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Hello everyone. My name is George
Slatkovski and today we're looking at GS
Curve Tools version two. Yes, it's like
a major rewrite of everything. Uh most
of the things were moved to compiled
code which means that it will be much
faster and more efficient and there's
like a plenty of new features to
discuss. Uh this will be a little bit
shorter video. I will also upload like a
longer in-depth video. Uh it's like more
than an hour. uh but uh for this one we
will just quickly go through the major
points of this uh update this new
release I should say and uh yeah there's
a lot to discuss so let's get started
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>> [music]
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>> Heat. Heat.
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>> [music]
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>> Now just a few disclaimers before we get
started. Uh since this uh everything is
now uh compiled code that means that for
now GSC tools version 2 ships without
MacOSS support. Unfortunately, because I
do not have the hardware uh to compile
the code and I'm searching like a local
market for uh good price. Even M1 Max
are quite unaffordable where I live. So
uh unless I can find some something for
cheap or someone sends it to me. First
of all, I need to compile the code for
the second I need to test it before
shipping. So no Mac OS support for now.
Now another very important detail is
that version 2.0 0 of JSCOV tools is not
compatible with version one. That means
that you need to finish all the old
projects that you're working on in
version one and then update for the new
projects to the version two. You can
still open your old scenes. That's not a
problem at all. But you will not be able
to use most of the functions from
version two in version one scene. So
just remember that it's very important.
So the installation process was changed
a little bit but it's now much easier
than before. So before if you have 1.3
uh version you need to go to Maya you
need to press this delete button then
you close Maya and after that you just
uh delete the old JS folder from
documents Maya Maya version and you copy
the new files. There will be a file and
a folder. You copy both of those into
the modules folder. If you don't have
modules folder, you just need to create
it uh in documents Maya Maya version. Uh
Maya, you go to Windows, you go to
settings and preferences, plug-in
manager, and you find GS tools version 2
init plugin. And all you need to do is
you click load it. And after that, it
will automatically install everything
for you. If you need to uh uninstall it
for some reason, you just click it
again, unload it, and that's it. The
plug-in is uninstalled now. So, first of
all, the major optimizations are coming
from the custom nodes that we are now
using in GSCR tools, which means that if
I select this card over here, I go to
node editor and I will expand the node
graph, you'll see that there's like only
three nodes here. which means that uh
this uh generator node this is a custom
node that I've written specifically for
hair cards uh creation this will be
doing the like majority of work and
because it's all contained in one node
it's very fast and very efficient and
there's actually a lot of new
interesting features. Uh we also have
deformer node and also a new braid node.
We will discuss about it a little bit
later but as you can see we have like a
braid over here. Uh so first of all,
let's just go over regular card
features. So uh here you'll find all of
the things that you've used from the
previous version. But there's also
dynamic divisions over here. The length
division is just like let me just show
you real quickly. If I enable length
dynamic divisions, you will see that uh
what I have here. By the way, I will
just show you this a little bit later,
but we now we have sculpting brush as
well. Uh as you can see if I move uh
this over here you will see that the
dynamic divisions they will change
they'll keep the density uh but we'll
also now have a curvaturebased divisions
which means that if I increase the
curvature to something like 0.7
will see of the curve I mean you will
see that now the divisions will be where
they are needed the most and uh this is
very efficient when it comes to poly So
you can not only uh set the dynamic
divisions like based on length, you can
also set the based on curvature. And I
don't recommend to go all way away to
one because the divisions will be a
little bit too sparse when the curve is
not like curved too much. Uh but 0.6 0.5
0.7 is the best value here. So just play
with this value and see what works for
you uh best. Also the new parameter we
have is profile width graph. Uh profile
length was also updated. So let me just
enable the profile a little bit. I will
just add some divisions. Uh profile
length is was now updated. So now it's
like a proper graph nor like fixed
points or or something like it was
before. And now you can just move those
points freely. But you can now also use
profile width graph meaning that you
will be changing the crosssection of the
card and tube over here. Uh if you go
over here and ch start changing the
crosssection you will see that you will
be able to change it to whatever you
want to every shape that you can imagine
with those two graphs which is very
powerful. Now, of course, you have all
of the twists and inverted twists and
all of the graphs uh just like before,
but also there is like a small update
over here to the vertical offset. So,
now you can let me just uh reset the By
the way, you can reset the range or set
to default by right clicking. Um you can
now just use vertical offset as well.
