Morphs from G3 to G8

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  • If you do use sections of the example scripts in the future, CC BY 3.0 does not require open source or that you be noncommercial, just credit and a link to the license.

    I could be wrong, but the technological measures section would seem to preclude encryption. Since IANAL, the smartest thing to do is not use the samples. I do worry that I'll come across something that can only be done one way. I thought collecting properties would be that, TBH but it turns out theres a more beardy way to do that.

    I get that one can read CC BY to mean that I can't apply technological measures to prevent reading the samples or something, but not a lawyer. Which means the best I can do the most restrictive interpretaion I can come up with.

  • agent unawaresagent unawares Posts: 3,513
    edited February 2018

    If you do use sections of the example scripts in the future, CC BY 3.0 does not require open source or that you be noncommercial, just credit and a link to the license.

    I could be wrong, but the technological measures section would seem to preclude encryption. Since IANAL, the smartest thing to do is not use the samples. I do worry that I'll come across something that can only be done one way. I thought collecting properties would be that, TBH but it turns out theres a more beardy way to do that.

    I get that one can read CC BY to mean that I can't apply technological measures to prevent reading the samples or something, but not a lawyer. Which means the best I can do the most restrictive interpretaion I can come up with.

    I am pretty sure that this is boilerplate in all/most CC licenses to prevent you from roundabout restricting any rights granted by the license. But this is one of the licenses that does not actually permit anyone to do anything with your derivative works, there are no rights granted to them by the license so you can't really restrict them. The CC licenses that require you actually to redistribute under the same license are called ShareAlike.

    Maybe you are better being careful though.

    EDIT: You would have to give access to the original scripts of course.

    Post edited by agent unawares on
  • Yes, the question is did you copy some section(s) of code from the sample script(s)? If so you need a credit and link to the samples - it doesn't stop you keeping your script encrypted, or stop you sellng it.

  • I uderstood the question. The answer is no.

    I appear to have solved the curved arm and curved nail issue. In theory, any issues with the toenails should also be fixed, but since I didn't have examples of what those issues were, I don't actually know that's the case. I assume they all had the same root cause, that being the limbs pointing in different directions. While a quick glance might give the impression that the toes of G3 and G8 line up in a general sense, G8's legs are twisted compared to G3's.

    As a consequence of this change, the script is a lot slower. Not as slow as the old script, but there's an addition one second or so per morph, and a process that takes 20-25 seconds (all on my machine), where the script basically builds a copy of the target figure  So where the script was previously running off 100 morphs in under 10 seconds, it's now doing 75 or so in about 90. Still quite a bit faster, but not as fast.

    It also has a new limitation I'm trying to find a workaround for. The 3D Viewport has to be visible for the script to work correctly. That bit where it has to make a copy of the target figure doesn't work right unless the target figure is visible. I'm not sure why that is the case, but I can't get the geometry to update any other way. 

    This new code and the supporting files are specific to transfers between G8 and G3. G3 to G3 or G8 to G8 will work properly regardless, and at the old speed, as the new code is not used there.

    This ought to represent the last of the Alpha code. Which should mean no new features are required to support the alpha script. Obviously, if things are broke, they'll need fixing. But once any breaks are fixed, there probably won't be any more alpha updates.

    The updated script is available in the link in my signature. General stress testing would be appreciated, since the new code is really extensive, and almost represents a new way of doing things. Particularly, there's a bit were deltas had to be reduced by 50% and I have no idea why that's happening. So a solid variety to tests by many users would go a long way toward making feel that is, in fact, correct. Specific testing of the nails issues going both ways would also help. I tried to find the first complaints about the arm curves, but couldn't. If anyone recalls which morphs that showed up on most, it would help to try those. I expect anything like Aiko6 or lower, if one has the legacy morphs or a GenX'd version. Since it seems to crop up with skinny toon Star2 would probably also be a target. By the same token Sakura 8 should cause G3's arms to curve the other way, if the issue isn't resolved. My own tests show it as resolved but I've not taken up the the most obvious target (3DUKimberly from Genesis) because I spent a lot of time manually fixing that. I'll try it out tomorrow.

  • marth_emarth_e Posts: 182

    Awesome. So does this version work now with G1 and G2 as well?

    Cheers,

    Marthe E.

  • marth.e said:

    Awesome. So does this version work now with G1 and G2 as well?

    Cheers,

    Marthe E.

    No, although the changes to correct the curve problem are necessary if it is ever going to work with G1 and G2. But I had always intended to reserve support for those figures for a salable product. Once I wrap the Alpha development, I will be opening a commercial beta thread. Per the rules on Commercial threads, that will not run anything like this one. The beta will be limited, and I'll set up a different channel for feedback (otherwise, the thread would be active too long). That thread will only be for recruiting beta testers.

