virtual penny 4 yor carrara thoughts ?

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  • MistaraMistara Posts: 38,675

    a slipstream pilot chair would be kewl smiley

  • MistaraMistara Posts: 38,675

    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

  • DiomedeDiomede Posts: 15,125

  • DartanbeckDartanbeck Posts: 21,326
    diomede said:

    Pete Gregorio ROCKS!!!

    I love this tutorial!

  • MistaraMistara Posts: 38,675

    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!

     

  • MistaraMistara Posts: 38,675

    where there gears, there cogs?

  • MistyMist said:

    where there gears, there cogs?

    gear or cogwheel is a rotating machine part having cut teeth, or cogs, which mesh with another toothed part to transmit torque.

    Wikipedia  

  • MistaraMistara Posts: 38,675
    MistyMist said:

    where there gears, there cogs?

    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  smiley

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited November 2016

    The Cog is Dead laugh

    Post edited by MarkIsSleepy on
  • MistaraMistara Posts: 38,675
    edited November 2016

    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 surprise  would be kewl to that n an ocean primitive, so the sea dreagons know which way to go

     

    cannae remember if posted this 

     

    Post edited by Mistara on
  • MistaraMistara Posts: 38,675
    edited November 2016

    reduction of tiling size?  

    ohhh  backdrop scales to the production frame. surprise background wraps around the scene

    Post edited by Mistara on
  • MistaraMistara Posts: 38,675
    edited November 2016

    reduction of tiling size.  gamma correction  

     

     

     

    Post edited by Mistara on
  • wgdjohnwgdjohn Posts: 2,634

    Misty been busy... deserves a break for a chocolate martini.

  • MistaraMistara Posts: 38,675
    wgdjohn said:

    Misty been busy... deserves a break for a chocolate martini.

    Jaaa  smiley 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

  • MistaraMistara Posts: 38,675
    edited November 2016

    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. >.<  

    Post edited by Mistara on
  • MistaraMistara Posts: 38,675
    edited November 2016

    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.
     

     

    Post edited by Mistara on
  • 3DAGE3DAGE Posts: 3,311

    seems to me to be more complicated to edit nla than key frames, dunno.
    but if i was done with keyframing, converting to nla,

    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"

    :)

  • MistaraMistara Posts: 38,675

    ty smiley  organizing by nla clips semms extra handy. and stretching em on the fly

    i was just remembering the animated star trek. lol

     

  • MistaraMistara Posts: 38,675

    can somehow measure the distance between 2 hot points?

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited December 2016

    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.

     

    Post edited by MarkIsSleepy on
  • MistaraMistara Posts: 38,675
    MDO2010 said:

    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 

  • 3DAGE3DAGE Posts: 3,311

    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

    pic1.jpg
    1348 x 494 - 152K
    pic2.jpg
    1346 x 933 - 279K
  • MistaraMistara Posts: 38,675
    3DAGE said:

    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 

  • wgdjohnwgdjohn Posts: 2,634

    Thanks Misty for asking and 3DAGE for explaining as I am entering uncharted waters. :)

  • MistaraMistara Posts: 38,675

    sunbeams!  were those there this whole time??

    wanna make sunbeams 

  • MistaraMistara Posts: 38,675

    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.

  • PhilWPhilW Posts: 5,144

    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.

    Godrays.jpg
    427 x 320 - 10K
  • PhilWPhilW Posts: 5,144
    edited December 2016

    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.

    Godrays2.jpg
    427 x 320 - 13K
    Godrays-None.jpg
    427 x 320 - 12K
    Post edited by PhilW on
  • MistaraMistara Posts: 38,675
    PhilW said:

    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!

  • MistaraMistara Posts: 38,675

    thinkin of making gamma of 1.8 a standard in my render settings.

    experiment how it looks with caustics first.

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