Star Trek Builders Unite 7: The Continuing Mission

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Comments

  • DemonslayerDemonslayer Posts: 125
    mdbruffy said:

    Hey Ken!

    Came across this some time back. Might be intresting if nothing else:

     

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

     

     

    I've seen it.  :)  My chair is non-functional, but it does spin 360 degrees.  Any sound effects and lights are going to be added in post, with lights as a possible very simple practical addition, like a flashlight inside a compartment to give very basic lighting.  The panels are the same size as a Kindle Fire, however, and I can set one in each arm and have them animated if necessary.  :)  The very simple add-on's I'm using are resin buttons sent by my friend Jim Bray at Star Trek: Anthology.  They're spares from the reconstruction of the Starship Exeter bridge set.  :) 

    12901413_10206285431920980_3401771739595178473_o.jpg
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  • DemonslayerDemonslayer Posts: 125

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

    I've noticed a similar problem with the doors on RDuda's sets. Only one door seemw to work properly; the rest "stretch" for some odd reason.

     

    By the way, your Captain's chair is looking great so far!

    I thank you.  And that TNG bridge set is awesome, too!  :) 

  • mdbruffymdbruffy Posts: 2,345

    Okay.smiley

    mdbruffy said:

    Hey Ken!

    Came across this some time back. Might be intresting if nothing else:

     

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

     

     

    I've seen it.  :)  My chair is non-functional, but it does spin 360 degrees.  Any sound effects and lights are going to be added in post, with lights as a possible very simple practical addition, like a flashlight inside a compartment to give very basic lighting.  The panels are the same size as a Kindle Fire, however, and I can set one in each arm and have them animated if necessary.  :)  The very simple add-on's I'm using are resin buttons sent by my friend Jim Bray at Star Trek: Anthology.  They're spares from the reconstruction of the Starship Exeter bridge set.  :) 

     

  • Richard HaseltineRichard Haseltine Posts: 108,013

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

    I've noticed a similar problem with the doors on RDuda's sets. Only one door seemw to work properly; the rest "stretch" for some odd reason.

     

    By the way, your Captain's chair is looking great so far!

    I thank you.  And that TNG bridge set is awesome, too!  :) 

    This is most likely because the raw mesh is welded and relies on Poser to break it into its groups and then reweld as intructed in the CR2 - DS3 did this, but DS4 doesn't. The fix is geernally to open in a mesh editor, select the doors, cut, and paste back in - most things will preserve the UVs when you do that.

  • DemonslayerDemonslayer Posts: 125

    I'm going to attempt to save out the working one from DAZ Studio 3 and open it in DS4.9.  If that works, problem solved.  I just was hoping there was a file that was a fix for the lift door, because I could have sworn that it happened before and it was an easy fix.  I just can't remember how I fixed it then.  I thought it was a file.  I'll let you know if I do figure out the solution.  :)  If that doesn't work, I'll try your suggestion, Richard.  Thanks.  :)

  • DemonslayerDemonslayer Posts: 125

    Okay, this is driving me crazy.  Is there an easy way to import all my directory information from DS3.x to DS4.x so I don't have to keep getting error messages?  I can open the file and the morph is an option, but it doesn't show the object on the screen.  Just the cursor.  This is the error I get: 

    errormessage.jpg
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  • DemonslayerDemonslayer Posts: 125

    I also noticed that file extensions are different now.  .daz has changed to .duf.  Can anyone explain the difference?  I know that a .daz file was a pointer to objects, rather than the scene including the objects.  Is the .duf a file that also includes the objects?

  • DemonslayerDemonslayer Posts: 125

    Okay, this is driving me crazy.  Is there an easy way to import all my directory information from DS3.x to DS4.x so I don't have to keep getting error messages?  I can open the file and the morph is an option, but it doesn't show the object on the screen.  Just the cursor.  This is the error I get: 

    Alright, I figured it out.  Had to right-click the content library tab and there was an option to import my directories.  WHEW!!!!  And the turbolift door works after merging in the working one from the older file.  I still don't remember why the old one worked, but at least it does work now.  :)

  • SpottedKittySpottedKitty Posts: 7,232

    This is most likely because the raw mesh is welded and relies on Poser to break it into its groups and then reweld as intructed in the CR2 - DS3 did this, but DS4 doesn't. The fix is geernally to open in a mesh editor, select the doors, cut, and paste back in - most things will preserve the UVs when you do that.