And you can freely switch between card
and tube at any moment. So if I set
profile to zero and go to tube, you'll
see that now we have just like a tube
and we can change all of the parameters
and go to card and so on. So this is one
node. It's very fast and very efficient.
Now, so let's talk about braids really
quickly. If you look over here, [snorts]
I have a braid like this. And I also
have a braid like this. Let me just
enable textures to be able to see a
little bit better. We have braid like
this. We also have those smaller braids.
Those are all procedural objects. That
means that you can just go over here and
will see many parameters that we will
not cover in this video. But anyway, you
can go and play with those parameters.
You can change uh like the um number of
strands. You will need to update your
UVs as well if you're changing the
strands. Just like that.
uh you can change the number of strands
from two to three to four and also for
four strands you have additional uh
variants like uh Celtic braid for
example uh you'll have to change
smoothing a little bit for that uh and
you also have like a flat basket you
need to change frequency because it's
like a a more dense pattern uh but of
course you can play with the clearance
with the all the other settings like
smoothing and stuff and there's also
variations that you can change this like
adding a little bit of randomness. For
example, if I go and increase the amount
over here and change like the pitch or
something, you'll see that the braid
changes a little bit. Let me just switch
to the flat one just for it to to be
able to see better. And uh if I change
this parameters, you'll see that I will
add some randomness, some like uh
messiness to this braid, which is very
important. And of course, if you don't
like this one, this particular seed, you
can just change it uh around. And
there's also like winding, unwinding
here. So, a lot of options to explore.
So, of course, nothing stops you from
from making bigger braids. Uh this is
this small one is just an example. But
of course this braid over here is also a
procedural object that uh can be changed
on the fly and can be extended and stuff
like that because uh the automatic
frequency allows for this extension over
here. So this is very powerful and
useful note to have for all types of
braids. Now since we started to talk
about sculpting uh you will now have a
sculpting brush. You'll have to set your
hotkeys uh yourself uh over here in the
hotkey editor. Uh there are available
hotkeys for changing the radius,
changing uh some other parameters. So
you just go to GS Groove tools over here
in custom scripts. You go to sculpting
and you will see that you can uh have
activation modes for uh like uh
sculpting, move, smooth. We'll just uh
look at them briefly right now. But most
important is resize and selection
resize. So hotkey uh for resize I set it
to B. You will need to set it yourself
because uh JCO tools will not set
default hotkeys for you and remember
that release uh variant of hotkey must
have their own release parameter over
here. So that's the only thing to
remember and they will not conflict with
Maya keys because they are scoped to the
sculpting uh brush and other uh brushes
that we'll explore later. So now you can
just hold uh B and change your width
really quickly. Now uh in order to
select something with the sculpting
brush because it's selection based, you
hold control and you start dragging and
you will be able to select the curves in
the scene and you will see like a small
preview uh what you are going to select.
I can just uh make my selection brush a
little bit smaller and I can select
individual curves. And when I selected
the curve, I can start sculpting it
right away. There are also like marking
menus available for sculpting and other
tools. For example, if I hold F1, you
will see that I can switch to from
sculpt to other uh tools that we'll
explore later. And if I hold F2, it's
just my hotkey, but you can set whatever
you want. I will be able to switch
between the sculpting modes. And now
we're in sculpt mode. But let's for
example uh explore move mode. Now for
move mode to work properly, you first
need to set your base mesh over here. So
as you can see, I have uh body set. So I
can just go over here. And this is like
what it's called. And I can select base
mesh over here. Then I activate sculpt
brush again. And uh the base mesh is now
applied. And now if I want to move
something, I will just uh select this
and I hold middle mouse button. And as
you can see, I will start moving
alongside the surface of the mesh. This
can be changed in the settings of
course, but uh it is nice to have like
to to to really quickly move something
and then when you release uh the move uh
brush over here, it will automatically
switch to previous mode. And uh previous
mode for example was sculpting and I
will just go ahead and start sculpting.
