the "TO Square: length" statement means "if someone mentions the word "square" and a number then, lets call this number "length" and do the following ...." the word "END" puts an end to the definition of what it means to "square"
repeat 4 [action] means repeatedly do the bracketed action fd :length means : move forward "length" number of pixels rt 90 means : turn right 90 degrees
See the sort'of visor-tube? there's upward arcs of circles ... next version of mcjBuilder
it should be very versatile so you can bend the mouldings anyway you want, which will include twists/screws/coils
lets say you created a custom extrusion path
and you built an object called "tubularBell.obj"
you loaded it in the scene using the "load" button
but the result is not exactly what you wanted
normally you'd
save your custom extrusion path
close mcjBuilder"
delete the object from the scene
re-start mcjBuilder
tweak your path
press the build button
press the load button
but now you'll just have to do:
tweak your path
press the update button
the script will delete the old version if it's in the scene
build the new one and save it over the old version
load the new version in the scene
calli WYSIWYGBYHTPAB which means ""what you see is what you get but you have to press a button"
----------------
fig 3 problem adding the "twist" movement
fig 3. twist ...works ( quaternions may have to be used )
fig 4 now i get it ! the extrusion nozzle faces forth, the twist axis also faces forth
figure 5 there you go - turn means "turnY" means turn around the Y Axis. Slope means, .... and move along the Y axis by this much
implementing the Turn + Slope effect for all 3 axis
radius 2
slope 30
turnUp 3600
and you know what else one could do? parent the null-node that transports the extrusion profile to an animated node
and what would you get?
a coiled guitar cord
-----------
figure 2 .... oops actually as it is presently it wont work ( but it will )
1920 faces, hexagon profile, 14400/45 = 320 little tubes
---
fig 3 .. it now works but there's a shear effect and the parent node cant really steer the extruder
fig 4 - Scale effects using a parent node trick
fig 4: tada ! i set "slope to 0 so the parent node is the sole control for the extruding nozzle position and heading - mcjBuilder is what spins the nozzle to give us the coiling - note that mcjCycleFilter was useful for regularizing the parent node animation
i digress but mcjBuilderA can be used to animate nodes which can then be used by mcjAutoLimb to create foot targets
(walk inspired by seeing "Happy Wheels" gameplay )
I have been trying to use the example where you created a path and then lathed it using the radius 0.0005 and turn 360 commands
I cannot get this to work and I'm not sure what I'm doing or not doing
Would it possible to get a step by step of how to achieve this?
I have been trying to use the example where you created a path and then lathed it using the radius 0.0005 and turn 360 commands I cannot get this to work and I'm not sure what I'm doing or not doing Would it possible to get a step by step of how to achieve this?
in this first version, it's important to use only the Tab character to separate the words and the numbers
so
turn[TAB]360
works but
turn[Space]360
does not
in the next reply i'll do the step-by-step test , my recent examples were done using the upcoming version but the "turn" command did exist in the version you have i'm pretty sure .... to be continued
I have been trying to use the example where you created a path and then lathed it using the radius 0.0005 and turn 360 commands I cannot get this to work and I'm not sure what I'm doing or not doing Would it possible to get a step by step of how to achieve this?
step by step test
i start the mcjBuilderA ( version dated 14 April 2014 )
i click on the "defaults" button
so the program returns to its factory settings
i delete everything in the text area
i type
turn[TAB]360
i click on the "Build"" button
after 2 seconds the program asks me a location and file name for the .obj file
i put mine in i:\aoa\mesh.obj
now the object i built is on disk
i click on mcjBuilder's "Load" button
i look in daz studio's scene tab and i find a new node named mesh0
i zoom to it
it's quite small, below you can see it near a sugar cube
the default extrusion profile was a circle and the default radius was 1 so we get a torus/donut
=========================
second test
in the drop-down list i select the profile named
"classic_cymaRecta11"
the extrusion path script is still
turn[Tab]360
but i changed mcjBuilder's initial radius to 0
i click on the mcjBuilder's "Build"" button
i put in again as i:\aoa\mesh.obj
i click on mcjBuilder's "Load" button
and we obtain a lathe
note that in the profile preview plot, the red cross indicates the location of the (0,0,0) origin - so the revolution is centered right there
next version will allow the creation of multi-part models
example,
you extrude 4 square tubes
that's the table legs
change the extrusion nozzle for a bar-edge shape
extrude a table edge
add a cap
and you got a good looking table
Comments
I'm just discovering this post!
