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48 comments found!
Quote - I tried to get them that it says page not found?
Sorry I had deleted them. It's now been fixed.
Famil Guy Stewie Earrings - at Inception8-Resource deviantArt
Thread: Free - Family Guy Stewie earrings | Forum: Freestuff
Quote - Very nice, "Family Guy" is one of my favourite toons.
Regards / Jonny
Wonderful. That's what makes it all the more worthwhile. :O)
Later,
D.
Thread: Renderosity FreeStuff - Allow External Hosting Petition | Forum: Freestuff
My first reaction to the new system was that I was shocked then I got use to it and I actually prefer it this way because it makes perfect sense to keep people drawn to Renderosity HERE which alot of you people just don't seem to get really ESPECIALLY if you're a vendor here.
Shame.
Simply because you're USING Renderosity's traffic to draw to your own sites through freebies. Which is essentially the real reason why anyone would be complaining in the first place. Freebies are in fact great for the site they have some people drawing power to the site itself but for people to be so obnoxious. Don't bite the hand that feeds.
There's an old saying that you shouldn't look a gift horse in the mouth. Before it was probably great but like any business keeping customers and people on the site is an essential part of running one and if I were Renderosity as a whole entity the benefit is for Renderosity as a whole rather than the benefit of the sum of it's individual(s) parts.
Although having control over which products I could list with the freebie content would be kinda nice especially IF it was something that actually went with the product itself that would work hand in hand as well for potential purchases via the freebie. It just makes sense.
Although some of the finer points are good (in parts of the petition) the overall decision to keep the freebie content on Renderosity is a pretty wise and sound decision FOR Renderosity as a business.
My vote is AGAINST for the most part like my little tiny voice matters in the grand scheme of things. I'm here for myself but I'm also here for Renderosity. Where the heck else would I go. I'm lucky this place is alive. And more than a few should be too for the most part. I just wish for the amount of few freebie downloads I get which are way up in the hundreds that it actually helped MY sales even though I love giving stuff away as much as I love making stuff and selling it too.
Some people are overly obnoxious and self important, it's just sad.
Ok I'm done. I may have missed a few things and maybe I don't completely get it, still being quite new to the whole thing, but I can gather the jist of things pretty good through brief but careful observations. At any rate I certainly won't be going anywhere.
I'm not even sure why I bothered commenting. Maybe it was because I was shaking my head reading alot of things and felt the desire and the need.
Thread: OT: We're being hosed by Window 7 prices | Forum: Poser - OFFICIAL
Now if I could just get games to run in Windows 7 RC smoothly for an extended period of time without getting a blue screen from an NVIDIA (BFG GeForce GTS 250) error which has also happened with the Logitech VID webcam software that would be nice. Although I guess it isn't so bad booting back out to XP in order to play them.
That would be my only gripe for the moment.
Thread: OT: We're being hosed by Window 7 prices | Forum: Poser - OFFICIAL
You can always buy the cheaper OEM versions of Windows from places like Newegg and Tiger Direct.
OEM versions although intended for computer builders can be purchased by anyone who wishes to save money. Though there are some limitations using this route.
Thread: intact textures with 3ds. figures | Forum: Poser - OFFICIAL
Even IF you load an imported OBJ file the texture is going to be missing until you assign the material / texture in the Poser Material Editor.
Doesn't matter if it's 3DS or OBJ in either case. (as far as I've know from my own experience)
Next best thing to do is once you've done whatever you need to do with the imported model in whatever format it is after having been brought into Poser and assigned it's materials/textures in the Material Editor is to save it to the Poser Library as for example a Prop.
If it's a 3ds file, in this case, save it out from Poser as an OBJ then import it again into Poser, assign your material and save it to the library.
I don't believe there's any way around avoiding the Material Editor in a nutshell.
Thread: Prop/Morph/Dials/Pivot | Forum: Poser - OFFICIAL
Quote - > Quote - Basically I suppose for the added convenience to the user for having those dials present in the PP2 file is that you're just going to have to open the Joint Editor window and move the joint to the new location for either earring.
I think you are missing the basic point here. If you move the earring via translations, as opposed to morphs, the user does not need to "move the joint to the new location" because the 'origin' (center of rotation/joint) stays in the same place relative to the prop. In the example attachment, the centre of rotation is in the center of the prop when the prop is parented to V4.2. It is still in the center of the prop after the Fit_Girl dial is used to fit the ring to The Girl.
