Well they say the worms crawl in and the worms crawl out. This is a script I meant to write a while back and never got around to it. Use a simple brush and draw a line between twi points on the canvas and this script will use the information contained in the stroke data to create a string of zspheres between the two points.
Changed Density Slider to Integer 1 to 4
Fixed (I think) first node Zdepth
Thanks TVeyes!
Fixed Zdepth problem (really)
Also added new feature
if you use “Auto” to have the program set the size of each node based upon distance it will update the “Diam” slider with the Average size of the model. For slightly smoother results you can cntrl Z to erase your object, then unselect “Auto” and redo your “DoBrushStroke” using the Calculated Average. Maybe this is the way Auto should work anyway, what do you think?
Fixed a few more problems I noticed
added Aver button which will average out and size the object making it a uniform diameter if you used the auto switch to keep nodes from overlapping.
Added + and - size buttons .1 and .25% Pressing these will increase/decrease the size of the object’s nodes
Added Taper button. Set Tincr plus or minus to select the direction of the taper from the Root sphere. Tip: oversize the model with the ± size buttons to get the root sphere big then taper.
Fixed even more problems
added Pnts Slider which will show you the number of stroke points in the stroke when you press “Save Stroke” it also automatically changes the “Res” slider to equal 10% of that number, which you can change if so desired. I have had good success in creating optimum worms at that value. However it appears that lower resolution may require you to rotate the mesh into position a bit, not sure why that is. I will keep investigating
Fixed some more small problems and added a process to remove any points in the stroke that are the same value. Typically the first few data points in a stroke when the user presses the brush down are the same value which creates some pesky nodes in the mesh. This new version gets rid of those and fixes a couple of logic errors.
Added Dline and 2D Funtion
Added Mirror Functions
Added Texture Mapping Buttons
(see PDF Manual for instructions_
Added the ability to change the Interface menu graphic, just press the big button on the left
Added Smooth Switch to smooth input stroke
Added Atr and Nrm switch to select either Normal, Attractor, or both for sizing
Added Memb(rane) function to make various types of lines by adding attractor spheres to the line.
Read the Updated PDF Manual for more information
Added “Put” button which when pressed will activate the mouselook. Mouse Left-click the spot on the canvas to place your currently active object and it will place it there. Set the “Snap” switch to on to automatically snapshot the object onto the canvas. Usefull to create alot of objects in a short time or to quickly move it from spot to spot.
Thanks again to TVEyes who spotted a problem with the texture mapping I added 2 switches “Band” and “Stripe”. Select these before you press the Map Texture button.
“Band” will rotate the imported mesh so that it is horizontal and use UV Planar mapping to make the texture band on the object.
“Stripe” will rotate the imported mesh so that it is orientated on the Z-Axis and use the UV Cylindrical Mapping which will make the texture stripe the object.
Clear as mud eh? keep on experimenting!
I also fixed a problem with the data embedding in the Zsphere objects. You could not leave the script and come back and have it “RCL” correctly. Now it does, so that you can exit Zif Worm, use another script, rotate, resize etc… your object then come back to Zif Worm and hit “RCL” and it will put your object back on the canvas where you drew it.
I realized that I did not have to have 2 functions of Mapping Banded and Stripe so I removed them. Therefore the script now does only UV Cylindrical. All you have to do is go to the Textures Modifiers and Rotate the selected Texture to get the orientation you want. Note, the script maps a default striped texture on the object when it is created. Now the mapping is set, so you then select the Texture you wish to use.
Also Changed the way the “RCL” button works. There are two buttons “<” and “>” which will scroll thru the current Worm Objects in your tool box. Once you find the one you want press “RCL” and it will load it on the canvas. Otherwise “RCL” will either load the last Created Worm or the one you have active. This feature is very useful if you exit the script and use another then come back. If you haven’t cleared, exited or otherwise removed the objects that you have been working on from the Toolbox then they will be available for use. All this works because they have thier positional and size data embedded in them.
Quick update, I found out there was a bug in the “Put” function when it would try to find the “Snap” switch. All fixed now.
Also added Z-Axis to the “Memb” function. This brings the Attractor spheres toward you (neg switch on) or away from you (neg switch off) Set CRes to CRes and get a smooth ribbon.
example:
will update the PDF soon
Revamped the “Memb” functions to be easier to use and more powerful with the
PMemb - Use the mouse to place the Attractor nodes
LMemb - Use your mouse to draw a line on the canvas to which the Attractors will conform to.
Dmemb - Creates/moves the Attractors to a distance relative to the Radius of its parent node - Thanks Juandel!
I/O/U/D/L/R (in/out/up/down/left/right) buttons to move all attractor nodes in the direction indicated.
All Memb functions will initially Create the Attractors or Modify any existing Attractors on the object.
You can also use these controls with “Preview” on so you can see in realtime what is happening to your mesh and fine tune it.
Other stuff, read about in the updated PDF or start pressin buttons!
Added “S” (Save Position) and “R” (Recall Position) buttons to save and recall a stroke or object’s position on the canvas.
Added “Offset” switch which shares the “±” and the “Ang” slider with the Rotation function. This allows you to move the “Center” point of a mesh so that it Rotates about a differnt point.
Switch Offset ON and it loads the last value you used in the Ang slider. Switch it off and it loads the last value you used for Rotation.
Get it Here
Updated 1/13/04 Zif Worm Documentation in PDF format
Please post your experiments on this thread.
Steps to get you started, see PDF manual for more information.
Step 1
Create a brush stroke with a simple brush. Select a drawsize of 1 to 3. Select your starting and ending positions on the canvase and use a steady stroke keeping the speed as constant as you can. Create loops and circles to your liking.
Step 2
Press the Store Stoke button to save the information. The button will automatically erase the stroke from the canvas
Step 3 Decide on the object’s diameter by inputting a value into the Diam slider or pressing the Auto switch on to automatically size each node.
Step 4 Decide the density of the created adaptive skin by setting the Density slider, the default is 4
Step 5 Decide on the number of nodes your object will have. I suggest 100 or less, the default is 100.
Step 6 If you want to connect two objects point to point set Zline On. If you want the object to conform to the actual Zdepth of the brush stroke leave it off.
Step 7 Press the DoBrushStroke button. The object is created and left in the Scale mode. Fine tune the size and use the Move or Rotate mode to place the object exactly where you want.
Step 8 If it hasn’t turned out like you planned, use Cntrl Z to erase and reset your settings and press DoBrushStroke again or completely redo your stroke. The Stroke information will not be erase unless you exit the script or create another brush stroke.