to restart because sometimes I adjust some simulation parameters (gravity, winds,...) before restarting or simply make an export to see a render result of simu. So I prefer to decide If I must restart the simu or not

@Tomyee A complete save could be interesting at least for the clothe drape. I think it must be easier with static simu than in animation simu. Sometimes my drape is correct, I continue and I want to come back to the previous drape state. The only solution I found is to export before trying something but that's mean a new simu if I want to improve the drape.

Good idea with pinching and magnet tool !

No what seems to happen currently is that using shift when the simulation is already running stops the simulation when releasing shift. The display still shows it as running; to get it to start running again, it is necessary to stop it, then start it.


tomyee ( ) posted Fri, 27 May 2016 at 2:16 PM

I think it's important to make sure that we don't mix up "restart" (to start the simulation again from the beginning) with "resume" (to continue the existing simulation after pausing it). I think the point is about resuming a paused simulation rather than starting it all over again from the beginning (and losing the settings).


VirtualWorldDynamics ( ) posted Fri, 27 May 2016 at 4:43 PM

@Writers_Block : There are some issues with the shift button. The Dynamic deformation is a young tool and it needs a bit of improvement. I wanted to implement this function but it must be used in different contexts and this is not easy to program.

@tomyee : What list !!
The magnetic field is a great idea and it is a tool not so difficult to implement. This tool could be defined by a sphere that could be used in attraction mode and in repulsion mode. Pinching effects depend always of the mesh size. You never will be able to create folds on a mesh with very large triangles. Some tools allows to make a remeshing during a simulation. Currently, you can change the simulation by changing the mesh. Perhaps using the possibility to make a local subdivision of the mesh... before the simulation. Soften a cloth is not easy to do. This tool would have to analyse the normals of the mesh and move the vertices dynamically to try to obtain the softest surface. And this by keeping the collision and eventually the self-collision. Ouch! I think that a tool for the hair creation is a separate tool. Perhaps a "VWD hair creation" program. ;-))

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Writers_Block ( ) posted Fri, 27 May 2016 at 5:12 PM

VirtualWorldDynamics posted at 11:11PM Fri, 27 May 2016 - #4270690

@Writers_Block : There are some issues with the shift button. The Dynamic deformation is a young tool and it needs a bit of improvement. I wanted to implement this function but it must be used in different contexts and this is not easy to program.

@tomyee : What list !!
The magnetic field is a great idea and it is a tool not so difficult to implement. This tool could be defined by a sphere that could be used in attraction mode and in repulsion mode. Pinching effects depend always of the mesh size. You never will be able to create folds on a mesh with very large triangles. Some tools allows to make a remeshing during a simulation. Currently, you can change the simulation by changing the mesh. Perhaps using the possibility to make a local subdivision of the mesh... before the simulation. Soften a cloth is not easy to do. This tool would have to analyse the normals of the mesh and move the vertices dynamically to try to obtain the softest surface. And this by keeping the collision and eventually the self-collision. Ouch! I think that a tool for the hair creation is a separate tool. Perhaps a "VWD hair creation" program. ;-))

I'm not complaining; it works well, just puzzled me that it seem to be slow at poseing when I first used it, then realised that it stopped and needed restarting. It is an amazing tool though.


tomyee ( ) posted Fri, 27 May 2016 at 7:10 PM · edited Fri, 27 May 2016 at 7:13 PM

@VirtualWorldDynamics: I think we should start a separate thread to discuss your future product, "VWD Hair Creator" in that case 😀

You are right about the pinch and fold, I forgot that sometimes the cloth may not have enough polygons to support the pinching effect to create nice folds. It would be nice to figure out some technique to let users define where they want to put folds (just because sometimes it can be difficult to get the simulation to produce the exact fold that would look nice where we want to see it) even if it means dynamic remeshing of the area to add more polygons for the folds. Obviously something that can be added for VWD Tool ver 9.2 😁 The free tool Meshmixer will dynamically add more polygons as the user is editing the model (as an example).

Also, it might be nice if for the "Fixed vertices" that the user can have a zone around the fixed vertices that is 50% fixed and 50% affected by the simulation. Sometimes it is desirable that there is a transition from those vertices/polygons which are not affected by the simulation to the vertices/polygons which are 100% affected by the simulation... this is similar to the idea of a weightmap, where the simulation forces can be reduced but still allowed to affect the vertices modestly.

