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Comments
a slipstream pilot chair would be kewl
tee hee his expression when he's holding the nixie tubes, lovely maniacle
wonder if is possible or would have to create new morphs lol
Pete Gregorio ROCKS!!!
I love this tutorial!
Geeeears!!
As I read the Gazette to catch up on the news,
Some classified adverts I chanced to peruse.
When I saw a category called "Steampunk",
I turned to it eagerly, but left in a funk.
For I quite enjoy the steampunk aesthetic,
But what I beheld there was rather pathetic!
These intrepid online auctioneers
Had just taken modern objects and stuck on some gears!
It's simply not cricket!
It shouldn't be done!
But it's clear how their thoughts had run:
Just glue some gears on it, and call it steampunk;
That's the trendy fashion nowadays!
A copper-painted chunk of some nineteen-eighties junk
Will fetch a pretty penny on eBay!
But it got even worse than that, I'm afraid:
And as I went on, I became more dismayed;
For they often didn't modify the things they wanted me to buy
Heavens to Besty!
They'll end up on Regretsy!
Steampunk is more than a mere mode of dress
or decoration, so it brings me some distress
To see a metal cicada described with that name,
Or a teacup,
a mood ring,
a silver gilt frame.
Gluing on gears at least takes effort;
This is sloth of the worst sort!
"Steampunk" refers to a type of science fiction
about alternate pasts (not future prediction),
Often set in Victorian Britain,
But the history of technology has been rewritten.
So put a bit of thought into your designs!
Use leather and brass, nineteenth century lines!
"Retro-futuristic" is a good explanation;
Blend antique reality with imagination.
But calling things "steampunk" to try to sound "cool",
Makes you look like a bloody fool!
Gauges and rivets, copper tubing and glass
Lend a steampunk creation a real touch of class
Gears are appropriate to introduce
If they look like they have a legitimate use.
Although Nixie tubes are undeniably splendid,
They date from long after the Age of Steam ended.
(Pity, really; I just love Nixie tubes.)
Anyway, I hope you've comprehended.
So use the word "steampunk" correctly, old chap
And don't use it to refer to crap!
where there gears, there cogs?
A gear or cogwheel is a rotating machine part having cut teeth, or cogs, which mesh with another toothed part to transmit torque.
Wikipedia
glue some cogs on it not as catchie in a tune
The Cog is Dead
had a burning question on my mind, but it vanished ... ... doh
gahh watched too many tutorials today, jumbled in my mind
time for a chocolate martini break
lost the link, >.< watched a cripeman tut he used 4 lil planes with a particle emitter. was thinkin like what about like cylinders or tauruses make like cheerios pouring into a ceeal bowl.
and there was one, tawt i taw, they used like a brush tool to paint a path on a terrain for surface replication, within carrara would be kewl to that n an ocean primitive, so the sea dreagons know which way to go
cannae remember if posted this
reduction of tiling size?
ohhh backdrop scales to the production frame. background wraps around the scene
reduction of tiling size. gamma correction
Misty been busy... deserves a break for a chocolate martini.
Jaaa tee hee
only 4.5 hours sleep last night. watched a 6 part series in character rigging, terrible sound quality, and then there were major bending issues.
then watched more scifi funk nla stuff.
seems to me to be more complicated to edit nla than key frames, dunno.
but if i was done with keyframing, converting to nla,
seems to make for a smoother process. if i keep the
original keyframing to edit if needed.
phonems, visemes, >.<
some sleep deprived rambling-
watched a tutt of someone exporting g3 from ds to unity via fbx. the rigging didn't go over. they used a mixamo(?) human rig. don't see how that would help with the facial rigging.
only process seems to maintain rigging is via colladae. wouldn't want to fix the rigging every time i exported a g3 character. if it could be transferred to every g3 character i exported via colladae, wouldn't be so bad. i guess.
but the rigging has to be detached to make that first all in one morph zone ... i think.
then G3 expressions and visemes are all via the facial rigging, so don't need morphs?
breathing with chest rigging?
all seems so terribly complex
i had SQL woes at the dayjob today. concatenated an insert into string with variables. but there were a couple (employee) names (in variables) with single ' in it, through off the string. >.<
experimented using the DSON editor on g3m.
using the DS convert to triax and saving g2m to subset doesn't make him triax.
the skinning is in the g3male dsf file, which says 'dualquat'.
i tried changing it to 'Linear' (which is what the g2male says) - crash
g3m is very funny in ds when he's linear.
looked at an outfit,dsf file for g3m. is 'dualquat',
for giggles, i removed the cr2import.mcx and .dat from the rara folder to see what would happen.
made the content tab give error message, poser tree and duf tree failed.
I always edit the keyframes,. rather than editing the clip directly in the timeline,.
you can use "Import clip data" in the NLA tab,. to re-load the keyframes from any clip in the Scene / Clips panel.
edit the animation keys,. then "create master clip"
:)
ty organizing by nla clips semms extra handy. and stretching em on the fly
i was just remembering the animated star trek. lol
can somehow measure the distance between 2 hot points?
http://www.calculatorsoup.com/calculators/geometry-solids/distance-two-points.php
Just enter the x,y,z coordinates of the hotpoints of your two objects (from the Motion tab). Default units in a medium scene are feet.
kewl! ty
was lookin for easy way to match distance with stride
if you have a "static" walk/run animation ,. and you want to add forward motion,. without the feet slipping,
Use the timeline for the HIP,. X,Y,Z,
Select the hip of the figure,. expand the Motion Method : Keyframe,. then expand the X,Y,Z tracks for Position.
Select all of the keyframes in the Y axis,. (don't select the very first keyframe) you need that one.
delete the others.
Now select the Hip of your figure in the scene,. and move the sequencer timeline to the end of your animation
With the HIP selected,. Use the Green "Y" axis arrow, to move the figure forward, which will create a keyframe at the end of your animation.
you should now have a keyframe at the start, and one at the end,. with a slope line betwen them.
Scrub the timeline to see the figure walking forward,. it may be moving forward too much,. or not far enough
Go back to the end of your animation,. Select the hip,. and move the figure forward, or back,. until the feet aren't slipping when you scrub the animation.
Save your animation as a new master NLA clip.
Make sure you select the HIP as the Loop reference, when you save the clip.
now you can add that clip,. and set the NLA option to Loop,. then drag out the clip as long as you need it.
Pics to help
TY! y'know'what is starting to make sense
Thanks Misty for asking and 3DAGE for explaining as I am entering uncharted waters. :)
sunbeams! were those there this whole time??
wanna make sunbeams
couldnt figure out the sunbeams >.<
forgot to check if any of the lens flare settings are keyframe-able, make a kewl jump to hyperspace vfxt.
already shurdown rig for the night, >.< >.< gettin up for dayjob in 6 hours.
but, i'll be up half the night wondering. i cant function on 3 hours of sleep.
Yes, lens flare parameters are keyframable!
Turning on the Sunbeams in the Realistic Sky panel is only half the story, that will enable the volumtric effect from the sun, but you will need to partially block the light coming through (usually with clouds) in order to see actual rays, it is very slow to render and you may quite a bit of trial and error to get the effect you want. Here is a little image using my Carrara CloudDomes and with Sunbeams enabled, you can see a little ray effect in the lower right of the image.
Just as an example, rendering even this small size with sunbeams enabled took 25 mins (1st image), without sunbeams it took 1 min (2nd image)! So something to use very sparingly I think.
looks spectacular though!
thinkin of making gamma of 1.8 a standard in my render settings.
experiment how it looks with caustics first.