    I'm not planning on taking down the alpha, but I won't be adding to it. Filling the gap created by lack of GenX support for G8 might be giving away too much, but I had originally intended this to be free. I was only after I realized it might be possible to actually replace GenX that I decided to investigate a commerical product. While I may not reach that goal (it's a lot trickier going from Generation4 to Genesis as they have different tech bases), I think I should be able to manage for any existing Genesis figure.

  • FenixPhoenixFenixPhoenix Posts: 3,111

    Hi @Singular Blues, I've downloaded the latest script and tried to transfer Phillipa for V7 (rendo character) to G8, since I remember her nails hadn't transferred well when I tried last time. But, alas, it was unsuccessful. I'm attaching the log file and going over the steps I used:

    1. Replaced old script with new script.
    2. Loaded G3 & marked Phillipa, Phillipa Boady, Phillipa Head & Phillipa Nails as favorite.
    3. Ran prototype verbose (encountered error).
    4. Loaded G8.
    5. Deselected everything, then selected G3 ctrl + G8.
    6. Ran prototype verbose (successful).
    7. Cleared my scene and checked. Everything transferred correctly save for the nails. I'm attaching screenshots of how they look on G3 and then how they loaded up in G8.

     

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  • RedzRedz Posts: 1,459

    Singular, I updated and ran the verbose script for g8m rawart vampyre to g3m again, but the nail results are exactly the same as last time. Has the script been updated? And for both the base and verbose versions? 

  • Singular BluesSingular Blues Posts: 737
    edited March 2018

    The script had not been updated. And I feel like an idiot. I have a batchfile that I use to package this thing (Made with mCasual's excellent script, btw) and I forgot to move the updated script t the repository when I repackaged. So all the support files are updated but the core script is not. I figured that out from Giselle's log. Unfortunately, because of all the extra steps in the new code, the verbose script is really verbose now, so I could see right away that it was the wrong script.

    I have replaced incorrect package with the correct package, and double checked the contents. What is uploaded now is the right stuff.

    PS: I'm 85% sure it works to solve the issue, but what would be really helpful would odd transfers. Like G8M rawart vampyre to G3F. Try to think of ways to break it with things that weren't working before.

    Post edited by Singular Blues on
  • jardinejardine Posts: 1,205

    thanks, singular!  i'll throw the oddest transfers i can can come up with at the new script later thisevening. 

    j

     

     

     

  • I take it you will announce here when you are kicking off beta testing for your premium product?

    What I am looking for, & I suspect there are a lot of others with similar wishes, is a product that will transfer morphs from your favourite old V4 characters to the current G8F in one hit.

    The same function from the intermediate generations, would just be icing on the tasty cake.

    :)

     

     

     

  • FenixPhoenixFenixPhoenix Posts: 3,111

    I can confirm Phillipa's (V7) nails transferred perfectly to G8 with this new script. I'm attaching a screenshot and the new log file (in case it's useful). Will try other characters with long nails.

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  • I take it you will announce here when you are kicking off beta testing for your premium product?

    What I am looking for, & I suspect there are a lot of others with similar wishes, is a product that will transfer morphs from your favourite old V4 characters to the current G8F in one hit.

    The same function from the intermediate generations, would just be icing on the tasty cake.

    :)

    I don't want to get to far ahead of myself,  but I think it will be possible to support transfer from V4 to Genesises (Genesisi?). My main worry is that, while I've been messing around with this stuff off and on since Poser was the only way to go, I only got into the nuts and bolts of how Daz does things around the time Genesis 2 came out. And I'm still learning. I hadn't mastered it then, I just started then. So I'm not nearly as well versed on how Generation 4 works. I just know it is quite different.

    My old script just exploited some simple things about the file format and brute forced the rest. This script is using Studio to do the heavy lifting, and suspect a brute force method would be better suited to transfers involving Generation 4. That's the main issue I have, right now. I haven't gone anywhere testing any of what the script does on gen4 figures. I don't know if anything will work. I have hopes I'll be able to at least transfer from them. I have doubts I'll be able to transfer to them. I don't expect that to be a highly demanded feature, but I'm fairly certain GenX2 can do it.

    That said, even if I fail, the person needing that support will be able to do 2 step transfers through Genesis with only GenX2 and no addons. I'm sure most people would prefer not to have to have 2 tools and 3 figures to make one transfer, but given as I've not even begun to look into the problem, I can't promise I'll be able to cover that base.