Then I move again start sculpting. So
very intuitive and very fast. Now of
course you don't have to move along the
mesh normals just like I I did over
here. You can just really quickly go to
settings and there are plenty of
settings for sculpting mode over here.
And you can for example just disable
surface move. Uh, and if you disable
surface move, let me just go to sculpt
and I'll start moving with my middle
mouse button. You'll see that it just
moves in the camera plane just like
that. And if you change your camera
view, it will start moving in the other
plane like that. This is very useful to
quickly position stuff. Uh, but uh, of
course, when it's already on the surface
of the mesh, you want to move it with
surface move just like that. Uh, there's
alo also rotate with surface. As you can
see, when I move it, sort of rotates. uh
cases you don't want that so you have a
switch over here to disable the rotation
with the surface and if you disable it
you will see that I will just simply
move on the surface without any rotation
so just pick what you need over here now
another option over here is preserve
length this is just like if you hold L u
key in Maya uh it also works with a
sculpting brush so you don't even need
to touch this you can just hold L and as
you can
It will now preserve the length of this
curve. So it will not change it. Uh and
if you want this mode permanently on,
you can just preserve length uh toggle
over here. Now it will be always on. So
you don't need need to hold L button.
Now other settings over here are
basically changing the like fell off
like influence and strength. So those
like regular brush settings. Uh so uh I
recommend you to set the hotkey right
away and just use B and CtrlB uh to uh
change uh two main brush radiuses
because like uh the skull uh the
selection is a different brush but it's
just bundled into the sculpt brush and
sculpt brush and uh everything else is
uh this one radius that you can find
here like just radius and we also have
smooth mode. So for example, if you want
to uh by the way, I'm changing the
radius with left mouse button and I'm
changing the file off with middle mouse
button. So just so you know, we have
smoothing mode also. So you can just
hold shift and it will start smoothing
your curve. If you want more uh strength
mouse button and up and down. And if you
increase the strength, you'll see that
smoothing will be stronger. So there's
also like uh scale mode that will just
scale your curve just like that. Uh the
selected curves it can be like multiple
curves. There's also extend that will
extend and reduce similar to those two
buttons extended and reduce. It will
also follow the curvature a little bit.
So it's very useful for longer hair.
There's also pull. Uh if you need to
pull something away and towards your
camera without moving your camera too
much, you can just switch to pull mode.
And now as you can see, it will now move
away and towards your camera when you
actually uh sculpting. And the last mode
is uh cut mode. It will just based on
this circle over here, it will just cut
the curve or multiple curves. It doesn't
have to be like one curve. uh it will
just cut them to this circle which is
very very useful when you are working
with longer hair and you just want to
trim it very precisely. Now real quickly
let's talk about templates. Over here on
the top you will see that I have a list
of items. Those are my templates. So
basically if I double click on any of
those you will see I am starting to
select my templates. And uh before you
just uh put your templates in the last
layer in the previous versions but now
you can also store those templates in
this templates bar and those templates
are very useful in other functions in
GSC tool. So it's very important to set
the base mesh and templates right away
as you start your project. And uh of
course you can add one at a time. For
example, if I remove uh those flyaways
over here and I can just click plus and
you will be uh adding one at a time or
you can select everything and add uh
everything there. But then you will have
to manually reposition them uh by
holding left click and just
repositioning like that or by holding
shift and scrolling them left and right
with your mouse scroll just like that.
You can also rename them by
right-clicking and if you want to remove
them, middle mouse will remove them. The
blank cannot be removed. It's like
default template. It will just uh be
either default card or just plain curve
uh depending on the function that you're
using. So now that we know about
templates, let's just talk about draw
and place. Let's start with the draw. I
will just hide everything that I don't
need over here. And I will focus on this
layer over here. This is like a first
layer of uh the groom. It's very ugly,
but it's like holding the dense uh
textures that will just cover the scalp
so you don't see it uh through the
hairstyle too much. So, I will just
remove some of them. Uh just like that.
