General Category > ASL Scripts
SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
neirao:
wow thanks Raxx! you are a genius!! :)
i wake-up only for try it :)
no need auto create the texture! only this is very usefull.
Thanks!!!
i find only a problem(in this script version) is because we dont can select
the objects separately...
example:
there 3 objects(like a character "1 face" with "2 eyes") in stage...
and i need create for the eyes "outline thickness value: 0.5"
and the face "outline thickness value: 1.0" this is not possible in atual script
because he select ALL OBJECTS in SAME TIME!
is possible we can choose separate objets and apply the script?
thanks :)
Raxx:
I chose to go the parametric shape route because it is easiest for the user to create and scale the outlines. In order to allow per-shape outline widths, I can offer two options:
* The user appends "_###" (such as mesh01_1.25) to the name of a shape to set the exact width of the outline for that shape.
* I change it to a command script, where you select a shape and then go to Scripts->Create Outline. Then to change the outline width, you go to Object->Attributes and find the float attribute that's named "mesh01_outlineWidth" and set the outline width there. Then you go to Scripts->Update Outlines to update the changes#1 is easier for the user, in my opinion. I can also add an auto-width parameter to the parametric shape, where if you enable it then it makes the width of the outline related to the size of its bounding box. So smaller shapes would have smaller outlines, and bigger shapes would have bigger outlines.
neirao:
nice Raxx,
right, i try using "_noOutline" in the mesh name works very well
and i agree: using the "_###" is more easy. :)
but think with me, using the "_noOutline" in sequence(separate objects groups)
we need "every time" "put"' and "remove" this information, because the script will get all previous outlined objects...and create
outline again if we no remove/put this information...
if the script works "only in objects selecteds with mouse" this is time saved!
i dont know about the complex made this in this new change in script! ::) :)
daniel99:
Just a question about somethin' might be a problem sometimes, Raxx.
1 is the original mesh - lowpoly subdivided but not converted to mesh.
2 is the outline shape - subdivided converted to mesh.
When animating, the shapes bend differently because they're different poly count. (3)
Is there a way to correct this? (4) Maybe the script could generate the same type of mesh or maybe there's a technique?
Same problem I have when, for example, I apply fur (with Phur) to a mesh. Because the body mesh and the fur mesh have different polycounts. Any solution for such a problem?
Raxx:
Ah, yes. I forgot about that issue. There's no way to access the control mesh via ASL, nor to convert the control mesh to a subdivision mesh within a parametric shape. I think I brought this up a few times in the past but these features have yet to be added.
The only real option would be to put the inner shapes to subdivision 0, update the CelShadurr shape, convert the CelShadurr shape to subdivided, and then revert the inner shapes back to their original subdivisions. Or else you could convert the inner shapes to mesh in their subdivided form. Same for PHUR.
It'd be nice if there was mesh generation and access in the Scene Editor...then I could just make the outline conform to the rigged/skinned/animated shapes. Same with PHUR (with more dynamic effects available).
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