How to actiavte a pJCM only when two other PJCMs are in certain range?

JamesJames Posts: 1,037
edited August 2022 in Daz Studio Discussion

How to actiavte a pJCM only when two other PJCMs are in certain range?

for example if
pJCM_shin1 AND pJCM_shin2 were above 90 degrees,
pjCM _custom is activated.
 

Currently I can only do if
pJCM_shin1 OR pJCM_shin2 were above certain number (0 to 1) / percentage
pjCM _custom is activated.

Post edited by James on

Comments

  • I touched on this in one of your other threads - you make both necessary by setting one to multiply instead of the usual Delta Add. 0 (add) * 1 (Mult) = 0, 1 (Add) * 0 (Mult) = 0. For range control, adjust the cosntant part (and if necessary go two steps on the multiply part - one to a hidden property to addd/subtract the constant, then multiply the other by the hidden property. You will need to be careful in setting limits to make suer there is no unwanted spill-over, or you could use a keyed ERC to link the drivers to two hidden proeprties and then plug those in to add to/multiply by the final JCM.

  • JamesJames Posts: 1,037
    edited August 2022

    T_T
    My brain can hardly process this.
    I'm a newbie.

     

    Post edited by James on
  • Sorry, for a simple case you can use the Attenmuate By option in the ERC Freeze dialogue but that won't have the delayed start you are asking for here - once you get into that degree of complexity you are going to have to wrestle with the links diectly. There are, as I recall, some worked examples on the pags I linked to on Rob Whisenant's site in another of your threads.

  • JamesJames Posts: 1,037
    edited August 2022

    I have achieved what I wanted now.
    But the truth is, it's more like guessing, accident and I don't understand at all why it works.

    Could you explain more on the a basic understanding on ERC?
    I checked your link, but I can't understand it. I have still missing blocks.

    Like...

    Slider A

    ------ Sub-components
    my understanding on what sub-components do, is,
    increase or decrese slider A value, will incerease or decrease whatever sliders under the subcomponents - 1st stage.

    Under Sub-components, there are:
    --------------1st stage (add/subtract)
    --------------2nd stage  (multipy/divide)

    I don't quite understand what are they. All I know, if I freeze a slider, usually whatever I check from the dialog box, will be put in 1st stage.

    And I'm also not really sure what Controllers do...

    Post edited by James on
  • Yes, ERC Freeze (without the attenuate option) will use the 1st Stage, which is a simple relationship - the value of the controller will be multiplied by a constant (e.g. if you want the morph to be 100%, which is to say 1 as a numerical value, them a bend is 30 degrees then it will be a factor of 1/30). The 2nd stage mutliplies the ersult by the value of another slider, which doesn't make sense until the 1st stage can give a potentially non-zero value. It is possible to perform complex operations with these and with additional hidden proerpties between the original controller(s) and the final sub-component.

  • JamesJames Posts: 1,037

    Ok, And what is the Controllers for, which also have 1st stage and 2nd stage?

  • ekajuan_9f765a669b said:

    Ok, And what is the Controllers for, which also have 1st stage and 2nd stage?

    Every link has two ends, the hierarchy shows both controllers (things which affect the current property) and sub-components (things which are affected by the current property).

  • JamesJames Posts: 1,037

    So... you mean, lets say

    Morph A has Morph B as a subcomponent.

    Morph A will be listed under Morph B as the controller?

  • ekajuan_9f765a669b said:

    So... you mean, lets say

    Morph A has Morph B as a subcomponent.

    Morph A will be listed under Morph B as the controller?

    Exactly

  • JamesJames Posts: 1,037

    What attenuate does?

    I look at dictionary, attenuate means to weaken.


     

  • Yes, if you choose a proerpty to Attenuate By then it weakens the effect according to the strength of that proerpty - so if you have Morph A as the controller, Morph B as the attenuator, and morph C as the sub-component, all at 100%, then C will have the value of A times B - so if A is at 100%, B is at 50%, then C will be at 50%. If A and B are at 50%, C will be 25%.

  • PendraiaPendraia Posts: 3,598

    Interesting thread...thanks for the info Richard.