    I mean to try.

  • FenixPhoenixFenixPhoenix Posts: 3,111
    edited March 2018

    Alright, I've tested transferring The Fallen One for G3M to G8M and the nails were unsuccessfully transferred. I'm attaching the log as well as some screenshots.

    First couple of screenshots shows G8M with The Fallen One morph dialed to 40% (looks similar to how it's supposed to look) & 100% (more of a mess).

    This is a closeup of the hands at 40% dialed while in zero position. They look okay. The problem became evident once I tried to pose him.

    These screenshot shows how the hands behaved when I posed the character.

    These next screenshots show the comparison between the fallen one on G3 vs G8 (40% dialed, then 100% dialed)

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    Post edited by FenixPhoenix on
  • Alright, I've tested transferring The Fallen One for G3M to G8M and the nails were unsuccessfully transferred. I'm attaching the log as well as some screenshots.

    First couple of screenshots shows G8M with The Fallen One morph dialed to 40% (looks similar to how it's supposed to look) & 100% (more of a mess).

    This is going require some thought, because I'm confused about why it's happening to start.

    Basically, for some reason the morphs are coming in at ~500% for this morph. That is, you are seeing something like 250% and the script is already cutting that in half. Back to the drawing board. 

  • FenixPhoenixFenixPhoenix Posts: 3,111

    Alright, I've tested transferring The Fallen One for G3M to G8M and the nails were unsuccessfully transferred. I'm attaching the log as well as some screenshots.

    First couple of screenshots shows G8M with The Fallen One morph dialed to 40% (looks similar to how it's supposed to look) & 100% (more of a mess).

    This is going require some thought, because I'm confused about why it's happening to start.

    Basically, for some reason the morphs are coming in at ~500% for this morph. That is, you are seeing something like 250% and the script is already cutting that in half. Back to the drawing board. 

    Could it have something to do with the fact that the fallen one is an HD character? I am not home right now, but when I am able, I can try to transfer another HD character to see if the issue is the same. Would this be helpful?
  • HD shouldn't impact it. The script just ignores it. Basically, if you tunr off all subD levels, that is the morph being transfered, so the result should look like that.

  • Singular BluesSingular Blues Posts: 737
    edited March 2018

    Never mind. I've spotted what's happening, if I still don't know why. Will try to get it sorted.

    While working the problem, I've ended up improving the effectiveness of some parts of script, tho.

    Post edited by Singular Blues on
  • Okay, I figured out what it's doing. I'm still lost as to why. Basically, it's adding morphs together, but I haven't been able to figure out how it is doing it.

  • The problem should be solved. I pinned down what was happening, but never worked out why. Instead, I rewrote that section of code so that whatever was happening was simply not possible. Somehow, data was surviving across itterations of a loop, no matter what I did. I proved that the source data was not corrupted, and as expected, but some how the output not only contained the last iteration of the loop data, it added together with the running iteration. So I fixed it so that the base data was always expressly drawn from outside the loop and that the new data was not added to the base data in the loop but that the two data sets were merged only at the last moment.

    No idea why that worked. Other things which should have been equivalent didn't. 

    The package is updated.

  • UthgardUthgard Posts: 866

    I did a bit of a test and, although there have been marked improvements, the feet and toenails didn't go that well on extreme morphs. Here are the screenshots. Also, when I tried to transfer a package with HD morphs, the script threw an error and stopped instead of ignoring it like in previous iterations, though when I tried to do it with the verbose script to get a log file it just worked fine.

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  • RedzRedz Posts: 1,459

    Hi singular. I tried the vampyre from G8M to G3F and the bails look good, For some reason though, the Orc's shoulders are messed up.

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  • FenixPhoenixFenixPhoenix Posts: 3,111

    I've downloaded the newest script and tested transferring The Fallen One for G3M to G8M again. Though now dialing the morphs to 100 works perfectly, once I try to pose him, his fingers bend and twist like ribbons. I'm attaching the log file as well as some screenshots.

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  • RedzRedz Posts: 1,459
    edited March 2018

    I tried the orc to G3M again also. His shoulders are crumpled too just like G3F, and the adjusted rigging isn’t saving, so when posed, he gets spaghetti hands. the vampyre also transferred with un adjusted rigging. 

    Post edited by Redz on
  • FenixPhoenixFenixPhoenix Posts: 3,111
    edited March 2018

    Just in case this is useful, I also tried to transferr Damien Demon for G3 to G8. For this one, I used the old script first (to get the log and the comparison screenshots) and then deleted the data files, updated the script and tried again (this time everything worked perfectly). 

