Oohdear… It looks great, and I’d love to see a finished product come out of this, but there’s a hardcoded path in the textures — every one I load looks for “C:/Content/Runtime/Textures…” and the .duf files are impossible to edit so we can fix the paths.
Oohdear… It looks great, and I’d love to see a finished product come out of this, but there’s a hardcoded path in the textures — every one I load looks for “C:/Content/Runtime/Textures…” and the .duf files are impossible to edit so we can fix the paths.
They are just compressed - you can expand them with the batch Convert pane in DS or most archive tools (I use 7Zip).
Do note, however, that paths in DS have the same character restrictions as urls - so if you have characters in your folder or file names that aren’t valid for urls you need to replace them with their hex codes, such as [percent]20 for space. [percent] should be %, but the forum converts it into a space.
if animating be sure to activate motion blur in render settings.
if you have keymate or animate2 you can slide keys to better position the timing of the impact in your animations.
hope you all get some enjoyment out of this..if not for rendering then just watching shit blow up is always cool
Cheers
Stefan
PS:the larger project I have includes walls and columns collapsing,crater impact points and other animated goodness,the reason it’s on hold is D|S can’t slide keys natively.this limits the end user too much for the product to be truly useful..so,if you want me to finish the project please request the ability to slide keys in your next bug reporter visit ...thanks!
I wish you would release the full project even if DS doesn’t have the ability to slide keys natively. That you are dependent in GoFigure shouldn’t be a detractor, specially when the price of keymate is as low as it is. I look at it like this: most items in the store depend on one or various pre-purchases, starting with clothes that depend on a previous figure purchase.
Oohdear… It looks great, and I’d love to see a finished product come out of this, but there’s a hardcoded path in the textures — every one I load looks for “C:/Content/Runtime/Textures…” and the .duf files are impossible to edit so we can fix the paths.
They are just compressed - you can expand them with the batch Convert pane in DS or most archive tools (I use 7Zip).
Do note, however, that paths in DS have the same character restrictions as urls - so if you have characters in your folder or file names that aren’t valid for urls you need to replace them with their hex codes, such as for space.
if animating be sure to activate motion blur in render settings.
if you have keymate or animate2 you can slide keys to better position the timing of the impact in your animations.
hope you all get some enjoyment out of this..if not for rendering then just watching shit blow up is always cool
Cheers
Stefan
PS:the larger project I have includes walls and columns collapsing,crater impact points and other animated goodness,the reason it’s on hold is D|S can’t slide keys natively.this limits the end user too much for the product to be truly useful..so,if you want me to finish the project please request the ability to slide keys in your next bug reporter visit ...thanks!
I wish you would release the full project even if DS doesn’t have the ability to slide keys natively. That you are dependent in GoFigure shouldn’t be a detractor, specially when the price of keymate is as low as it is. I look at it like this: most items in the store depend on one or various pre-purchases, starting with clothes that depend on a previous figure purchase.
it’s just not financialy viable to make content that relies on other paid for plugins..at least for me.my content is always stand alone with no other purchases required.
I’m sure DAZ will eventualy add key sliding as it’s such a basic feature,certainly not one you should have to buy a plugin to do,at which point I’ll get back to finishing the project
Edited to add: if somebody creates a bug report, they could link it here.
I just don’t know enough about animation to make a coherent bug report about this.
How do you use this thing? I once managed to make an animation following a video example, but can’t seem to reproduce the experiment or find that example again. I think I recall dragging the white-on-blue ani blocks to the timeline, but now it won’t let me drop them there.
How do you use this thing? I once managed to make an animation following a video example, but can’t seem to reproduce the experiment or find that example again. I think I recall dragging the white-on-blue ani blocks to the timeline, but now it won’t let me drop them there.
Clueless as usual,
Oh, I see. You just put one of the Frags where you want it to hit, find the mis-linked texture and render a movie. SMASH!