It reminds me of the "goto" I learnt when I was a child. It seems very funny!
must be the "turtle graphics" part of the LoGo language
i didnt know they actually were controlling a robot turtle with it
http://en.wikipedia.org/wiki/Logo_(programming_language)
radius 0
turn 360
.... and .... that's called a lathe !
so i create this path curve using mcjBuilder
and i export it as an .obj, ..... in the profiles folder
i also save it as a path curve
i close mcjBuilder and re-open it, so that it can "see" my new extrusion profile
i select the column profile
i create this path ... which should give us a lathe behavior
and it worked !!
the step Angle was 22.5 degrees so it's a bit rough
there you have it, all done in the confines of Daz Studio!
you could obtain something similar using mcjSuperLathe or mcjJathe
except the profile would be splines instead of circle arcs
must be the "turtle graphics" part of the LoGo language
i didnt know they actually were controlling a robot turtle with it
http://en.wikipedia.org/wiki/Logo_(programming_language)
When I was told that LoGo was powerful I did not believe it. Maybe now I can change my mind ;)
When I was told that LoGo was powerful I did not believe it. Maybe now I can change my mind ;)
by the way you can try LoGo online right here http://www.calormen.com/jslogo/#
if you copy and paste
if draws a star
the "TO Square: length" statement means
"if someone mentions the word "square" and a number
then, lets call this number "length" and do the following ...."
the word "END" puts an end to the definition of what it means to "square"
repeat 4 [action] means repeatedly do the bracketed action
fd :length means : move forward "length" number of pixels
rt 90 means : turn right 90 degrees
i may add a "repeat" command to mcjBuilder
making a wrought iron scroll using mcjBuilder and the Fibonacci sequence (1) 1 2 3 5 8
that's at the “Mardan Palace Hotel , a crazily expensive big hotel i gather
uh hum
( but it does show i was able to fix slight problems with the "turn" command )
HAHAHA.... That's cute!
this spring scroll hairstyle
unless it's called ionic
hahahaha.. *FALLS OVER*
See the sort'of visor-tube? there's upward arcs of circles ... next version of mcjBuilder
it should be very versatile so you can bend the mouldings anyway you want, which will include twists/screws/coils
this spring scroll hairstyle
unless it's called ionic
~ROFLMAO~
Seriously though, that would make a great top to a column, as your third image shows.
the turnUp action .... next version soon
there'will also be the "Update" button
lets say you created a custom extrusion path
and you built an object called "tubularBell.obj"
you loaded it in the scene using the "load" button
but the result is not exactly what you wanted
normally you'd
save your custom extrusion path
close mcjBuilder"
delete the object from the scene
re-start mcjBuilder
tweak your path
press the build button
press the load button
but now you'll just have to do:
tweak your path
press the update button
the script will delete the old version if it's in the scene
build the new one and save it over the old version
load the new version in the scene
calli WYSIWYGBYHTPAB which means ""what you see is what you get but you have to press a button"
----------------
fig 3 problem adding the "twist" movement
fig 3. twist ...works ( quaternions may have to be used )
fig 4 now i get it ! the extrusion nozzle faces forth, the twist axis also faces forth
figure 5 there you go - turn means "turnY" means turn around the Y Axis. Slope means, .... and move along the Y axis by this much
implementing the Turn + Slope effect for all 3 axis
and you know what else one could do?
