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Post Your Renders - #4: A New Hope
Posted: 03 February 2013 09:17 PM   [ Ignore ]   [ # 721 ]
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Garstor - 03 February 2013 06:45 PM

Even directly entering values is hard—it only goes out to 100ths of a foot.

There’s an option in the scene properties (Interface tab) to show more (or fewer) decimal digits. It can go from 0 to 5. If you type more digits than are displayed, it does save that precise value, even if it only shows 2 digits.
You can also change the unit of measure there. Also, while Carrara doesn’t “dynamically” change the unit depending on scale, you can still enter a value with any unit of measure you want. it will be converted to the scene unit automatically. Just type 3mm or 2.25in, or even 1.3mi.

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Posted: 03 February 2013 09:51 PM   [ Ignore ]   [ # 722 ]
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Dartanbeck - 03 February 2013 07:59 PM
evilproducer - 03 February 2013 06:19 PM

I actually love the posing in Carrara. I usually at the minimum have the feet track target helpers. The last picture I posted used targets for the the hands and feet to aid in the posing. Helps with animating as well.

Okay, somebody wrote a very simple guide on how to do this. I tried it and either didn’t set it up right, use it right, or something else. Would you be willing to explain, in layman’s terms, how to use targets on the hands and feet to help with animations, while telling me why they help? I always move and rotate the hip to where I think that should go, and rotate everything else to how they need to respond. This is actually very easy and gives fantastic results for me. But I’m seriously interested on how this works. I suppose it’s not really as useful for simple walking, but when you have a bike with pedals, you might then be able to parent the helpers to the pedals to have the feet follow? Hmmm… think think think…

Garstor - 03 February 2013 06:45 PM

I didn’t mean to sound so whining. I do love the speed that I can setup a scene in Carrara.

But the fine-tuning work can be aggravating. Even directly entering values is hard—it only goes out to 100ths of a foot. If you see a change in position it is either way too little or way too much. One nice thing about LightWave (Garstor ducks the spinning roundhouse kick) is that the grid adaptively changes resolution as you zoom in and out…it easily scales from kilometers to micrometers.

Don’t worry, buddy. You’ve only just begun your long journey into the vast awesomeness that is called: Working with 3d! One day I want to buy Lightwave as well… so we can compare notes and model together.


I don’t have time at the moment to get too detailed, but I’ll try and work on something soon. There may be others that can offer more advanced advice.


I find targets helpful in that I can lock feet to the floor as an example. When you grab the hip without using target helpers the whole figure moves. If you set targets and have the feet track those, you can move the hip and the feet stay where the are. You can also keyframe the tracking and turn it on or off through the timeline.


Your example of using targets parented to moving pedals on a bike and having the feet of a figure track the targets is a great example of how they could aid an animation. You could also parent one to the handle bars and have one hand track it and suddenly you can have your figure pedaling, steering and freely waving a hand.


There can be some wonkiness with the IK sometimes. It’s usually with the constraints (in my case at any rate) but that can be handled by customizing the limits.


My Bikini Car Wash picture had a target helper parented to the V4’s hand that was holding the hose. The end of the hose was then set to track the helper and the IK in the hose’s rig allowed me to fairly simply pose the hose. I had locked constraints on the first couple of bones near the nozzle to keep the end behaving.

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 04 February 2013 04:44 AM   [ Ignore ]   [ # 723 ]
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wendy♥catz - 31 January 2013 11:50 PM

I am surprised Sockratease has not posted one of these renders yet

I haven’t spent much time rendering.  ‘Puter’s been busy video editing…

But that’s a nifty Cow in a Crystal!

Here’s my most recent render.

Back in prehistoric times, Mountain Cows would lay their eggs up on hilltops to keep them safe from predators.

This caused consternation amongst the prehistoric Birds and Bees, who came over to have “That Talk” with The Cows and hopefully put them on the right path.

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MOO!

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Posted: 04 February 2013 06:08 AM   [ Ignore ]   [ # 724 ]
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brianorca - 03 February 2013 09:17 PM
Garstor - 03 February 2013 06:45 PM

Even directly entering values is hard—it only goes out to 100ths of a foot.

There’s an option in the scene properties (Interface tab) to show more (or fewer) decimal digits. It can go from 0 to 5. If you type more digits than are displayed, it does save that precise value, even if it only shows 2 digits.

Thanks! I’ll look for that. I really wish it would show the full precision though—that’ll be another thing to file under my UI annoyances. wink

brianorca - 03 February 2013 09:17 PM

You can also change the unit of measure there. Also, while Carrara doesn’t “dynamically” change the unit depending on scale, you can still enter a value with any unit of measure you want. it will be converted to the scene unit automatically. Just type 3mm or 2.25in, or even 1.3mi.

Yep - as a Canadian I should Carrara in metric mode…I cannot recall why I set it back to the abyssmal confusion of feet and inches. I didn’t know about the on-the-fly conversion though—that’s neat (I know LightWave does that).