    Hmm — so far (touch wood) I've managed to fix the weld glitch simply by loading the mesh into Hexagon then immediately saving it out again. The next time I load the figure in D|S the door or whatever moves properly. No cutting/pasting required; I just have to be careful to use the same settings for scaling etc. when loading and saving.

  • Ryuu@AMcCFRyuu@AMcCF Posts: 772
    edited April 2016
    jaguarry3 said:

    jaguarry3, that command area looks crowded!  Doesn't look like there's enough room for crew at the two side stations.  Even the helm and the captain's chair look a little too close for comfort.

    Hi Nightwolf,  Once I got the scale sorted it worked out ok

     

     

    Kirk: "Sorry, Sulu. Ever since Chekov got his promotion, the budget just can't afford him. We've had to ship him off to the Reliant, so you'll have to pull double duty for a while."

    Sulu: "BULL@#%^$@), Admiral! It cost more to redesign this (&%%#@^ console than it costs for FIVE commanders! And Chekov STILL DOESN'T speak clear English!" 

    Kirk: "Look on the bright side. In fifteen years or so, you might get your own command."

    Sulu: "Yeah. And when I make captain, I'll be older than most of the admirals in StarFleet! Including you, Admiral!"

    Kirk: *grins*

    Post edited by Ryuu@AMcCF on
  • murbymurby Posts: 35
    edited April 2016

    DOWNLOAD Star Trek DS9 Dominion Jem'Hadar Phaser .duf model for free
     

    Converted with some adjustements from newdominion,'s .stl 3D model
    I saved .duf scene file in my old poser runtime directory.
    Before open this .duf file set up poser runtime within your DAZ Studio directory if not present
    When open file locate textures if requested.
    No character provided.
    Credits: Mylochka’s Vorta uniform texture 
    and Vorta Hair

    Also in DeviantArt

    !vorta_phaser640.jpg
    640 x 480 - 49K
    Post edited by murby on
  • The link to the model doesnt work. I get directed to a page that tells me the "blog" doesn't exist.

  • mdbruffymdbruffy Posts: 2,345

     Your best bet is to post your Deviantart link. That's what I did for all of my stuff.

    murby said:

    DOWNLOAD Star Trek DS9 Dominion Jem'Hadar Phaser .duf model for free 
     

    Converted with some adjustements from newdominion,'s .stl 3D model
    I saved .duf scene file in my old poser runtime directory.
    Before open this .duf file set up poser runtime within your DAZ Studio directory if not present
    When open file locate textures if requested.
    No character provided.
    Credits: Mylochka’s Vorta uniform texture 
    and Vorta Hair

     

  • murbymurby Posts: 35
    edited April 2016
    mdbruffy said:

     Your best bet is to post your Deviantart link. That's what I did for all of my stuff.

    murby said:

    DOWNLOAD Star Trek DS9 Dominion Jem'Hadar Phaser .duf model for free 
     

    Converted with some adjustements from newdominion,'s .stl 3D model
    I saved .duf scene file in my old poser runtime directory.
    Before open this .duf file set up poser runtime within your DAZ Studio directory if not present
    When open file locate textures if requested.
    No character provided.
    Credits: Mylochka’s Vorta uniform texture 
    and Vorta Hair

     

     

    The link to the model doesnt work. I get directed to a page that tells me the "blog" doesn't exist.

    Correct link. Try now.

    Also added DeviantArt link, but downloadable file is only in my blog

    Next I post here only DeviantArt link as suggested

    Thanks for helping me :) 

    Post edited by murby on
  • MattymanxMattymanx Posts: 6,996

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

    I've noticed a similar problem with the doors on RDuda's sets. Only one door seemw to work properly; the rest "stretch" for some odd reason.

     

    By the way, your Captain's chair is looking great so far!