And we will quickly uh we will quickly
uh just uh redraw them. Let's enable
draw mode. And you'll see that first of
all we have uh mesh and depth mode. We
will quickly switch to mesh mode. And we
will use thick template. This is the
thick template over here. If I just uh
uh unhide them, you'll see this is this
thick one. I will just hide them again
just for for us not to be uh confused.
And in draw mode, all you need to do now
is draw. Just like that. You'll see that
first of all there's a problem. We have
like this uh clipping with the mesh.
It's not a problem at all. We can just
increase the offset to something like
0.3. And now we will have a perfect
drawing over here. It will also orient
the mesh to the surface of the base
mesh. So uh the card will be oriented
automatically. This is controlled by
this parameter over here. And the offset
will not affect the first CV because I
have start CV selected. That means that
offset will be filtered uh for that CV.
And as you can see if I go to the mesh
mode over here, you'll see that the
first one is touching the mesh basically
and every other CV is a little bit
offset from the surface of the mesh. So
and just like that we quickly drawn the
first layer like few strokes. The cards
are already there. Of course, they are
just regular cards. So, you can go ahead
and uh change to sculpt node and you can
just sculpt them however you want. You
them a little bit. Uh you can go over
here and orient to normal again. You can
just change this all again. And let's
just orient everything just like that.
And uh this is the power of draw. Uh
there also depth mode. So in uh in mesh
mode that we used uh the draw will just
cling to the mesh completely. It will
not leave the surface of the mesh. But
if you want to start from the mesh but
then go outside you can just go to depth
mode and it will change check the depth
and uh based on that if I just ch change
to some something like flyway a uh it
will be able to grow from the mesh to
the ser to uh the scene just like that.
And you can just quickly do something
like this which is very very useful uh
for some flyaways and basically
everything that is not uh like stuck to
the surface of the mesh like this first
layer. And of course as you saw I was
using templates. You can disable use
templates and that means that it will be
just creating like a plain Maya curve.
This is very useful for some XGen
workflows for example. you can just
quickly quickly draw on the surface of
the mesh your guides and then convert it
to xgen guides and stuff like that. But
uh for uh hair cards of course you want
to use templates. Now place is another
creation method that you can use. It's a
tool uh just like draw. And as you can
see you will you'll see like a stem and
the radius. The stem is basically what
you you are going to uh get the curve
and the radius is the influence. So it
will look at other curves in the radius
and it will be influenced by them. So if
for example I have one curve over here I
will just make it longer and if I go
near it you will see that I am
influenced by this curve. If I click to
create just like that you will see that
I'm going to use my templates. I'm going
to use this newly created curve from the
place brush. And just like that I have
new curves in place where I want them.
Uh there are many options over here. The
most important one here is interpolate
orientation. So if you see I when I move
uh from this point to this uh the curve
itself is blending with this original
If you don't want that, you can just uh
uncheck interpolate or now it will be
perfectly blended with those uh original
curves. And if you want that rotation,
if you for example working some on some
other sections, uh you can just enable
this interpolate orientation and now it
will be rotated with the surface of the
mesh. So depending on the effect that
you want. Uh other options are just the
same as draw, use base mesh, use
template and auto orient to normals. You
can enable or disable those if you want.
Now over here you have options uh that
are can be controlled by the hotkey that
you set in the hotkey editor. I set it
to B. And if I hold B and uh hold my
left mouse button and drag like left and
right, you will see that I will change
the length of the curve over here. And
if I uh drag up and down with left mouse
button, I will change the influence uh
of this curve. Let me just disable
interlade orientation so it's visible.
Uh if I hold B and drag with uh my
middle mouse button, left and right will
uh change the influence radius and up
and down will change the root f fall
off. So you can like have this effect
where the root is not exactly following
the curve. It's like like there's like a
falloff which is very nice effect
sometimes if it's not too
overexaggerated like I have like now
right now. Uh so just something like
this will be very nice to have. And of
course now that's it is in place you can
just go ahead and adjust it with the
sculpt brush really quickly. Now value
twist and width are controllers for your
curves. So value will be able to change
the value that you want. orientation. If
I hold the hotkey that you need to set
once again uh uh and uh in my case, it's
F2 and I hold left mouse button, I can
change the twist really quickly. Then go
back to orientation to back to width and
then I can just switch to sculpt and
then I can just uh change or orientation
back to sculpting and so on and so
forth. So very fast. Just remember
middle mouse button is uh used to change
this. Uh we also have like twist and
width. Those will affect the graphs. If
we go to for example twist, you'll see
that we have points on the curve. Those
are points on the twist curve graph over
here. And if I hover my m mouse uh over
it, you will see that I have like a line
connecting uh my mouse to those points.