I believe in Poser for the Fitting Room's weightmaps, you can tell which vertices are 100% affected and which are less affected by the color of the vertices. This gives a visual clue to the user how strong the simulation would be affecting a given region of vertices.


DaremoK3 ( ) posted Fri, 27 May 2016 at 10:56 PM

I like tomyee's suggestion in post above about Fixed Vertices having an influence radius around the fixed area. But, I would rather have a secondary button which would accomplish this - maybe "Fixed Vertices Weighted" with an accompanying input box for influence percentages.

Regarding Start/Stop Vs Pause/Resume, for the Static Simulation, it is always Start/Stop. There is no Pause/Resume. For an Animated Simulation, it is clear that the only way to re-start it would be to start all over from scratch, but in the context of staying inside of VWD simulator, and using the Dynamic Deformation tool in conjunction with static sims, one has to re-start the sim when it is disabled (not paused - and still shows as running) by use of the DD tool.

I just learned to deal with it, and I can spend hours in one VWD session going back and forth between static simulation with dozens of starts/stops, and deform simulation work before I finally decide to send completed work back to host. Hell, I've been working on one piece for over a week with over twenty static drape versions (from initial animated drape) still trying to get it right.


tomyee ( ) posted Fri, 27 May 2016 at 11:31 PM · edited Fri, 27 May 2016 at 11:34 PM

Or instead of even a secondary button, just do what Poser Fitting Room does, which is that you have a brush that lets you paint the vertices (to decide how much influence the simulation will have on their behavior) and this will apply a value that is pre-defined in an edit box. The default value could be 100% influenced by the simulation, but the user can then alter that value to 50% or 0% or anything else. There could be two ways to paint the vertices: a regular paintbrush which applies the value exactly, and an airbrush where the paint is applied exactly at the middle but the outward paint will cause vertices to have a value that is slightly less than than the specified value.

There could be another button that will take whatever vertices are currently selected and expand the selection outwards (similar to the "Simple" button in the vertice tools) and with each expanded selection, the VWD tool will decrease or increase the simulation influence by a value defined in an editbox e.g. -5% or +10%

Just ideas... it would certainly be nice to have more control over which vertices are affected by the simulation and by what amount they are affected.


wimvdb ( ) posted Sat, 28 May 2016 at 5:20 AM

I would like to be able to adjust the size of the selection brush with the Shift dynamics. It would make it easier to pick up and move strands of hair


VirtualWorldDynamics ( ) posted Sun, 29 May 2016 at 12:57 PM

@DaremoK3, @tomyee, @wimvdb : The dynamic deformation on several vertices with different weights, will not be so easy to do, I think. It is necessary to remember that these vertices displacements have to be made using the dynamics and I'm not sure the final result will be so different. To correct a part of a cloth, I've found a solution which can help : You can select the one or several vertices by using the Shift key, then you extend this selection to the vertices you want to modify, you inverse this selection and then you apply a wind in the correct direction and strength to make the deformation you want to have. A attraction field defined by a sphere could be a good solution in the future. And it will be easier to implement.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


tomyee ( ) posted Sun, 29 May 2016 at 3:22 PM

@VirtualWorldDynamics: would it be possible to also have a sphere that repels instead of attracts? Or maybe it is the same tool but it has an editbox where the user can set the magnitude of attraction (a negative value would cause the sphere to repel). I am thinking that maybe a repel sphere could be used to help smooth out folds by flattening them as they are repelled from the sphere.


tomyee ( ) posted Sun, 29 May 2016 at 4:04 PM

@VirtualWorldDynamics: also, I realize that there is another important improvement to make to the VWD tool. Currently, the settings for all the clothing and collision that we use in VWD are saved to the exchange folder. I feel as if this is convenient for the software, but it is not convenient for the user. When I save my Poser project, I wish to have all of the files related to the project in a unified place on my hard drive (other than the 3d assets such as geometry and textures, obviously these must stay in a common folder since they are often used in multiple projects).

When I use the Cloth Room, the *.dyn file is saved to the same folder as the PZ3/PZZ file. This makes it easy to remember to include when I am backing up my files or I have to take my Poser project to another computer. With VWD, I must remember to go into "RuntimePythonposerScriptsVWDRecorded Imports" and look for which files I am using in my project (and there can be multiple versions of the same clothing, with different dates, so this can become very confusing). Then if I am later restoring the backup or running the project on another PC, I must restore those RIP files to that same folder on the other computer...

