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83 comments found!
Quote - I got to thinking about this, and if you're talking about turning a corner, like an intersection, a center somewhat outboard of the inner rear wheel would probably work best. If you want to make just one turn like that, then changing the center point might pay off. A subsequent turn in the other direction would rely on being able to animate the change.
If you want to try changing the center point, select the body, or the equivalent of the hip, chassis maybe. Go to top view and open the joint editor (under Windows menu). A green cross will appear. As you hover your cursor over it, it will change to a bull's eye. Then you can grab it and reposition it.
John
Hey man thanks, I never would have thought of doing things this way, I have to play with the "X" and "Z" as well it takes some getting used to. If you have any more suggestions keep 'em coming!!
Thread: Making turns | Forum: Poser - OFFICIAL
Quote - If the turn would describe an arc--not likely--the center of rotation would need to be at the center of that arc. In other words, at the center of the circle that arc would be a part of. I don't animate in Poser, but I doubt that you can change the center point during an animation.
The solution might be a lot of keyframes, more or less, depending the mode of animation, linear, interpolated, etc. Both X and Z translations would need to be used along with the Y rotation. Sounds messy ;) Good luck!
John
I will try this
Thread: Changing the axis | Forum: Carrara
Quote - Poser is kind of stiff about their axis orientation, some applications will give you a Y-Up option for OBJ exports.
I would suggest rotating the object after you have loaded it into Carrara, instead of rotating the camera, especially if you have multiple objects whose orientation is correct in Carrara.
Thank You
Thread: Changing the axis | Forum: Carrara
Quote - Rotating the whole scene including the camera. But why should you want that? Is it for exporting to other programs? Most of the time you can change that when exporting. Good luck!
Actually, for import purposes and to keep the coordinants from Poser
Thread: Any fighter pilot helmet for V4? | Forum: Poser - OFFICIAL
Quote - It is... I was actually using the supplied template. Is there any way to stretch the map from within poser?
I normally do everything in photo shop and then place things by way of the material room.
Thread: Any fighter pilot helmet for V4? | Forum: Poser - OFFICIAL
Quote - Just tried adding a custom diffuse texture to the helmet but I can't get it to work. I drew on the unwrapped map but when I use the material room to add this jpg as a diffuse texture, it comes out smaller than the helmet model.
What am I doing wrong?
Make sure that your copy .jpg is the exact same size as the original
Thread: Invisibility | Forum: Vue
Quote - No, the other way would be to make 100% transparent all materials for the object, and make them 0% transparent when you want the object to be seen again. Then it depends on what you want if you want a quick change between visibility states, use 2 keyframes between states, or if you want a transition between states, let about 12 seconds between keyframes and say yes when Vue asks you if you want the change of matrials to be animated. Vue will then create a sort of morphing from visible to invisible during the time you left between keyframes. 12 seconds is good for a nice effect.
Ok I will give it a go...
Thread: Invisibility | Forum: Vue
Let me try to understand this whole thing, (1) I check on hide from render then set a key frame for x-amount of frames (2) check hide from render at the end of the amount of time that I want it to be hidden (3) uncheck hide from renderand add a key frame at the start of the new sequence?
This didn't work the object was still visible after I rendered it.
Is hide from render the only way to accomplish this?
Thread: Invisibility | Forum: Vue
Quote - Why I asked for your Vue version, is because in Infinite, if this has to be done quickly, you can simply keyframe the "hide from render" state, but hide from render is Infinite only. ( and xStream, of course)
I have Vue 6 Infinite Pro, and could you go over the steps to do this again please..
Thread: Any fighter pilot helmet for V4? | Forum: Poser - OFFICIAL
Quote - Sorry, really cannot access megaupload. Can someone mail me that file at sausage at gmail.com? Thanks.
Ok
Thread: Tutorial | Forum: Vue
Quote - You're not specific enough, what you are looking for - is it about animation ?
Well, the following posts might be including info in this direction:
market.renderosity.com/mod/forumpro/showthread.php
market.renderosity.com/mod/forumpro/showthread.php
[ market.renderosity.com/mod/forumpro/showthread.php
](http://market.renderosity.com/mod/forumpro/showthread.php?message_id=3019176&ebot_calc_page#message_3019176)
Ths is for animation, it showed how to set the camera and any other object to vibrate for certain effects, eg. an explosion or an object hitting the ground....
Thread: Tracks in the dirt | Forum: Carrara
Attached Link: http://www.kawachi.zaq.ne.jp/kurozuka/akurodigital/potentializer.html
> Quote - I have worked on a deformer plugin that does this very thing for use with tanks and vehicles as well as human feet. There is an existing plugin for Carrara 5 from Akuro Digital called the 'potentializer' that can be used to do it (sorry, cant easily find the link for that). Mine allows for variable size 'feet' that deform a terrain or vertex object and I added a matching shader for the disturbed earth - but that part didnt work on large terrains. My plugin will work well for close ups if I subdivide a spot area but for large terrains its slow and to add detail like tank track imprints it would need a lot of polygon detail or detail in the path of the vehicle. > > The beauty of a plugin like this is that you apply my deformer to the terrain, select which objects are 'feet' then when you animate or render it builds up the changes frame by frame in a copy of the terrain or vertex object. Change the path of the vehicle and the tracks left behind are reset. > > Its still a beta version though and after working on the Jiggle Deformer I've found out how to do it so it works much much quicker and so I need to revise the code. > > The beta works though, I used this on an animation of an excavator you can see in [my website gallery](http://sparrowhawke3d.com/Videos/Excavator.mov). Look closely and you will see that it leaves a rut behind it. For digging the hole I made a morph and for scooping and dropping the earth I couldnt use physics and had to do it manually...which sucked. > > And I did another test using the [ATV from Daz](http://sparrowhawke3d.com/Videos/FootprintsTest.avi) leaving a trail in the sand which is much more clear - it also uses a terrain following plugin I've been working on but havent perfected yet. > > Reply to me directly if you are interested in the trying out the current beta for C5-6 (windows only) if this is what you are after. > > Jeremy > www.Sparrowhawke3D.comTry this link..
Thread: Tracks in the dirt | Forum: Vue
Quote - You can also use the terrain brushes that come with Vue - sometimes easier than making a map. I do believe there are some foorprints & animals prints included :) I know C3d sells some brushes with animal prints very cheap.
'll give this a try...
Thread: Tracks in the dirt | Forum: Carrara
Thread: Tracks in the dirt | Forum: Carrara
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Thread: Making turns | Forum: Poser - OFFICIAL