Morph Sculpt

Plugins + Scripts Morph Sculpt

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Skynet

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Skynet submitted a new resource:

Morph Sculpt - Blender inspired skin Sculpting & Mesh Edit mode inside vam!

-- Description:
- Inspired from blender's Sculpting, a plugin that allows you to sculpt & edit skin mesh in real-time inside vam, primarily made to make adjustments after importing your morphs from DAZ/ Blender to correct inconsistency in shape after import. It's also versatile enough to sculpt things like expressions and various additive morph shapes from scratch.

-- How to use?
- Simply load the...

Read more about this resource...
 
In terms of code, this plugin is likely excellent, but it falls short when it comes to practicality.
 
hello, what is diffrence between delta and flush morphs? if i save it does it save as whole body morph or how does it know which parts were changed?
 
Hello, @Skynet
This is my suggestions for advancing your great tool:
1) Add hotkeys for editing tools in sculpt mode (these could be number keys, for example) and make reverse action hotkey too (draw/inverse draw, for example)
2) Simplify the UI by adding explanatory text on the right as a hint to particular UI elements (you even have your own library for this)
3) A hotkey to focus the camera on a selected area to make it easier to inspect the result of the last action from all sides
4) Add a mode in which only vertices belonging to certain selected morphs are edited. A simple option is to create a mask from the vertices of the currently active morphs. A more complex option is to let the user select a set of morphs from a list, and the remaining active morphs are temporarily disabled during editing.
5) New editing tool – scaling the deltas of a selected morph – linearly decrease/increase the delta of selected morph points, including completely eliminating them.
 
hello, what is diffrence between delta and flush morphs? if i save it does it save as whole body morph or how does it know which parts were changed?
they are separate features, read the plugin UI text for more info
 
Hello, @Skynet
This is my suggestions for advancing your great tool:
1) Add hotkeys for editing tools in sculpt mode (these could be number keys, for example) and make reverse action hotkey too (draw/inverse draw, for example)
2) Simplify the UI by adding explanatory text on the right as a hint to particular UI elements (you even have your own library for this)
3) A hotkey to focus the camera on a selected area to make it easier to inspect the result of the last action from all sides
4) Add a mode in which only vertices belonging to certain selected morphs are edited. A simple option is to create a mask from the vertices of the currently active morphs. A more complex option is to let the user select a set of morphs from a list, and the remaining active morphs are temporarily disabled during editing.
5) New editing tool – scaling the deltas of a selected morph – linearly decrease/increase the delta of selected morph points, including completely eliminating them.
i'll consider this for upcoming updates
 
There is a bug when you load a scene with the plugin already attached to a person atom. It also appears when an appearance preset is loaded. It seems some skin geoshell is not updated.
 
There is a bug when you load a scene with the plugin already attached to a person atom. It also appears when an appearance preset is loaded. It seems some skin geoshell is not updated.
just reload the plugin
 
A new essential plugin! Great work! However, I've found a bug (or maybe it's working that way by design) - when you create a morph on a person with other morphs active, it includes all of them as well. The workaround is to zero out all morphs before saving. It would be handy to have a "zero all morphs" option in the plugin, or to do it automatically when saving.
 
And about the shortcut keys that are always active. After about 5th time I have erased all my editing with just backspace pressed in some other InputText I confirmed for myself that it is not a good way to leave it enabled all the time. The same for the ClothingSculpt (I guess you are planning to bring some hotkey there too (hope it!)). Probably you leave them active while the plugin's UI is closed to not to cut the ability to edit with less UI and bigger viewport. Maybe the following solution could suit you: disable hotkeys and all edits while the plugin UI is closed but re-enable it when whole the UI is hidden (F1)). This solution seems very simple, I've tested it but not extensively. It goes in
MorphSculpt.Update():
Git:
index 11448ea..fa3c2a2 100644
--- a/src/Core/MorphSculpt.cs
+++ b/src/Core/MorphSculpt.cs
@@ -263,6 +263,14 @@ public partial class MorphSculpt : MVRScript
                if (!_initialized || _destroyed)
                        return;
                MaintainAutoBehaviorOverrides();
+
+               if (!UITransform.gameObject.activeInHierarchy && SuperController.singleton.MonitorUI.gameObject.activeSelf)
+               {
+                       EndStroke();
+                       EndBrushAdjustment();
+                       _preview.HideBrush();
+                       return;
+               }
                if (HandleViewShortcuts())
                        return;
And a little bugreport (demonstrated in the video): the UI popupPanel is not cleared when the main Popup itself (manager.configurableFilterablePopupPrefab) is removed - it is a common VaM UI bug. The workaround could be (it is actually from CheesyFX UIManager.cs):
C#:
if (uid is UIDynamicPopup){
    // Workaround for VaM not cleaning its panels properly.
    UIDynamicPopup uidp = uid as UIDynamicPopup;
    RectTransform popupPanel = uidp.popup?.popupPanel;
    script.RemovePopup(uidp);
    if (popupPanel != null)
        UnityEngine.Object.Destroy(popupPanel.gameObject);
}


