Vertex Color Tools

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clintonman
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Re: Vertex Color Tools

Post by clintonman »

Saul wrote: 29 Jan 2023, 16:16 Nice! is this something that could be used instead of animated phyS cloth?
Maybe, if the animation motion isn't too big, a cloth animation could be transferred to a vertex color animation. I say not too big because the color is limited to 255 steps in x,y and z. A big motion would give jagged motion. The only problem is the normals would be off giving it strange lighting.

I have a tool that will translate tS cloth to workspace morph or modelspace vertex animation. You can check it out here:

http://clintons3d.com/plugins/truespace ... morph.html
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Re: Vertex Color Tools

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VertexTextureAnimFromCloth.jpg
Just a screenshot, no animation this time.

The old cloth to morph script has some issues, so I'm re-writing it and adding a cloth to vertex color function.
The image shows the flag animated with the bitmap image shown next to it. The image is 289 wide by 75 high. That's from 289 vertices in the mesh and 75 frames of animation.

The tool needs some refining as it is super awkward to run it. The morph to vertex color and cloth to vertex color are both working. The last is to redo the cloth to model space vertex animation.
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Re: Vertex Color Tools

Post by trueBlue »

:superbanana:
Will you be able to use Render to File with your Vertex Color Tools?
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Re: Vertex Color Tools

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trueBlue wrote: 31 Jan 2023, 14:56 :superbanana:
Will you be able to use Render to File with your Vertex Color Tools?
Yes, that's how I got the earlier animation renders.
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Re: Vertex Color Tools

Post by trueBlue »

Have you tried this on Merged Geometry?

From the Help file:
Merge Geometry
You would use Merge Geometry in place of Boolean Union where it is important to preserve the separate faces
and geometry for the objects you are joining, where you need to manipulate the objects separately at times, but
you do want to treat them as one object for using tools such as Morphs or for processing using scripts (so that
Encapsulate in 3D is not a solution), and when having the edges cut into the surface is not important.
Maybe two Planes Merged together at the same location, rotation, and scale
One using your animated Vertex Color Tool and the other one using a similar DX Material
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Re: Vertex Color Tools

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trueBlue wrote: 31 Jan 2023, 16:27 Have you tried this on Merged Geometry?

From the Help file:
Merge Geometry
You would use Merge Geometry in place of Boolean Union where it is important to preserve the separate faces
and geometry for the objects you are joining, where you need to manipulate the objects separately at times, but
you do want to treat them as one object for using tools such as Morphs or for processing using scripts (so that
Encapsulate in 3D is not a solution), and when having the edges cut into the surface is not important.
Maybe two Planes Merged together at the same location, rotation, and scale
One using your animated Vertex Color Tool and the other one using a similar DX Material
I don't see how that would work. The portion of the mesh with vertex colors would move and the part without would not.
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Re: Vertex Color Tools

Post by trueBlue »

clintonman wrote: 02 Feb 2023, 02:17
trueBlue wrote: 31 Jan 2023, 16:27 Have you tried this on Merged Geometry?

From the Help file:
Merge Geometry
You would use Merge Geometry in place of Boolean Union where it is important to preserve the separate faces
and geometry for the objects you are joining, where you need to manipulate the objects separately at times, but
you do want to treat them as one object for using tools such as Morphs or for processing using scripts (so that
Encapsulate in 3D is not a solution), and when having the edges cut into the surface is not important.
Maybe two Planes Merged together at the same location, rotation, and scale
One using your animated Vertex Color Tool and the other one using a similar DX Material
I don't see how that would work. The portion of the mesh with vertex colors would move and the part without would not.
Yes, should have tried it first, it is different from what I thought it might be according to the Help file.
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Re: Vertex Color Tools

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VertexPaintProfiles.jpg
Vertex Paint Tool:

Fixed the color inputs

Added some preset profile curves shown above.

Modified the fill button for point edit mode. If there is a pe selection it will be painted. This also will take smooth weight selections into account getting darker with less weight.

This is almost done. I just want to add a UV to vertex color function and a bone weight to random vertex color.

Now that I think of it maybe now would be a good time to share what I have so far. This is a pre-release so there is a chance it may not work for you. If you're feeling adventurous, give it a go.

The newest Clintons3dPlugin, v1638437 is required, http://clintons3d.com/plugins/truespace ... index.html

Place the PaintVertexColorWidget into the "/Widgets/Tools"
Place PaintVertexColor into "/Scripts/CustomCommands'

Ctrl Drag the PaintVertexColor panel out of the stack, press the Start button and start painting some mesh. It won't work with primitives so flatten or use point edit first.

When in add or subtract modes use very dark colors.
Alt and drag a little bit to fill the mesh
Ctrl and drag to add to the color
Shift and drag to subtract from the color
rmb click to exit the tool
The fill button does not work while the widget is active
The tool doesn't clean up after itself and will leave remnants behind if you rmb exit while hovering over the mesh.
Attachments
PaintVertexColorWidget.RsObj
(34.76 KiB) Downloaded 45 times
PaintVertexColor.RsObj
(160.81 KiB) Downloaded 49 times
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Re: Vertex Color Tools

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VertexPaintRandomBoneColor.jpg

Vertex colors from bone weights with a random color for each bone.

This one is maybe not so useful. Who knows... It needs one change, to blend the colors where they come together. As it is now the next bone just overwrites the previous bone colors instead of adding them.
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Re: Vertex Color Tools

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VertexPaintBonesAndUV.jpg

Last of the fills are prototype d. Left side shows the bone weights to vertex colors with the blending fixed and better color value separation. Red plane shows a red color assigned to the texture U coordinate value of the mesh, green shows the V coord value and the U and V are combined together on the red/green/yellow plane.

Also made some bug fixes to the rsx plugin.

Only a few more things left to do before releasing it.
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