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# Surface Attachment Constraint | ||
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Constraint to attach a transform of a given model into a deformable surface of another model. | ||
<figure><img src="../../.gitbook/assets/image.png" alt=""><figcaption></figcaption></figure> | ||
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NOTE: in order to bake the motion of constrained model, you have to use a Hard Plot method (there is a correspondent script in action scripts), that means that we can't use a background bake solver, we have to evaluate scene deformation of a source model in every frame, so hard plot goes frame by frame, evaluates the scene and writes keyframes of a constraint model. | ||
A constraint to attach the transform of a given model to the deformable surface of another model. | ||
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{% hint style="info" %} | ||
In order to bake the motion of a constrained model, you need to use the Hard Plot method (there is a corresponding script in the action scripts). This means we can't use a background bake solver; instead, we must evaluate the scene deformation of the source model on every frame. Hard Plot goes frame by frame, evaluates the scene, and writes keyframes for the constrained model. | ||
{% endhint %} | ||
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## Video | ||
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Introduction Video - https://youtu.be/M0MGZV39G1c?si=o9dfFC8QskG4cCRX | ||
I[ntroduction Video](https://youtu.be/M0MGZV39G1c?si=o9dfFC8QskG4cCRX) | ||
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## LOG | ||
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06.10.18 | ||
Updated and included into OpenMoBu | ||
06.10.18 Updated and included into OpenMoBu | ||
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15.12.15 | ||
Fix attachment rotation issue by using TBN matrix | ||
15.12.15 Fix attachment rotation issue by using TBN matrix | ||
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13.12.15 | ||
First workable version | ||
13.12.15 First workable version | ||
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26.11.15 | ||
Added barycentric coordinates to hold specified surface area, use normal then to compute new constrained rotation | ||
26.11.15 Added barycentric coordinates to hold specified surface area, use normal then to compute new constrained rotation |
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# Driven Property Constraint | ||
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The main usage is to transfer value of some non animatable property into an animatable property. | ||
For example, to control a scale of a box by curve path length. | ||
The main use of this constraint is to transfer the value of a non-animatable property to an animatable property. For example, controlling the scale of a box based on the length of a curve path. | ||
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### How To Use | ||
### How To Use: | ||
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* Add a Driven Property constraint into the scene | ||
* Put an object that you want to read property value from into a Source group | ||
* Put an object that you want to transfer value into a Constrain group | ||
* Switch to Setup tab in the Constraint UI Layout | ||
* Drag and drop the source object once again but this time into a first container | ||
* Drag and drop the constrain object into a second container | ||
* Choose a property for the source and destination. An example is shown on the picture | ||
* Activate the constraint and the value from the source object's property will be written into the destination object's property | ||
* Add a Driven Property constraint to the scene. | ||
* Add the object from which you want to read the property value into the Source group. | ||
* Add the object to which you want to transfer the value into the Constrain group. | ||
* Switch to the Setup tab in the Constraint UI Layout. | ||
* Drag and drop the source object again, but this time into the first container. | ||
* Drag and drop the constrain object into the second container. | ||
* Select the property for both the source and the destination. An example is shown in the picture. | ||
* Activate the constraint, and the value from the source object's property will be transferred to the destination object's property. | ||
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![Example scene](https://github.com/Neill3d/OpenMoBu/blob/master/Documentation/Images/driven_property_constraint.jpg) | ||
<figure><img src="../../.gitbook/assets/image (2).png" alt=""><figcaption></figcaption></figure> | ||
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<figure><img src="../../.gitbook/assets/image (1).png" alt=""><figcaption></figcaption></figure> | ||
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### Test Scenes | ||
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- [Camera Driven Property Example](https://github.com/Neill3d/OpenMoBu/blob/master/MB_Scenes/constraint_DrivenProperty_Camera.fbx) | ||
- [Curve Path Length Example](https://github.com/Neill3d/OpenMoBu/blob/master/MB_Scenes/DrivenProperty_CurvePathLength.fbx) | ||
* [Camera Driven Property Example](../../../MB\_Scenes/constraint\_DrivenProperty\_Camera.fbx) | ||
* [Curve Path Length Example](../../../MB\_Scenes/DrivenProperty\_CurvePathLength.fbx) | ||
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### Videos | ||
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* [Curve Path Length Example](https://drive.google.com/file/d/1QtuZqPx-RxS-W9v42Tz3nKA_U8V3rR9x/view?usp=share_link) | ||
* [Simple Camera Property Example](https://www.youtube.com/watch?v=jSqzdz_fkoA) | ||
* [Curve Path Length Example](https://drive.google.com/file/d/1QtuZqPx-RxS-W9v42Tz3nKA\_U8V3rR9x/view?usp=share\_link) | ||
* [Simple Camera Property Example](https://www.youtube.com/watch?v=jSqzdz\_fkoA) | ||
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### Log | ||
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* 22.09.2013 – fix save/load issue in mobu 2014 version | ||
* 07.05.2013 | ||
mobu 2014 64 bits | ||
* 28.05.2012 | ||
mobu 2013 64 bit | ||
* 11.11.2011 | ||
mobu 2012 64bit; | ||
fix displaying properties in UI when reset constraint; | ||
add load/save constraint properties. | ||
* 07.05.2013 mobu 2014 64 bits | ||
* 28.05.2012 mobu 2013 64 bit | ||
* 11.11.2011 mobu 2012 64bit; fix displaying properties in UI when reset constraint; add load/save constraint properties. |
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# Lock Camera Manipulator | ||
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The plugin draws a small "locker" button on left upper corner of each viewer pane. It's a toggle button to control either a user could change a camera in a pane or the camera should be locked with a current one. | ||
The plugin draws a small 'locker' button in the upper left corner of each viewer pane. It is a toggle button that controls whether the user can change the camera in the pane or if the camera should be locked to the current one. | ||
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![LockCameraManipulator](../../Plugins/manipulator\_lockCamera.jpg) |
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# Super Dynamic Lighting Shader | ||
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This is an advance version of Dynamic Lighting Shader with features like vertex displacement, specular map, Matcap shading, etc. | ||
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Shader that supports unlimited set of lights in the scene. | ||
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Additional features | ||
- texture channels: diffuse, transparency, specular, reflect, displacement, normal map | ||
- rim lighting | ||
- vertex displacement | ||
- reflection spherical texturing | ||
- second UV set support and assigned LightMap texture per model | ||
- matcap diffuse shading | ||
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## How to use second UV set and baked shadows | ||
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[Video on Youtube](https://youtu.be/ILbo5VWHVTE?si=0_cpQJcIU0AALap6) | ||
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## Where to get matcap images ? | ||
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[Here is a huge collection of matcaps on github repository](https://github.com/nidorx/matcaps) | ||
# Super Dynamic Lighting Shader | ||
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This is an advanced version of the Dynamic Lighting Shader, featuring vertex displacement, specular mapping, MatCap shading, and more. The shader supports an unlimited number of lights in the scene. | ||
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Additional features: | ||
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* Texture channels: diffuse, transparency, specular, reflection, displacement, and normal map | ||
* Rim lighting | ||
* Vertex displacement | ||
* Reflection spherical texturing | ||
* Support for a second UV set with assigned LightMap textures per model | ||
* MatCap diffuse shading | ||
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## How to use second UV set and baked shadows | ||
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[Video on Youtube](https://youtu.be/ILbo5VWHVTE?si=0\_cpQJcIU0AALap6) | ||
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## Where to get matcap images ? | ||
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[Here is a huge collection of matcaps on github repository](https://github.com/nidorx/matcaps) |
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