5) New editing tool – scaling the deltas of a selected morph – linearly decrease/increase the delta of selected morph points, including completely eliminating them.
And some explanation why I requested that: I want to eliminate neck modification for the morph.
 
Last edited:
A new essential plugin! Great work! However, I've found a bug (or maybe it's working that way by design) - when you create a morph on a person with other morphs active, it includes all of them as well. The workaround is to zero out all morphs before saving. It would be handy to have a "zero all morphs" option in the plugin, or to do it automatically when saving.
you should save the morphs as Delta morphs to avoid that, read the plugin UI text again
 
And about the shortcut keys that are always active. After about 5th time I have erased all my editing with just backspace pressed in some other InputText I confirmed for myself that it is not a good way to leave it enabled all the time. The same for the ClothingSculpt (I guess you are planning to bring some hotkey there too (hope it!)). Probably you leave them active while the plugin's UI is closed to not to cut the ability to edit with less UI and bigger viewport. Maybe the following solution could suit you: disable hotkeys and all edits while the plugin UI is closed but re-enable it when whole the UI is hidden (F1)). This solution seems very simple, I've tested it but not extensively.

And some explanation why I requested that: I want to eliminate neck modification for the morph.
1. you shouldn't doing anything else while using the plugin except for sculpting & editing the mesh, when in main tab saving morphs it ignores the backspace keybind. plugin should be loaded -> makes your changes to skin -> save morphs and remove the plugin -> continue doing vam stuff. this is a much simpler solution without requiring any code changes.

2. that will require advanced per morph weight map painting + adjust bones to new cleared morph deltas state which is far too complex of what i intend to use the plugin for.
 
Skynet updated Morph Sculpt with a new update entry:

update v2

-- New Features & Improvements:
- Added edge loop selection ability in edit mode & mask mode with Q keybind.
- Added ability to split saved morphs for left & right side, with bone morphs split support.
- Improved X-ray rendering in all modes using blender's OIT method.
- Added texture View mode in Edit mode.
- Fixed sculpting deltas being in world space and not bone local space. (sculpt deltas no longer get ruined if person atom is rotated or...

Read the rest of this update entry...
 
Thank you very much for your work. I have been using it for the past few days. Can the brush size be set to 1 for editing and carving modes, as many details need to be as small as possible? I am looking forward to your update.
you can scale the brush down to a single pixel already?
 
I don't know why, but the plugin just doesn't work. I tested it on a clean VAM - not working. There are no error messages or anything else appearing.
Custom UI works, but it just doesn't interact with anything.
 
I don't know why, but the plugin just doesn't work. I tested it on a clean VAM - not working. There are no error messages or anything else appearing.
Custom UI works, but it just doesn't interact with anything.
you have to select either sculpt, edit or mask tab for it to work
 
you have to select either sculpt, edit or mask tab for it to work
Yeah, I checked, it doesn't work.

I don't even have a brush area under the cursor, and with the new version overlay wireframe stopped working.
 
Last edited:
Fantastic plugin, really excellent work.

My suggestion for the tool, would be when you select Draw, have CTRL or ALT or something be the Inverse Draw. Basically while I am working on a morph, if for example Draw too much and it's Bulging out, I want to be able to just click a key and have it now do the opposite and Inverse Draw. So I can just pull and push quickly without needing to go into the UI and change the Brush. So if I pick for example the Inflate, and I click Shift to apply the Inflate, it would be great to press something like CTRL to De-inflate. I noticed the Erase works good for undoing, so maybe having that on a hot key.

Of course if there are ways to do this now, that I am simply missing, then by all means please point them out to me, I appreciate it.
 
Yeah, I checked, it doesn't work.

I don't even have a brush area under the cursor, and with the new version overlay wireframe stopped working.
i just tested the plugin on a clean vam install and everything works just fine for me, it's most likely something on your end. maybe you modified the vam assembly file?
 
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