Really the center of rotation should be at the top edge of the prop, not the center, but that is just a detail that I forgot to fill in, because I was illustrating the ERC code, not the correct position of the joint center. If the joint center had been at the top of the ring when it was parented to V4, it would still have been at the top of the ring after the dial was used to position it on The Girl. The whole point is that a positioning morph is worse than useless in these situations. Scrap it. You don't need it. Position the rings with the translation channels as described in my previous post. The user does not need to change the joint center, because it stays in the same place relative to the prop, as long as you don't use a morph to move the prop. Try out the example I posted, and see for yourself.
Quote - Is there a program that would make this job more, shall I say, productive, if you know what I mean?
For a small and simple thing like this, I find a good text editor, like "EditPad Lite" quite sufficient. For larger files that would require a lot of scrolling in a text editor I use the free "CR2Builder". There may be other tools out there that you could use, but I do most of my editing in the ones mentioned. Dimention3D's "Poser Power Tools" and "Poser File Editor", and PhilC's "Poser Tool Box", and Ajax's "EasyPose Underground" are probably worth looking into, but I don't use these myself.
Ok bro I think you've got me convinced. I'll give it a whirl and see how it goes but since you've gotten yourself involved you may have endure me bugging you a few times if I don't completely succeed somewhere in the process of doing so.
You ok with that? :0)
D.
Thread: Prop/Morph/Dials/Pivot | Forum: Poser - OFFICIAL
Quote - Actually, having an ERC dial controlling the xTran, yTran and zTran of the earring (possibly scaling too) fits the purpose of having one prop with fit "morphs" perfectly, much better than a morph does.
First of all, the joint moves as you intend, in a user friendly way.
Second, ERC code is far less memory consuming than morph deltas.
Third, creating extra ERC channels for e.g. Jessi or Victoria 3 is a breeze, so your earrings become more versatile, without becoming memory-heavy.
Is there a program that would make this job more, shall I say, productive, if you know what I mean?
Although I did follow JCH's tutorial on removing OBJ data from prop files (to cut down the size of the PP2 file and reference the object) fairly easily, this whole thing sounds alot more complicated for my brain at the moment.
Thread: Prop/Morph/Dials/Pivot | Forum: Poser - OFFICIAL
Quote - > Quote - I guess what I might also be suggesting is there somewhere in the PP2 file that states the pivot point (JOINT) location when you load the prop. If so would there be a way to copy that so that the pivot (JOINT) parameter is also at the top of the morph 'earring' (object) so it keeps everything in one file for ease of use.
In a poser file, the pivot point is called the 'origin', and the 'origin' line has 3 values separated by spaces which define the x, y, and z, location of the origin respectively. The origin does move with the prop when it is translated. Your problem stems from the fact that you are NOT moving the prop you are moving its mesh whilst leaving the prop itself in the same place. Morphs don't move props or actors, they move the vertices associated with the prop's geometry. This may sound like knit picking but it's important to an understanding how things work.
If I remember rightly, ockhams idea of using ERC in the OffsetA channels won't work.
The following assumes that the earrings are two separate objects (even if they are in the same pp2). If it where me, I would scrap the morph as a way to fit the earring to G4. Instead I would use ERC to change the translations of each earring so that they move into position on G4. This solves the problem of the origin as it will move with the prop. I will say more about how to do the ERC in my next post.
Wow man. I thank you very very much for going through all that trouble of explaining and giving examples of what to do. Very very very eye opening indeed.
I understand what you're saying.
But this defeats the purpose of what the morph dial is intending to be in the PP2 file for either the left or right earring in question. For example you've added the G4 and Aiko morph dials to move them to a new location relevant to both head's earlobes for the sake of both convenience and not having extra PP2 files for G4 and Aiko (depending on how many items you've created they would begin to add up). Keeping it simple.
Basically I suppose for the added convenience to the user for having those dials present in the PP2 file is that you're just going to have to open the Joint Editor window and move the joint to the new location for either earring.