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My 3D art Flickr page for final or near-final images
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Posted: 04 February 2013 06:13 AM   [ Ignore ]   [ # 725 ]
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evilproducer - 03 February 2013 09:51 PM

I find targets helpful in that I can lock feet to the floor as an example. When you grab the hip without using target helpers the whole figure moves. If you set targets and have the feet track those, you can move the hip and the feet stay where the are.

YES! Praise the Flying Spahgetti Monster! THIS is what I need when posing. Must seek this information out today (while pretending to work).

evilproducer - 03 February 2013 09:51 PM

My Bikini Car Wash picture had a target helper parented to the V4’s hand that was holding the hose. The end of the hose was then set to track the helper and the IK in the hose’s rig allowed me to fairly simply pose the hose. I had locked constraints on the first couple of bones near the nozzle to keep the end behaving.

Those little triangles along the hose are bones for rigging I believe? I really need to learn that for the velvet ropes that I want to put into my gallery scene…what I came up with last night is vomitously ugly…

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My 3D art Flickr page for final or near-final images
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Posted: 04 February 2013 07:00 AM   [ Ignore ]   [ # 726 ]
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Ew! I think I threw up in my mouth a little bit…

Alright, I surrender. I definitely need to use bones on this velvet rope. Clearly, I need a much better texture for it too. I used the “bend” transformation in LightWave but it just doesn’t seem to have the fine-grained control that I need and that I am pretty sure bones would give me.

I probably need to do a much better job with modeling the rings for attaching the ropes to the queuing pole. Live and learn as they say!

More on that awful texture: I started with the built-in “moss” texture since I thought it would give me the fuzzy velvet look I needed…maybe it does when you are up-close. Being a green texture map I tried using the Add and Multiply operators to change it to a red colour. Ugh! I’ll definitely need to come up with something myself.

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- Garstor
Australian-Canadian currently trapped in Texas (maintaining sanity with doses of Carrara, LightWave and PhotoShop)

My 3D art Flickr page for final or near-final images
My 3D art Flickr page for work-in-progress or experiments

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Posted: 04 February 2013 10:49 AM   [ Ignore ]   [ # 727 ]
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Garstor, the hose was rigged.


It will be a trade off with the mesh for the ropes. The higher poly the mesh, the better the mesh will bend with rigging. Just don’t get too high of a mesh or it becomes difficult to work with. At least on my older system. I made my hose 30 virtual feet, but I extruded it out so I had a polygon every six inches. My rig does have quite a few bones, around forty or fifty. It was almost too unwieldy. I probably could have got away with a shorter hose. maybe I’ll stick that up on ShareCG as well.

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 04 February 2013 10:52 AM   [ Ignore ]   [ # 728 ]
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Garstor, I almost forgot, for the velvet look, have you considered hair? Maybe one or two segments per guide and about 1/8” long (or less)? Stu used it on a Fedora hat in one of his pictures. Looked awesome.

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Posted: 04 February 2013 10:57 AM   [ Ignore ]   [ # 729 ]
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brianorca - 03 February 2013 09:17 PM

There’s an option in the scene properties (Interface tab) to show more (or fewer) decimal digits. It can go from 0 to 5. If you type more digits than are displayed, it does save that precise value, even if it only shows 2 digits.

I poked around in the properties, but alas, I just couldn’t find it! I’m pretty sure that I looked at every property page. I must be missing something.

I did switch back to metric at least! smile

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- Garstor
Australian-Canadian currently trapped in Texas (maintaining sanity with doses of Carrara, LightWave and PhotoShop)

My 3D art Flickr page for final or near-final images
My 3D art Flickr page for work-in-progress or experiments

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Posted: 04 February 2013 11:00 AM   [ Ignore ]   [ # 730 ]
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evilproducer - 04 February 2013 10:49 AM

Garstor, the hose was rigged.

It will be a trade off with the mesh for the ropes. The higher poly the mesh, the better the mesh will bend with rigging. Just don’t get too high of a mesh or it becomes difficult to work with. At least on my older system. I made my hose 30 virtual feet, but I extruded it out so I had a polygon every six inches. My rig does have quite a few bones, around forty or fifty. It was almost too unwieldy. I probably could have got away with a shorter hose. maybe I’ll stick that up on ShareCG as well.

I’ll have to go back and find the talk in PhilW’s training on bones and rigging. I know he didn’t get complex; but I don’t need complex.

As for the velvet and using hair…like rigging, I’ve never used the hair feature…it scares me! LOL  Seriously, those are two things that I really do need to learn. I think I’ll redo that velvet rope in Carrara.

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- Garstor
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My 3D art Flickr page for final or near-final images
My 3D art Flickr page for work-in-progress or experiments

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Posted: 04 February 2013 11:18 AM   [ Ignore ]   [ # 731 ]
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Sockratease - 04 February 2013 04:44 AM
wendy♥catz - 31 January 2013 11:50 PM

I am surprised Sockratease has not posted one of these renders yet

I haven’t spent much time rendering.  ‘Puter’s been busy video editing…

But that’s a nifty Cow in a Crystal!

Here’s my most recent render.

Back in prehistoric times, Mountain Cows would lay their eggs up on hilltops to keep them safe from predators.

