I’m trying to write a zscript that I thought would be fairly simple. I’m no programmer and I’ve never written a script like this before, but I think I could write it if I could just understand a few concepts and had the right commands. And yes, I’ve read the zscripting sections of the documentation. I also searched this forum and the zscript utilities forum.
I’d like to make 4 extra toggle switches in the transform palette [assuming it becomes a plugin] for what I’m calling compound symmetry. They would be labeled XY, XZ, YZ, and XYZ. With XY symmetry, the duplicate stroke would be mirrored across both the X and Y axes, with the Z values remaining identical to those of the manual stroke. With XYZ symmetry, every axis would be inverted on the duplicate stroke.
With normal symmetry activated on the X and Y axes for example, you would get 4 strokes at once [including your manual stroke]. With X, Y, and Z, you would get 8. But with only XY and XZ symmetry activated, you would get 3 strokes [including the manual one], and with XY, XZ, and YZ activated, you would get 4.
Now here’s the application that I had in mind for this script: I’m trying to sculpt a chain link, but it’s not just a square or oval shaped link. It’s a jewelry type of chain, sometimes called a curb chain.
If I could just sculpt the link the way I want, then I could make an insert mesh brush with a curve. The links might look symmetrical at first glance but they’re not symmetrical in terms of the vanilla features of zbrush. I could just take a ring primitive and sculpt away, but I would have to use XY, XZ, and YZ symmetry to do what I want to do. If you have suggestions for doing this perfectly without a script, I’m all ears. I could think of a few ways to do it, but they would be time-consuming and frustrating…
When zbrush is operating normally with a 3d mesh in edit mode, and you hover your cursor over a vertex, the XYZ coordinates of that vertex are automatically returned. This is obvious because I can see the coordinates in the upper left corner. How can I call up these coordinates in the zscript so that I can write the simple mathematical expressions? [I found the command to find the H, V coordinates of a stroke, but it seems to me that I need the XYZ coordinates.] What is the code for duplicating a brush stroke in real time [but with altered settings]? Is there anything else I’m missing?
I realize that for a good script writer, it might be easier to write the script yourself than to explain to me how to do it, and if you decide to do that, I would appreciate it very much. Also I’m sure it would get a lot of use from other people because there would be many applications for it. I also thought this seems like something that should exist already, but I looked around and couldn’t find it. But I have seen great models with these types of chains included…