Everything would be much much easier if the RIP files could be stored in the same folder as the PZ3, and also under one filename maybe the same name as the project. That way, if there are multiple clothing items in the project being simulated, we do not have several RIP files to deal with, just one RIP file that encapsulates all of the items being simulated in that project. Basically, I feel as if the VWD tool should save the settings out in a similar way to how the cloth room does it, to improve the workflow and make it easier to backup projects. I hope that makes sense.


VirtualWorldDynamics ( ) posted Sun, 29 May 2016 at 5:50 PM

@tomyee : Yes, it will be possible use a positive value for attraction and a negative value for repelling. The DYN files can be saved in the same directory than the PZ3 file. I can ask to Poser (the host!) where is the current project and get its directory. I must ask to Philemot how he can do so with Carrara and Daz Studio. For the RIP file, it is not so easy because the RIP has be created to generate one simulation. It will be necessary to think on that.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


tomyee ( ) posted Sun, 29 May 2016 at 8:30 PM

@VirtualWorldDynamics: for the RIP file, it can still be located where it is located today, but perhaps the data inside can then also be saved to the current project folder upon exit from the VWD tool? When user is closing the VWD window, right now I think there is a dialog box that asks "Are you sure you wish to exit?" It can also ask user if they wish to save out their RIP information to the current project folder (default obviously is the same name as the project but user can change it if they wish).


DaremoK3 ( ) posted Mon, 30 May 2016 at 1:41 PM

Suggestion for added function in VWD:

SHIFT key emulation button.

Sometimes I have had to hold the SHIFT button for up to thirty minutes while working with the Dynamic Deformation tool. It would be nice to have a button that emulates holding the SHIFT key for when one is using it for long durations. People would then have a choice of holding SHIFT for quick bursts of pulling, and clicking a button that keeps DD active until the button is clicked again stopping the emulation.

I created a quick script in Blender Python that does this for view-port controls, so I think it should be an easy thing to implement in VWD.

Image below is mock-up of proposal:

ShiftKeyEmulation.jpg


DaremoK3 ( ) posted Mon, 30 May 2016 at 1:50 PM

I have a few requests for view-port visuals.

I love that we can switch between shaded and wired view (shortcut key "A"), but I would like a couple of other implementations that can help out with sometimes difficult work, or close up detail work.

  1. Wire shaded or hidden-line view
  2. Ability to toggle visibility of collision objects off/on
  3. Ability to toggle visibility of ground/floor plane off/on

Wire shaded view mock-up:

WireShadedView.jpg


VirtualWorldDynamics ( ) posted Mon, 30 May 2016 at 2:40 PM

@tomyee : In the future version, the RIP file will be accessible in the interface. This will allow to control or modify the scene. These files will be read, modified and recorded. They will be played to apply settings to a cloth or a hair.

@DaremoK3 : The shift key for the dynamic deformation has to be improved, a button added in the interface would be a good solution, you are right. I want to apply the Wire shaded view to the interface. Currently, you can show only one object by clicking on this object in the listbox with the CTRL key. Then, you can use the "Show all" button to show all the objects in the interface. I can add a chechbox to display or not the ground plane.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


tomyee ( ) posted Mon, 30 May 2016 at 6:13 PM

VirtualWorldDynamics posted at 6:12PM Mon, 30 May 2016 - #4270814

To correct a part of a cloth, I've found a solution which can help : You can select the one or several vertices by using the Shift key, then you extend this selection to the vertices you want to modify, you inverse this selection and then you apply a wind in the correct direction and strength to make the deformation you want to have.

I do not entirely understand, but this sounds interesting. Is it possible you could make a video tutorial to demonstrate this solution?


Writers_Block ( ) posted Fri, 03 June 2016 at 4:18 AM

How about a way of 'Un-nailing cloth'; I asked if it can be done, but can't find a place to do it. So adding it here. It would be so useful so often I find.


VirtualWorldDynamics ( ) posted Sat, 04 June 2016 at 8:10 PM

@Writers_Block : If you want to do a temporary "Nail to collision", you can use the "Vertices interactions". This function allows to create a nail during a simulation and release it some frames later. I want to make a video on this subject.

@tomyee : You are right, this is a new video to add to the list. I do not promise it for tomorrow.

