New TapeMeasure node added to take away the guess work for
measuring human proportions.
As a result of trying to make realistic avs based on real human models and being
able to get hip, waist and bust measurements for most famous models online i
came up with the idea of creating a build node that does not actually build
anything but just returns the value in its measurement field for a specified
sequence of vertices. At the moment this node does no more than measure the bee
line distance from vertex to vertex and add the sum, therefore denser vertices
used for measuring curved surfaces should result in more accurate results. In
the future I may make it so that it can generates an internal spline curve to
get more accurate results for curved measurements but i feel pretty happy with
it the way it is for the time being to get a good idea of measuring human
proportions much the same way u would with a tape measure in the real world at
least in concept. If staves is set to just one the TapeMeasure node will return
the distance between two vertices in the measurement field (2 staves = 3
vertices, 3 staves = 4 vertices and so on). The baseVertex specifies the
index for the first vertex to begin measuring from. Because the TapeMeasure node
measures the vertices in ascending index order you must be sure that the index
order of the the vertices u are measuring follow each other one after the other.
The index order can be changed for a vertex manually by pressing the key U to
decrement it's order and pressing I to increment it's order. The index for the
selected vertex is displayed in the top right corner of the 3d window next to
the text "coordIndex"
When measuring simple parts like the waist you can easily use the vertices from
the waist to measure it but for more complexly arranged areas like the hips and
bust its better to make a band of triangles specially for the purpose of
measuring this area. The band of triangles can be put in a part that is a child
of the part that is being measured. This band can be saved using export so that
the part can then be deleted when it is no longer wanted but can be easily added
back later and reused if its wanted again at a later date.
Keyboard support for tugging multiple vertices.
With some suggestions from bumpy I added experimental code to allow more
intuitive multiple vertex tugging some weeks ago but have not had enough time to
write about it and only the mouse could be used to control the tugging in this
mode. Now multiple vertex tugging can also be achieved using the keyboard to
allow more precise steady tugging in the same manner when tugging a single
vertex using the keyboard is done. To make seamless do multiple vertex tugging
set the tugRadius to a value greater than zero. The tugRadius can be increased
from 0 to any value by holding down ctrl + the "add" key from the numpad. Ctrl+
the "minus" key from the numpad decreases the tugRadius. The tugRadius value can
also be changed from the settings window (use short cut key ")" to open
settings).
The keys to use for the actual tugging are 4,6 for X, 8,2 for Y and 9,3 for Z
same as for single tugging mode shown in the minimalist tutorial
Bad bug when resetting MFNode field discoved rather late but
fixed
Since 2.029 i added the feature so that MFNode fields could be reset (all nodes
in the field deleted). This i thought was handy if u wanted to get rid of all
the build nodes and be just left with the triangles for the parts in a Seamless
node. I made Seamless3d warn that all nodes would be deleted if reset was
selected but Ep experienced accidentally selecting reset and then selecting
NO from the warning dialogue box but Seamless3d deleted all her build nodes
anyway! The reason for why such a bad bug escaped my attention was I only ever
used the cancel key to say no. This bug has now been fixed for 2.039
Sadly Ep saved her work after all her nodes were deleted unaware what had
happened and so lost a lot of work. A hard learned example of why it pays to
make copies as u work especially for a cutting edge program like Seamless3d
which can work bug free without a problem days on end but its still very much
possible when using rarely used procedures to encounter a bad bug like this.
compileTransform scale/rotation
I have made it so that the compileTransform command from the F10 menu for
scale/rotation selection works properly for skeletons using complex combinations
of scale and rotation.
Compiling scale/rotation is necessary if u directly use the rotation field from
a part node to change it's orientation and if u want it permenantly to stay to
this orientation after all the part's rotation fields have been reset
Note
To reset all the rotation fields for all the parts in a Seamless node select any
Part belonging to the Seamless node or the Seamless node itself and then press
Alt+R.
Seamless3d More Windows XP, Windows 2000 Friendly
As a result of my video settings for my computer getting messed up in a crash
probably due to the very hot weather we have had since Xmas i decided to install
windows xp in place of win 98. This allows me to test seamless better on this
operating system. The last few versions i guess would already be better thanks
to bumpy helping me get the mouse work better for windows 2000. In XP the last
ROUTE displayed in a control panel had a minor problem of the text not being
well displayed due to the window not having enough height. About the lower half
of the characters would be missing. I have fixed this problem for Seamless3d
2.039 by making it so that the control panels are automatically adjusted so that
the client area of the window is always the same no matter how big the title bar
is for the operating system.
regards
thyme
DEF bug added to 2.039 fixed for 2.040
Sorry 2.039 was yet another version that had a fly in the ointment. This version
seemed to work without a problem. It could open old files with lots of complex
build nodes in it just fine but found out later if you tried to add a new node
and DEFine it (name it) it could not. Worse still if u then tried to save the
file afterwards after attempting this seamless would be unable to re open the
file! But not the worst kind of bug really since the illegal code can be easily
fixed in a text editor such as VrmlPad. Just open the smls file in the text
editor and delete the text DEF in front of the node. You will see no
actual name for the DEF got saved just the word DEF next to the node which is
what makes it illegal code. Alternatively u could leave the DEF in and add the
name for the DEF in the text editor. But if u don't feel at home with hand
editing VRML code in a text editor and have messed up a smls file from this DEF
bug please let me help by sending me the broken file to
techuelife@tpg.com.au so that I can
quickly send your file back to u fixed.
Improved manual build cycle
I found that if a Seamless node was not in the scene node's children field a
build cycle could not be manually activated by pressing the short cut key F9. So
I have fixed this so that F9 now works if the Seamless node is inside any type
of Grouping node or PROTO without a problem no matter how far the Seamless node
is to the right in the scene tree. Activating the build cycle manually is handy
when u want to update the measurement field for the new TapeMeasure node.
Very late in the day it has come to my attention that I have been very much mistaken in the belief that an instance of an Avatar PROTO is automatically created by contact. How I originally came to get this belief i am not sure, it is hardly surprising though, my life always has been full of confusion, mistakes and blunders. Because an instance is needed in the final generated file I have made Seamless3d automatically add an instance of an Avatar PROTO to the output file if the smls file contains a PROTO named Avatar. As a result of this change made to Seamless3d I had to make a few small changes to my minimalist online tutorial. I have also made a few other minor changes to the tutorial just to slightly improve it here and there.
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