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SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)

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daniel99:
Raxx. Oh, yeah! Good advice. Strange I didn't think about it. It solves all the problems for CelShadurr.
But I'm not sure it works for Phur, the reason being the fur is made of many hair meshes, and they will react to the bones the same way, subdivided or not. If I generate the fur on the unsubdivided body, the hairs will keep their original positions after subdivision of the body, so they won't match. Some of them will float in the air, in convex surfaces of the body, and some will be deep into the skin, in concave areas or the body...

Raxx:
Yeah, PHUR is a little tricky. To get the best results you'd have to convert the body subdivision mesh to mesh so as to permanently make it subdivided. This way the PHUR will much more accurately stick to the mesh when it's all being deformed.

So when dealing with PHUR, I recommend trying your best to use weighted envelopes instead of painted weights. This way you can have an object containing your "working" version (non-converted-to-mesh shapes), and an object containing your "final" version (converted-to-mesh shapes). Then you skin the final version using envelopes and if you need to make changes you can edit the "working" version and replace the "final" version's contents with a copy of the "working" version.

Then, when you're 10000% sure your model is final, you can change over to painted weights and do some good quality weight painting.

daniel99:
Yes, subdividing the body usually does the trick, but sometimes I need to keep it unconverted to mesh. Anyhow, with great care I kinda solve this problem, using precise movements and camera angles.
But you made some amazing scripts so far, so you really have my respect, sir.
Thanks, Raxx! :D

Steve:
Raxx writes fantastic scripts, if you ask me. Nice work.

Raxx:
Thanks :)

So here's quite possibly the last update to this script, until double sided materials gets implemented in ASL at least.

I'll make this the official release post for now.


CelShadurr, the script that doesn't actually shade anything
What it is
This is a parametric shape script that creates an outline around all mesh geometry in the object, kind of. You have to add a double-sided material to actually get the outline effect. But still....

Instructions

* Install the script in your script directory and start Anim8or
* The button will appear in the left-hand toolbar in the Object Editor. Click it
* Click and drag in the workspace. You'll notice that all the meshes get covered by the parametric shape
* Keep dragging until you get your desired thickness. Apply a double-sided material with the front side transparent.
* To customize the outline...

* You can change the thickness of the outline using the uniform scale tool, or otherwise by customizing its "Outline Thickness" parameter.
* To customize the outline thickness on a per-shape basis, either append "_noOutline" for no outline on that shape, or "_####" where #### is the desired thickness in Anim8or units. For example, "mesh01_noOutline" would have no outline, and "mesh01_0.23" would have an outline that is 0.23 units thick
* You can set Auto Width to 1 to enable the experimental auto width. Smaller shapes get smaller outlines and larger ones get larger outlines. This feature needs more effort on my end.
* Note that the shape gets put in Layer 7 automatically, to make it super easy to hide and/or lock the outline.
Only tested in Anim8or dev release 1247

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