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View Full Version : Scripting gods... Read this pls...



dOb
01-16-02, 02:16 AM
Hello, I've a script idea... But I've no time and scripting knowledge either.

Could you please check this thread and discuss here what can you do?

My message is at very bottom of the page.
http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=6&t=000009&p=5

aurick
01-16-02, 10:49 AM
Hi dOb.

The first thing to remember about ZScripts is that they cannot do anything that is not already possible with the program. They can be written to automate various tedious tasks, or long-winded ones, but they cannot actually create new features within ZBrush.

With that in mind, here are some observations regarding those wishes:

Automatic markers would actually create headaches for a lot of users. For example, I have created scenes like Desert Sunset where I placed hundreds of individual rocks. A marker for every one of those would be completely useless and obscure the markers that I really do want. In addition, many artists will stop work in the middle of a scene to go to a blank layer and create an alpha or model a new object. Let's say it's a new multi-marker object. If markers have been generated automatically all along and you have a bunch of objects in the scene, then it's suddenly necessary to go back and delete all of those markers -- the MM tool would use them, too, otherwise. However, it would be nice to have a way to better see what a given marker does, whether it be in the form of a label or some other method. It MAY be possible to write a script that allows you to name your markers (in essence creating a new variable for each marker and prompting you for a name, then recalling that variable when mousing over the marker). But if it is possible, it's WAY beyond my limited scripting know-how.

By the way, how is it hard to mark textures, too? If you look at the Markers palette, there are several different variables for each marker (including texture) that can be turned on or off at will. When you place a marker, it records ALL of these variables regardless of which options you have activated at the time. So if you place a marker and turn on the Texture option after the fact, the marker will still be able to recall the texture. The Markers palette is incredibly useful at times, since it gives you total control over what each marker does at any given moment. If it's just a bother for you to have to open the palette when you need it, Davey's current ZScript lesson teaches all you need to know in order to duplicate its functionality in your default ZScript so that the buttons are always there for you at the bottom of the screen.

As for the Fiber Brush, you have to understand that in many respects it is an art form unto itself. One of the most critical parts of its functionality involves the direction of your strokes to guide the fibers. A ZScript would never be able to figure out what the best stroke directions are for the effect that you're trying to achieve. The computer doesn't know what direction fur needs to lie down in, for example. Only an artist's eye knows that. If you simply disable the mouse guidance of the fur by lowering that value to zero, then your characters are going to look like chia pets! ;)

For the final bit about complete scenes from different angles, that's true to a point. Multiple Markers will allow you to rotate the objects in your scene for viewing from other angles. However, it will not rotate any brush strokes that you have painted onto the surface of those objects. ZBrush is a 2.5D paint program. It's NOT a 3D program. While it can assist tremendously in full 3D work, you still need to do the final scene in a 3D program if you want to have those multiple camera angles of your finished scene. To try and treat ZBrush as a 3D program with something like the marker approach that you suggested would actually take away all of the remarkable 2D and 2.5D capabilities of the program -- turning it into "just another 3D program". The approach that you suggested is a cool idea to help set up multiple angles with consistent placement of the objects. But you'll still have to repaint the 2D and 2.5D elements that complete the scene and add so much life to ZBrush pictures.

I hope that clears the air a little bit, and also gives you a better understanding of what scripts can and can't do!

dOb
01-16-02, 11:33 AM
Wow, Very long and informative post. Thank you Aurick. For helping and spending your time...

<BLOCKQUOTE>quote:</font><HR> the marker will still be able to recall the texture <HR></BLOCKQUOTE>

I didn't know this. Good news for me, Great!


<BLOCKQUOTE>quote:</font><HR> Multiple Markers will allow you to rotate the objects in your scene for viewing from other angles. However, it will not rotate any brush strokes that you have painted onto the surface of those objects <HR></BLOCKQUOTE>

I've questions in my mind (with scattered answers)... I'd like to ask them... Please take them as newbie questions if I sound too simple...

If I can record my paintings as zscript files and then otherone can play it in his computer from scratch it means ZBrush can track and get (near) all the values I created... In ( near :) ) realtime. And this zscript is not a movie... It's alive. I can stop a zscript while playing at anytime I want and go on painting same document...

Maybe, ZBrush can mark every tool that I put on canvas. But I agree with you This can cause headaches... For many users.

My last words are... Thank you again. And I want to declare my love to everyone!!! I fell in love with this software gem :)

Muvlo
01-16-02, 03:11 PM
Well, on the subject of markers. If you wanted to make a script that gave you more marker variables, like names and such, you could try using the MouseHPos and MouseVPos commands to tell the script if the mouse if over the right spot for a marker. Then it pops up a note, like Marker name: rock2. If you clicked (MouseLButton command) it could due a marker type command. Just some ideas... :)