@DaremoK3 : I make test to have a hidden-line view. This seems to work correctly.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Writers_Block ( ) posted Sun, 05 June 2016 at 3:00 AM

VirtualWorldDynamics posted at 8:57AM Sun, 05 June 2016 - #4271457

@Writers_Block : If you want to do a temporary "Nail to collision", you can use the "Vertices interactions". This function allows to create a nail during a simulation and release it some frames later. I want to make a video on this subject.

@tomyee : You are right, this is a new video to add to the list. I do not promise it for tomorrow.

@DaremoK3 : I make test to have a hidden-line view. This seems to work correctly.

yeh a turorial would be great for it; a few different options. :)

Does it work in static as well as dynamic simulation? The reason I ask is that you say "... release it some frames later." Think it makes sense; must test it out.


Writers_Block ( ) posted Sun, 05 June 2016 at 11:47 AM

A load and save for vertex group settings (scale, collision distance, rigidify for the various materials etc); it can take quite a while to input them. Something like .xml or .ccs, with the option to give them a name which is displayed somewhere in VWD.


DaremoK3 ( ) posted Mon, 06 June 2016 at 12:52 AM

Thank you, Gérald.

I thought that CTRL selecting in the in listbox would delete the object (including in Poser). I guess I did not understand that part reading in the manual. I tried it, and it works perfectly.

That is good news regarding the hidden-line feature, and I hope you might still consider adding a checkbox for the ground-plane too.

Thanks again for all your hard work.


Writers_Block ( ) posted Mon, 06 June 2016 at 7:11 AM

Just to say, Gerald, I'm loving VWD.

The posibility to return the pose series without closing VWD; the series could then be altered and returned again, thus getting extra functionality from a series.


VirtualWorldDynamics ( ) posted Mon, 13 June 2016 at 5:52 PM

Thank you for your encouragments. I continue to make video tutorials. I will try to explain all the functionnalities of VWD. The possibility of an undo is very important. I want to rewrite the generation of the springs to optimize it and accelerate the computations. What do you think about the ability to import characters using a OBJ file and a PC2 files (for animation), and the ability to import clothes or hair as OBJ files using different scales? This would allow to be independent of a host or to have the capacity to import elements using different scales in the same simulation.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


wimvdb ( ) posted Tue, 14 June 2016 at 5:46 PM

VirtualWorldDynamics posted at 12:38AM Wed, 15 June 2016 - #4272407

Thank you for your encouragments. I continue to make video tutorials. I will try to explain all the functionnalities of VWD. The possibility of an undo is very important. I want to rewrite the generation of the springs to optimize it and accelerate the computations. What do you think about the ability to import characters using a OBJ file and a PC2 files (for animation), and the ability to import clothes or hair as OBJ files using different scales? This would allow to be independent of a host or to have the capacity to import elements using different scales in the same simulation.

It sounds interesting, but i see some problems. Hair and cloth have to be in similar shape as the figure they are made for (zero T Pose or modeled in the posed position), so what would be the advantage of having it imported directly in VWD instead of the host application? One problem is also that materials would have to be assigned separately in the host. In case of standalone props - where would they be positioned in the host application (scale and size)?


Smaker1 ( ) posted Wed, 22 June 2016 at 3:34 PM

Hello

I used the offset floor collision. It worked perfectly but the visual grid stay at the same place so it's more difficult to find the right value.

And the maximum value is 5 which was not enough for my project.


Mythico ( ) posted Wed, 22 June 2016 at 10:21 PM · edited Wed, 22 June 2016 at 10:30 PM

Hi all. Plenty of excellent ideas. (I'm no stranger to soft dynamic on parametric figures). The attention to crucial details and innovative thinking are evident (hide node and nailing options are just great!). VWD and the bridges are in good hands indeed!

Few cool ideas I concur with: pause-resume, pose-to-morphdial button, sphere field fall-off, pinch&fold, wire shaded. The idea for an option to temporarily cache sessions: yes too, nice to be able to store (say up to 3) simulation iterations would be cool (with mini buttons iter1/2/3 or drop down perhaps).

A "glaring" issue: the blindingly bright viewport background makes working on main objects extremely straining on the eyes, esp the shocking contrasty jumps between VWD and DS/Poser/Carrara's darker style visual themes preferred by intermediate users. Please allow at least grey scale customization of background color.

Viewport and workflow fine-tuning is crucial indeed (very grateful that it's been acknowledged). :) So yes to visual guides hide/show (one button each will do).