  • JamesJames Posts: 1,037
    edited August 2022

    How's the calculation,if 2 morphs controlled 1 morph?

    e.g: :Morph A and B control Morph C?
    let's say... if Morph A and B, bends 90 degree, Morph C mophs 100%

    How to calculate the value of Morph C if A and B changed, for ex: A=45degree and B=90degree?

    ----

    I'm also confuse.

    The base character has a pJCMShinBend_90_L morph.
    When I used Transfer Utility this morph is cloned to the cloth with the same name.

    When I bend the shin, pJCMShinBend_90_ slider values of the cloth also changes.
    But if I check on the hierarchy pane,
    this pJCMShinBend_90_ slider doesn't have the shin Bend as its controller, empty.
    How come the shin can affect that slider value?

    Update: For the second question, I got the answer.
    Auto-follow.
    Each slider has auto-follow option, to conform its morph with the base character.
    Probably the bone what connecting these two sliders.
    Since the base character and the cloth has the same bones.

    Post edited by James on
  • ekajuan_9f765a669b said:

    How's the calculation,if 2 morphs controlled 1 morph?

    e.g: :Morph A and B control Morph C?
    let's say... if Morph A and B, bends 90 degree, Morph C mophs 100%

    How to calculate the value of Morph C if A and B changed, for ex: A=45degree and B=90degree?

    That would depend on the type and values of the link.

    ----

    I'm also confuse.

    The base character has a pJCMShinBend_90_L morph.
    When I used Transfer Utility this morph is cloned to the cloth with the same name.

    When I bend the shin, pJCMShinBend_90_ slider values of the cloth also changes.
    But if I check on the hierarchy pane,
    this pJCMShinBend_90_ slider doesn't have the shin Bend as its controller, empty.
    How come the shin can affect that slider value?

    Update: For the second question, I got the answer.
    Auto-follow.
    Each slider has auto-follow option, to conform its morph with the base character.
    Probably the bone what connecting these two sliders.
    Since the base character and the cloth has the same bones.

    Yes, AutoFollow, but it's the morph names that trigger it - which is what i have said in soem of yourother threads, if the JCM is one that the figure already has then you just need a morph that has the same name without having to set up the ERC on the fitted item.

  • JamesJames Posts: 1,037
    edited August 2022

    What does 'link', 'aliases', and 'save with' that's under attributes mean?

    ---

    and how does ERC keyed works for slider using percentage?

    If the morph slider uses 0-100%,

    key: 100 certainly doesn't mean 100%

     

    Post edited by James on
  • ekajuan_9f765a669b said:

    What does 'link', 'aliases', and 'save with' that's under attributes mean?

    Links and Aliases are two different ways to have one proeprty diectly match another - in the cases of Link it is a 1:1 correspondence, for Alias it is two properties on the  figure which both drive the same attribute (see the bend and twist cotnrols on the Bend or Twist bones for recent figures.

    A link is not saved as its own file, it is saved with one of the properties being linked - Save With let's you choose which. For your own clothing set it wouldn't matter, but if you created a morph for the base figure you would want to save the links for things like joint centre adjustments with your morph not the joint setting for the base figure 9which you couldn't distribute, and which would be overwritten by any update).

    ---

    and how does ERC keyed works for slider using percentage?

    If the morph slider uses 0-100%,

    key: 100 certainly doesn't mean 100%

    Frame number corresponds to value of the controller.

  • JamesJames Posts: 1,037
    edited August 2022

    If there's a morph with percentage, how can I know how much frames does it have?

    Update: I got the answer.
    In the parameter settings > Key Tab

    But what is RAW and TCB 0,0,0?

    -------

    Hemm, I though I understood. How to use the key?

    I check a slider parameter settings, the key tab, it says there are 10 frames

    So, if I add keys, like this

    key 0 v:0

    key 10 v:100

    Does this mean from frame 0 to 10 the value will be 0 to 100%?

    Update:
    It seems in my case
    0 = 0%
    1 = 100%

    Slider morph A in percentage : slider morph B in percentage

    Key 0:0 means if slider morph A 0%, slider morph B will also be 0%
    Key 1:1 means if slider morph A 100%, slider morph B will also be 100%

    everything in between will be calculated based on those keys.

    It doesn't look it has anything with keyframes.

    CMIW

    -----
    How can we know a slider morph is ERC baked or not?

    Post edited by James on
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