parent the null-node that transports the extrusion profile
to an animated node
and what would you get?
a coiled guitar cord
-----------
figure 2 .... oops actually as it is presently it wont work ( but it will )
1920 faces, hexagon profile, 14400/45 = 320 little tubes
---
fig 3 .. it now works but there's a shear effect and the parent node cant really steer the extruder
fig 4 - Scale effects using a parent node trick
fig 4: tada ! i set "slope to 0 so the parent node is the sole control for the extruding nozzle position and heading - mcjBuilder is what spins the nozzle to give us the coiling - note that mcjCycleFilter was useful for regularizing the parent node animation
i'll probably post that object on my site
Curly phone cords and water hoses are great to have.
note that mcjTransport and before that mcjRibbons could be used to do spiral cords and cables
http://www.daz3d.com/forums/discussion/7278/
the upcoming version will have a setScale, setScaleX setScaleY, setScaleZ command
the next version will also have a simple repeat command
only 1 level, meaning you cant have a repeat within a repeat ( for now )
fig 2 uses the fuzzy wuzzy shader by Marianne
http://www.sharecg.com/v/36638/View/6/Texture/Fuzzy-Wuzzy-Fur-Shader-Daz|Studio
.... and the next version will include the "define" command
which lets you give a name to a block of commands
for example here i defined something called a Bob
which creates a B shape
once it's defined
i just have to issue the command : Bob
figure 2 - using the superShine shader by Marianne
http://www.sharecg.com/v/31573/Material-and-Shader/Super-Shine-Shader
so as we speak the available commands will be
---------
the define command will also accept a named parameter
example
i digress but mcjBuilderA can be used to animate nodes which can then be used by mcjAutoLimb to create foot targets
(walk inspired by seeing "Happy Wheels" gameplay )
braids !
you can already do braids using the current version
but here i used the upcoming "define" and "repeat" commands
figure 2 - without SubDivision and texture/displacement
figure 3 - you have 1 day to moddel that hairdo ... kidding :)
possibility that i'll post the version i have today!
Awesome works Casual. Been busy setting up Chrome and finding my threads to subscribe. Have a great day. Hoppity hop hop hop
Ohhhhh, I hadn't realized you can do braids with it. That's going to be sooooo kewl. :coolsmile:
I have been trying to use the example where you created a path and then lathed it using the radius 0.0005 and turn 360 commands
I cannot get this to work and I'm not sure what I'm doing or not doing
Would it possible to get a step by step of how to achieve this?
in this first version, it's important to use only the Tab character to separate the words and the numbers
so
works
but
does not
in the next reply i'll do the step-by-step test ,
my recent examples were done using the upcoming version
but the "turn" command did exist in the version you have i'm pretty sure .... to be continued
step by step test
i start the mcjBuilderA ( version dated 14 April 2014 )
i click on the "defaults" button
so the program returns to its factory settings
i delete everything in the text area
i type
i click on the "Build"" button
after 2 seconds the program asks me a location and file name for the .obj file
i put mine in i:\aoa\mesh.obj
now the object i built is on disk
i click on mcjBuilder's "Load" button
i look in daz studio's scene tab and i find a new node named mesh0
i zoom to it
it's quite small, below you can see it near a sugar cube
the default extrusion profile was a circle
and the default radius was 1
so we get a torus/donut
=========================
second test
in the drop-down list i select the profile named
"classic_cymaRecta11"
the extrusion path script is still
but i changed mcjBuilder's initial radius to 0
i click on the mcjBuilder's "Build"" button
i put in again as i:\aoa\mesh.obj
i click on mcjBuilder's "Load" button
and we obtain a lathe
note that in the profile preview plot, the red cross
indicates the location of the (0,0,0) origin - so the revolution is centered right there
next version will allow the creation of multi-part models
example,
you extrude 4 square tubes
that's the table legs
change the extrusion nozzle for a bar-edge shape
extrude a table edge
add a cap
and you got a good looking table