Workflow between VWD and host app mouse behavior synchronization in particular:

Having to sim in a new window often means losing familiar click-saver 3D mouse, and I'm further discouraged by the need to CONSTANTLY JUMP between native mouse language vs plugin's right mouse sticky background to orbit. Please take note that all **3 apps here Poser, Daz Studio, Carrara speak the common language of LEFT click sticky on a in-viewport Gizmo. ** I suggest, at the least, if VWD cannot auto-detect host app mouse settings/preference, at least provide a user custom option for left/ right click sticky on background. May seem like a small issue, but it adds up fast!

Other ways to retain the FLOW back and forth VWD-host-app: LAMH way of incorporating Daz Studio style in viewport navigation gizmos, including the crucial 'Roll Cam cube' and Center and Frame selected button. Reset camera, and esp 6 direction cam (one cycle-toggle hotkey/button will do) always help object-oriented workflow. Carrara has a lasso zoom to selected area option I recall, another way to quickly intuitively auto-center selected object area.

Importing pre-assigned groups from host apps: VWD has nice vertex selection tools, great for Poser users, and definitely for spontaneous selection. From experience, clothing parts correlate frequently with both surface groupings and face (joint) grouping. Poser already has that option for Morph brush (by mat group) for that reason. Daz Studio has excellent poly selection tools and multiple unused groups so would be nice to harness that too. Perhaps add select pre-assigned Vertices option - from DS Selection Subsets/ Surface groups/ Face groups. Carrara also has vertex groups/ shader domains.

Basically my perspective is the more integrated a plugin is with the host app, the more user-friendly and easier entry, and the better take-up rate.

Thanks for giving your precious to listen to my requests and good luck to all for this creative and charming project!



VirtualWorldDynamics ( ) posted Sat, 25 June 2016 at 12:29 PM

@Smaker1 : Excuse me, the grid don't move. I will make the modification immediately. I also will increase the min/max values.

@Mythico : Yes, VWD has to be improved. I want to add these new functions slowly because modifications made on too many parts of the program is the best way to generate bugs. I want to correct the too bright viewport. I have made a test with a very dark interface like this:

Tell me what you think about the interface color. I want to add a hidden line view. About the displacements in VWD, I wrote functions which simplify the positionning of the center of rotation using the middle button. I would like to add the use of a 3D mouse. Outside Poser and DAZ Studio, I use Rhino3D and 3D Studio Max. None of these software uses the same method of moving with the mouse. I promise to think to this but I want to keep the current functionnalities. I can add a "Roll Cam cube". I have to write the 6 direction view. About the vertices groups, I have to see if it is possible to transfer these vertices groups from the host.

Philemot and I have worked on the bridge for Daz Studio. All seems to work correctly. It could be in test quickly at Renderosity. I suppose it will be in sale soon. VWD interface.PNG

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Smaker1 ( ) posted Sat, 25 June 2016 at 1:01 PM

Hello,

No problem VWD I see that both of you are working 😄 , Currently working on more or less complex new scenes and VWD and the DS4 bridge are essential tools for me now.

I really like the new color and wait for both new versions !! (as the manual been updated?)


Mythico ( ) posted Sun, 26 June 2016 at 4:29 AM

The new color scheme is a HUGE improvement! Happy! Thanks much!

The 'ticked X' and selected 'Dot' could be a tad brighter to be more obvious.

Deep navy on grey is nice handsome choice. Personally I would desaturate it slightly but that's just me being nit picky.

As much as I'm very eager to try VWD + bridges out (esp with DS) I totally get the challenges (and your love for the babies) so take your time!



Writers_Block ( ) posted Sun, 26 June 2016 at 7:50 AM

I argue strongly against the left click - accidental clicks can become a problem in the programs that use the right click option. Allowing users to customise that might be the way forward?


VirtualWorldDynamics ( ) posted Mon, 04 July 2016 at 3:31 PM

I currently have a big problem with the Hidden line shader. I stop to make these tests for now, and I work on others things. I will work again on it later. I would like to rewrite the springs generation. This new method will reduce the number of springs and thus, will increase the speed of the simulation.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


Writers_Block ( ) posted Mon, 04 July 2016 at 5:24 PM

Mythico posted at 11:22PM Mon, 04 July 2016 - #4273749

The new color scheme is a HUGE improvement! Happy! Thanks much!