This caused consternation amongst the prehistoric Birds and Bees, who came over to have “That Talk” with The Cows and hopefully put them on the right path.


Great Bovinosaurus!

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 04 February 2013 12:05 PM   [ Ignore ]   [ # 732 ]
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evilproducer - 04 February 2013 11:18 AM
Sockratease - 04 February 2013 04:44 AM
wendy♥catz - 31 January 2013 11:50 PM

I am surprised Sockratease has not posted one of these renders yet

I haven’t spent much time rendering.  ‘Puter’s been busy video editing…

But that’s a nifty Cow in a Crystal!

Here’s my most recent render.

Back in prehistoric times, Mountain Cows would lay their eggs up on hilltops to keep them safe from predators.

This caused consternation amongst the prehistoric Birds and Bees, who came over to have “That Talk” with The Cows and hopefully put them on the right path.


Great Bovinosaurus!

Thanks Evil One!

The original design had a series of udders on it’s back, like a Stegosaurus, but it looked funnier in my imagination and when I actually did it, I thought it looked better as it is.

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Posted: 04 February 2013 07:42 PM   [ Ignore ]   [ # 733 ]
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Okay…here is my rigging setup for the “velvet ropes” after watching PhilW’s training segment. I hope that I have enough polys in the model and enough bones in the skeleton…

I didn’t completely finish the model though…I don’t have rings or hooks to attach the ropes to the queuing poles. I won’t lose sleep over that just yet.

Next up…learn about hair so that I can try to produce a red velvet shader.

Thanks for the suggestions evilproducer!

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- Garstor
Australian-Canadian currently trapped in Texas (maintaining sanity with doses of Carrara, LightWave and PhotoShop)

My 3D art Flickr page for final or near-final images
My 3D art Flickr page for work-in-progress or experiments

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Posted: 04 February 2013 08:20 PM   [ Ignore ]   [ # 734 ]
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evilproducer - 03 February 2013 09:51 PM
Dartanbeck - 03 February 2013 07:59 PM
evilproducer - 03 February 2013 06:19 PM

I actually love the posing in Carrara. I usually at the minimum have the feet track target helpers. The last picture I posted used targets for the the hands and feet to aid in the posing. Helps with animating as well.

Okay, somebody wrote a very simple guide on how to do this. I tried it and either didn’t set it up right, use it right, or something else. Would you be willing to explain, in layman’s terms, how to use targets on the hands and feet to help with animations, while telling me why they help? I always move and rotate the hip to where I think that should go, and rotate everything else to how they need to respond. This is actually very easy and gives fantastic results for me. But I’m seriously interested on how this works. I suppose it’s not really as useful for simple walking, but when you have a bike with pedals, you might then be able to parent the helpers to the pedals to have the feet follow? Hmmm… think think think…

Garstor - 03 February 2013 06:45 PM

I didn’t mean to sound so whining. I do love the speed that I can setup a scene in Carrara.

But the fine-tuning work can be aggravating. Even directly entering values is hard—it only goes out to 100ths of a foot. If you see a change in position it is either way too little or way too much. One nice thing about LightWave (Garstor ducks the spinning roundhouse kick) is that the grid adaptively changes resolution as you zoom in and out…it easily scales from kilometers to micrometers.

Don’t worry, buddy. You’ve only just begun your long journey into the vast awesomeness that is called: Working with 3d! One day I want to buy Lightwave as well… so we can compare notes and model together.


I don’t have time at the moment to get too detailed, but I’ll try and work on something soon. There may be others that can offer more advanced advice.


I find targets helpful in that I can lock feet to the floor as an example. When you grab the hip without using target helpers the whole figure moves. If you set targets and have the feet track those, you can move the hip and the feet stay where the are. You can also keyframe the tracking and turn it on or off through the timeline.


Your example of using targets parented to moving pedals on a bike and having the feet of a figure track the targets is a great example of how they could aid an animation. You could also parent one to the handle bars and have one hand track it and suddenly you can have your figure pedaling, steering and freely waving a hand.


There can be some wonkiness with the IK sometimes. It’s usually with the constraints (in my case at any rate) but that can be handled by customizing the limits.


My Bikini Car Wash picture had a target helper parented to the V4’s hand that was holding the hose. The end of the hose was then set to track the helper and the IK in the hose’s rig allowed me to fairly simply pose the hose. I had locked constraints on the first couple of bones near the nozzle to keep the end behaving.

No further explanation necessary! Cool! So, to lock the feet, you paerent the helpers to the floor! Silly me… why didn’t I see that before! Slap my face silly, am I ever embarrassed now!

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Posted: 04 February 2013 08:27 PM   [ Ignore ]   [ # 735 ]
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Garstor - 04 February 2013 10:57 AM
brianorca - 03 February 2013 09:17 PM

There’s an option in the scene properties (Interface tab) to show more (or fewer) decimal digits. It can go from 0 to 5. If you type more digits than are displayed, it does save that precise value, even if it only shows 2 digits.

I poked around in the properties, but alas, I just couldn’t find it! I’m pretty sure that I looked at every property page. I must be missing something.

I did switch back to metric at least! smile

Right here on the Scene properties:

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