    OLD script comparisons G3 - G8 (dialing to 100 deformed the morph).

    New script comparisons. Dialing to 100 works how it should, though the horns are less sharp (maybe because in G3 they are HD?).

    G3 | G8

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    Post edited by FenixPhoenix on
  • Redz said:

    I tried the orc to G3M again also. His shoulders are crumpled too just like G3F, and the adjusted rigging isn’t saving, so when posed, he gets spaghetti hands. the vampyre also transferred with un adjusted rigging. 

    The script has never adjusted rigging. It copies rigging. Which, rather oddly, means the rigging is better suited to the badly curved arms.

    I've looked at the rigging displacement, and while it is minor for your basic morphs and even fairly extreme toons, I'm guessing these monster shapes are a bit too much, once straigtened out. Because the difference between a proportional human and G8 versus a toon and G8 while both mionr are not minor to the same degree. The toons are a bit worse, so I suppose the more extreme the change, the bigger the drift. This was true before. The curved arms weren't exactly on target, either. They were just so much closer that I suspect the most exteme drift was very small, so not noticable.

    Giselle, the above applies to your twisted finger issue as well. I had the thought the fact that the morphs were stacking was the cause because you'd have 2 or 5 times the displacement of the mesh but only 1 times the rigging.

    This will require a whole other level of effort. More specifically, I need to build some code I had intended to save for the Beta. Up to now it hasn't been necessary (G8 and G3 share all but one bone). It will be for the beta because G1 and G2 effectively don't have face bones, so transfers to G3 and G8 would require rigging adjustment.
     

     

  • jardinejardine Posts: 1,205

    my two cents, for whatever it's worth...

    reserving extreme/monster g8 and g3 morph support for a paid product seems very reasonable to me.  you've already put a considerable amount of thought and work and some heavy problemsolving into the free script.  which works so well that i honestly feel guilty every time i use it.  when people help you move that much stuff from one place to another, you're supposed to at least buy them pizza and beer. 

    you've got the nails and nailbeds sorted out.  so maybe call this a wrap and move on to the product beta?

    yt,

    j

     

  • Singular BluesSingular Blues Posts: 737
    edited March 2018
    jardine said:

    my two cents, for whatever it's worth...

    reserving extreme/monster g8 and g3 morph support for a paid product seems very reasonable to me.  you've already put a considerable amount of thought and work and some heavy problemsolving into the free script.  which works so well that i honestly feel guilty every time i use it.  when people help you move that much stuff from one place to another, you're supposed to at least buy them pizza and beer. 

    you've got the nails and nailbeds sorted out.  so maybe call this a wrap and move on to the product beta?

    yt,

    j

     

    If you want to buy me pizza and beer, I'll take it :) I'd kill for a pizza right now.

    You have a good point on the switch to beta. I have a lot of work to do to make this part functional, because it is going to require that the script be able to sense when rigging adjustment is needed and where. And because the rig adjustment function works on telling it which bones NOT to adjust, that's another thing it has to do: Read all the bones, and then remove the adjusted bones from the list. Fortunately, all that is possible, but it's going to slow things down, a lot.

    Post edited by Singular Blues on
  • HavosHavos Posts: 5,392
    jardine said:

    my two cents, for whatever it's worth...

    reserving extreme/monster g8 and g3 morph support for a paid product seems very reasonable to me.  you've already put a considerable amount of thought and work and some heavy problemsolving into the free script.  which works so well that i honestly feel guilty every time i use it.  when people help you move that much stuff from one place to another, you're supposed to at least buy them pizza and beer. 

    you've got the nails and nailbeds sorted out.  so maybe call this a wrap and move on to the product beta?

    yt,

    j

     

    If you want to buy me pizza and beer, I'll take it :) I'd kill for a pizza right now.

    You have a good point on the switch to beta. I have a lot of work to do to make this part functional, because it is going to require that the script be able to sense when rigging adjustment is needed and where. And because the rig adjustment function works on telling it which bones NOT to adjust, that's another thing it has to do: Read all the bones, and then remove the adjusted bones from the list. Fortunately, all that is possible, but it's going to slow things down, a lot.

    What about having the script initiate an "Adjust rigging to shape", and then "ERC Freeze" commands when the morph is moved over?, I guess that is what GenX does.

  • Also, to everyone who's put in any time an effort, thank you. Thank you very much. I know you may see it as getting some nice benefits out of it, but I couldn't have come this far without you.

    I've always been one to tumble to what seemed like a clever idea. I've only had a handful of opportunities to execute any of them, and most of those where never acknowledged. None of them were ever really my own projects. This is, and I appreciate everyone who helped me make it happen.

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