The 'ticked X' and selected 'Dot' could be a tad brighter to be more obvious.

Deep navy on grey is nice handsome choice. Personally I would desaturate it slightly but that's just me being nit picky.

As much as I'm very eager to try VWD + bridges out (esp with DS) I totally get the challenges (and your love for the babies) so take your time!

Has there been an update I've missed?

VirtualWorldDynamics posted at 11:22PM Mon, 04 July 2016 - #4274592

I currently have a big problem with the Hidden line shader. I stop to make these tests for now, and I work on others things. I will work again on it later. I would like to rewrite the springs generation. This new method will reduce the number of springs and thus, will increase the speed of the simulation.

Less springs would be good; I cry like a baby (never mind my computer) when it gets to 30 million. 34 million is the most I've seen. I can usually get it down to no more than about 2 to 4 million.


VirtualWorldDynamics ( ) posted Tue, 12 July 2016 at 2:34 PM

Many works on the new version.

This new version will contain :

  • The "A" touch works as before with lines with the same color as the actor.
  • The "H" touch shows black lines on the mesh. The mesh keeps its color. Each actor has its Hiddenline shader.
  • The scene uses now a double size lighting. This allows to see the inside and the outside of an actor with the same way.
  • The new spring generation seems to work correctly. The number of strings is divided by two or a bit more. The results seem more fluid.
  • The "Nail to collision" has been rewritten and don't generate the stress it generated before.
  • The interface has now two colors: a light color and a dark color.
  • All the parameters are saved when the program close and are restored when the program starts. A button allows to restore the default parameters.

Currently, it exists a problem with the SubD for the Daz Version. With Philemot, we have to work on that.

I don't know if the test of the Daz Studio version goes on. It will stay some modifications to do but I hope you will appreciate these ones.

When the Daz Studio version will be on sale at Renderosity, I will set the price of VWD to 59$. I will keep the price of the Lite version at its previous price.

The 3 versions of this release will be on Renderosity at the end of the week. The persons who have bought VWD directly will receive the full version in the next days.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


tomyee ( ) posted Tue, 12 July 2016 at 3:22 PM

I do not understand "double size lighting", do you mean double-sided lighting? Or that the object can be given double-sided polygons while inside VWD which makes it possible to see the object from both the outside and inside?


Writers_Block ( ) posted Tue, 12 July 2016 at 4:25 PM

This looks great. :)


DaremoK3 ( ) posted Wed, 13 July 2016 at 1:41 AM

tomyee:

It means that you will see only the mesh color, and no longer black for reversed normals (inside mesh). It looks great, and you can still tell when internal mesh is penetrating external mesh to make corrections.


Mythico ( ) posted Wed, 13 July 2016 at 3:48 AM

VirtualWorldDynamics posted at 3:48AM Wed, 13 July 2016 - #4275536

Many works on the new version.

This new version will contain :

  • The "A" touch works as before with lines with the same color as the actor.
  • The "H" touch shows black lines on the mesh. The mesh keeps its color. Each actor has its Hiddenline shader.
  • The scene uses now a double size lighting. This allows to see the inside and the outside of an actor with the same way.
  • The new spring generation seems to work correctly. The number of strings is divided by two or a bit more. The results seem more fluid.
  • The "Nail to collision" has been rewritten and don't generate the stress it generated before.
  • The interface has now two colors: a light color and a dark color.
  • All the parameters are saved when the program close and are restored when the program starts. A button allows to restore the default parameters.

Currently, it exists a problem with the SubD for the Daz Version. With Philemot, we have to work on that.

I don't know if the test of the Daz Studio version goes on. It will stay some modifications to do but I hope you will appreciate these ones.

When the Daz Studio version will be on sale at Renderosity, I will set the price of VWD to 59$. I will keep the price of the Lite version at its previous price.

The 3 versions of this release will be on Renderosity at the end of the week. The persons who have bought VWD directly will receive the full version in the next days.

Thank you for the improvements. Looking forward to Daz Studio version.



VirtualWorldDynamics ( ) posted Wed, 13 July 2016 at 1:17 PM

@tomyee : excuse me, it is an error. I wanted to write double side lighting. Double sided is certainly a better English sentence.

____________________________________________

Follow me on Twitter : @VWDynamics

Watch demo videos on Youtube


agape ( ) posted Wed, 13 July 2016 at 11:19 PM

Thank you!!


  • 1
  • 2

Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.