That means that I will influence this
point when I drag my middle mouse button
towards and away from it. Now, if I want
to twist the tip of this card, for
example, you will see that I will start
twisting just like that uh with my
middle mouse button and I can twist this
part over here or this part over here.
And of course, if I drag with my left
mouse button on those points, I can move
those points. So, I can twist exactly
where I want to. Uh or if I left click
on the empty space, I can create new
points and then twist those as well.
Just like that. And if I hold control
and I click on those points, I will
remove them. Absolutely. The same goes
for the width. For example, if you want
to change the tip over here and you can
add point over here and change the width
over here and move those points a little
bit. Uh this will all will be dynamic
and update in real time. and just hold
control to remove those points. Of
course, you cannot have less than four
points because that's the minimum that
the graph allows. So again, don't forget
to set your marking menu in the hotkey
editor. There's also like dedicated
hotkey for every tool to switch between
them to switch between uh sculpting
the hotkeys in the world, you can just
set them there or you can create your
own marking menu if you want because
those commands are basically callable
from Maya. Now the template button over
here will uh basically create templates
on empty curves or it will or it will
transfer those template parameters not
like the entire like the entire
template. It will not replace your
curve. It will transfer the template
parameter onto the selected curve. So
let's just go and explore it really
quickly. I will create an empty curve
over here. I will create a normal select
a normal template over here or even
braid thin and I will click template. As
you can see now it transferred this
template on this empty curve. However,
if I for example go to uh this one, uh
if I have already uh created something
and I select this curve that already has
the geometry on it and I go to like uh
something else, for example, thin, I'll
click template and this means that it
will just transfer the UVs, the
parameters, everything from that
template template to this card, but it
will not replace it. That means if I for
example have a braid and I will then
select the thin template it will not it
will only transfer the parameters and uh
in case of uh the braid it will be like
just UVs as you can see now I've
transferred these UVs over here uh which
is not like desirable for uh braid but
it can be very useful for various uh
card types. If you want to swap them
around really quickly, you just select
them, you press template, and it will
transfer the parameters from the
template to those cards. So, another
major change is for the UV editor. Now,
we have this lettuce mode over here. If
I select any uh curve over here with the
card, you'll see now that I have like my
regular uh UV rectangle over here. But
we can also now change the latice um of
this like UV card. It's not like
individual UVs like you have in the my
UV editor. So don't think that you can
just uh do something like this and move
it around. You can, but you should not
because this is like basically offsets.
So you set your uh UV card somewhere
that you need and then you use the
latice for fine adjustments. So let me
just in uh add uh some points of the
over here and I can just move my latice.
As you can see, it will automatically
update update in the viewport just like
that. So I can change how my procedural
card UVs are generated based on this
latice. And of course you can uh either
just reset it or you can resize it on
the fly and just change it once again to
what you want. There's two modes, local
and global. uh with um for example
global
if you have multiple cards just like
that uh and they all have like uh
[snorts] those latises on each card uh
you don't want to like try to uh edit
every point manually. You can multi
select of course but that's still not
that useful. You can go to global mode.
You can resize global latice like a
deformer to the points that you want.
And now it will just uh use this global
latice this controller to control the
points of each individual card. And of
course this is ephemeral meaning that it
will not uh like uh be persistent only
local latice is baked into the uh card
itself. The global is just like a gizmo.
But once again uh be careful with the
latice mode. Do not just go ahead and
change it like that. If you want drastic
movements, rotation or something else,
move uh rotate and scale is your go-to
tools, do not use lettuce for that.