Thread: Prop/Morph/Dials/Pivot | Forum: Poser - OFFICIAL
Quote - If you want to do it that way: Locate the xOffsetA, yOffsetA, zOffsetA paragraphs
in the PP2 file. Insert a bit of ERC code in each one that is 'slaved' to your morph.Assuming the morph dial is named TheGirl4Fit, and assuming the earring is
named EarringLeft, the ERC code would look like thisvalueOpDeltaAdd
NO_FIG
EarringLeft
TheGirl4Fit
deltaAddDelta 1.000000This paragraph would go immediately below the
interpStyleLocked 0
line in each of those paragraphs.And then you'll have the fun part: Finding the value of deltaAddDelta for
each of these. The following might work: Take the xOffset value for Girl, subtract
the xOffset value for Vicky, and put this result after deltaAddDelta in the xOffset
paragraph. Do a similar subtraction for Y and Z, and put those in the deltaAddDelta
for the respective paragraphs.This should then move the offsets from the Vickish values to the Girlish values
when your TheGirl4Fit morph dial goes to 1.
Argh. A little more involved than I thought, but that's the kind of thing I'm looking for. That's just beautiful.
Thankyou very much. Hopefully that will work.
Thread: Prop/Morph/Dials/Pivot | Forum: Poser - OFFICIAL
Quote - The same would apply to the adjustable prop. (Two actions needed.)
I can think of a Python way to make the process fully automatic, but it
would depend on the target figure having the right name, and it would
be fooled if the user had renamed his Vicky.
Perhaps a better way to describe this...
The pivot (joint; joint editor)) point that you have initially set at the top of the earring prop where it meets the ear of V4 stays with the object as you turn (or enter 1 in the data entry field) the dial at the top of the earring when it meets G4's earlobe. The pivot point would move along with the prop's morph.
I guess what I might also be suggesting is there somewhere in the PP2 file that states the pivot point (JOINT) location when you load the prop. If so would there be a way to copy that so that the pivot (JOINT) parameter is also at the top of the morph 'earring' (object) so it keeps everything in one file for ease of use.
I hope that sounds right.
Thread: Prop/Morph/Dials/Pivot | Forum: Poser - OFFICIAL
Quote - You should be able to load the one prop and have a pose file to correct the positioning but thats two operations as opposed to loading a different prop.
I know it probably sounds weird. And perhaps the way to do it is bone the prop.
In a 3d program (ie. 3dsmax) you can adjust the 'pivot' point of an object and that pivot point stays with the object no matter where it's moved to or at least it should unless u have to adjust it again if it's 'scale' changes but the pivot (axis) point still 'remains' with the object as it moves.
The idea is that the pivot point is 'following' the object as it's moved and scaling to G4 with the morph dial.
Thread: Prop/Morph/Dials/Pivot | Forum: Poser - OFFICIAL
Quote - If you want separate fits for V4 and G4, I'd think the easy way is just to
have separate PP2 files. Those files are very small, so they wouldn't
"weigh down" the installation. The OBJ file is the heavy part.Or am I misunderstanding the question?
Hmmm. True. So rather than having a morph dial in the prop file to move the earring to the G4 ear location just have a separate PP2.
I guess I was trying too hard to kill two birds with one stone for ease of use.
Thread: Placing props in near exact positions | Forum: Poser - OFFICIAL
Quote - > Quote - Sure. Go to the model's properties and select the body part you want to target. You will get all the XYZ values there to transpose to your prop.
You know 100 times more then I do about this. But unless I open the joint editor at the same time....that is the only way I see the z, y and x offests...which I assume is the realtime 3d space location you were referring to. For example finger rRing1 z 0.048, y 0.592 and x -0.303
That would be about it, the joint editor.
That's the only way I see that too.
The other way to do this that I forgot about (since I wasn't making them around any fingers) is to place the prop in the 3d application I made 'em in on Vic's fingers and export 'em, then import 'em with boxes unchecked accept for scaled. I find the best scale down ratio that places the object as close as can be. Roughly in the vacinity of 1.8. Doh!
Thread: Placing props in near exact positions | Forum: Poser - OFFICIAL
Quote - Try my SnapTo script.
I tried it.Thanks.
It seems to work. But it's placing the object (prop) far away from Victoria 4 in a manner that's as if Victoria were scaled much bigger than she actually is in her default state/pose.
What happened was I had already saved these props in a position using Victoria 4.1 and now am trying to place them in position on Victoria 4.2 because I should have been using her instead.
Silly me.
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Thread: Free - Family Guy Stewie earrings | Forum: Freestuff