Lettuce is just for small offsets when
you actually have your card set. Now,
really quickly, let's go over the new
conversion function over here. Uh it's
menu over here. And we will start from
geometry conversion. That's what you had
before to curve. Now it's uh in this
convert window. It's exactly uh the
same. And if we select uh the cards over
here that you will see that just
single-sided geometry cards, nothing
else. Uh they're not like connected to a
curve or something. You can select
those, you can convert them really
quickly and you will see that now you
have uh like completely functional GS
tools uh cards that you can use all of
the functions and before they they were
just like a geometry cards, one-sided uh
geometry cards. It also works on tubes.
So if you have like a um a tube over
here, you can just convert it to uh the
tube really quickly. Just like that. Now
another mode is xgen conversion. Yes,
you can now just take xgen descriptions
and convert them to cards uh tubes
templates and just plain Maya curves uh
in one click. If I select this Xgen
description over here and I will select
for example cards. I will select orient
to normals. This is like additional
function. Now my sphere over here is set
as base mesh over here. You see aim mesh
over here. And I will click convert. And
that's it. You I will get cards that are
convert converted from the XGen
description automatically oriented to
the surface normals and ready to go.
Let's just undo this. and uh for example
select templates and select the long
braid as template. Uh this will create a
lot of braids but it's still quite fast.
As you can see now we have braids where
we had xgen guides and any interactive
description guides uh will work. You
just need to select them and click on
convert. And of course you can just
convert them to regular curves. This is
extremely fast command. it was uh
written specifically for GS curve tools
because for some reason Maya doesn't
have an ability to convert uh
interactive description to uh individual
curves like that at least I don't know
uh about it you can like export a lambic
uh cache and then import it but that's
like very annoying to work with uh here
you have just one button it converts to
curves it's a custom command it's very
fast uh it actually works with xgen API
eye under the hood. So, it's very nice
to have. And of course, edge to uh curve
was moved over here as well. This is
very simple command. You select uh some
edges. Uh they can be unconnected edges
just like that. Uh you select this, you
select cards uh or even templates. You
set convert and it will just convert
those edges to curves and to templates.
So, let's quickly look over the fill
plus. You can find it over here and uh
it has a lot of options but don't be
intimidated by it by it. All that you
need to know is that it can create
curves based on the selection uh in
volume. So you can just select any uh
number of curves. Uh of course they
should be somewhat like coherent
selection. You can just select the
entire groom and expect good result. But
for example I have this uh cur uh
selection over here. And if I click fill
plus, you'll see that it will add uh the
uh curves in between those selected
curves. And of course, apply template
because I have template selected over
here. There's a lot of options that you
can explore. For example, like dimension
will change how those are distributed or
inter interpolated the neighbors and
stuff. Uh the most important thing is to
remember is that you also need to set
the mesh over here, your base mesh that
affects the collision detection. So uh
you don't want to create a new curves
that are just like inside the geometry.
So this al algorithm will just look at
the base mesh and if it detects
collision it will just move the points
so they are no longer colliding with the
mesh because if I just uh undo this and
I disable uh like uh base mesh
completely over here you will see that
some of them start to uh like intersect
with the mesh. And if I uh select the
base mesh once again, select those
curves over here and uh click fill plus,
you'll see that now there's no
intersection. It uh intelligently like
detects collision. There's also other
modes, but you can read about them in
the documentation. So this is very
useful for shorter hair, for beards, uh
for stuff like that. So for longer hair,
it will be a little bit harder to
control. uh but uh nevertheless
something like fur for example will
benefit from this greatly and of course
I cannot cover every small option and
parameter in the new uh tools that I've
added in version two so you can just go
to the documentation the link is in the
description or on the screen over here
and you can read about everything so uh
you want to read about templates here
are the templates you want to remind
yourself how layer system works You just
read about layers collections here they
are uh like uh bind unbind and unpack
everything is here. So uh just go to
online documentation and uh read. All
right. So this will be it for this
shorter video for JSC tools version to
release. If you want like more details
there will be a longer video. There is a
documentation. So I hope that you will
enjoy this update. I cannot wait to see
what you will create with GST tools
version 2. And uh if you have some
suggestions or comments or you just
excited about the tool, don't forget to
uh leave a comment and of course like
this video, share with friends and yeah,
thank you for watching. See you next
time.
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