     

    For any hard surface item, if it stretches when you use a rotaion dial then select that bone in the scene tab then go to the Parameter Tab.  Under MISC, look for Bend and shut it off.

  • Richard HaseltineRichard Haseltine Posts: 108,013
    Mattymanx said:

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

    I've noticed a similar problem with the doors on RDuda's sets. Only one door seemw to work properly; the rest "stretch" for some odd reason.

     

    By the way, your Captain's chair is looking great so far!

     

    For any hard surface item, if it stretches when you use a rotaion dial then select that bone in the scene tab then go to the Parameter Tab.  Under MISC, look for Bend and shut it off.

    As I recall you need to have Bend off on both the bone and on its parent, as (assuming we are talking about Poser legacy rigging) a bone can affect both its own mesh and its parent's (or adjust the angles so that the parent is excluded).

  • MattymanxMattymanx Posts: 6,996
    Mattymanx said:

    Hey everyone, I hope your week is going well.  :)

    I've been doing a lot of work on the bridge set, but for the life of me, I can't get the lift door morph to load in DS4.9.  It works just fine in DS3.0.  Has anyone run into a problem like that with the TOS Bridge by Ptrope?  I seem to recall years ago having to load a different 'lift_door' file to get it to work, but for the life of me, I can't remember which one.

    Any help you can provide would be most appreciated!

    Sincerely,

    Ken

    P.S.  I've been working on a real captain's chair so that I can use the 3d set as a virtual set with greater believability.  It should be done this week!

     

    I've noticed a similar problem with the doors on RDuda's sets. Only one door seemw to work properly; the rest "stretch" for some odd reason.

     

    By the way, your Captain's chair is looking great so far!

     

    For any hard surface item, if it stretches when you use a rotaion dial then select that bone in the scene tab then go to the Parameter Tab.  Under MISC, look for Bend and shut it off.

    As I recall you need to have Bend off on both the bone and on its parent, as (assuming we are talking about Poser legacy rigging) a bone can affect both its own mesh and its parent's (or adjust the angles so that the parent is excluded).

    Yeah, I use to shut off bend on ALL nodes

  • So I was playing around with Comic Life 3, rendered up the first panels of the comic I'm working on and then this happened.

    page 001 up.jpg
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  • mdbruffymdbruffy Posts: 2,345

    Looks good. smiley

    So I was playing around with Comic Life 3, rendered up the first panels of the comic I'm working on and then this happened.

     

  • PtropePtrope Posts: 696

    Not quite Trek, but there IS a perceived lineage ;), so here goes: I converted Dragonpyper's C-57-D from "Forbidden Planet" from static Blender OBJs (lots of reversed polys!) to a Poser CR2, for a friend of mine, using PP2014, so now it's a single figure with the landing legs rotating out (yeah, I had to remember to turn off "Bend," too ;)). Works great! The problem is that the center pedestal is a morph, extending downward to support the center of the ship when landed, and it works perfectly in Poser, but doesn't work at all in DAZ Studio (I'm using 4.9, he's using 3, I think). The control is there, the limits are correct, but no action when the dial is turned. Any ideas?

    http://www.ptrope.com/downloads/Dragonpyper_C57D_PoserCR2.zip

  • TimbalesTimbales Posts: 2,423
    Ptrope said:

    Not quite Trek, but there IS a perceived lineage ;), so here goes: I converted Dragonpyper's C-57-D from "Forbidden Planet" from static Blender OBJs (lots of reversed polys!) to a Poser CR2, for a friend of mine, using PP2014, so now it's a single figure with the landing legs rotating out (yeah, I had to remember to turn off "Bend," too ;)). Works great! The problem is that the center pedestal is a morph, extending downward to support the center of the ship when landed, and it works perfectly in Poser, but doesn't work at all in DAZ Studio (I'm using 4.9, he's using 3, I think). The control is there, the limits are correct, but no action when the dial is turned. Any ideas?

    http://www.ptrope.com/downloads/Dragonpyper_C57D_PoserCR2.zip

    klaatu barada niktu!

  • RedfernRedfern Posts: 1,647
    Timbales said:
    Ptrope said:

    Not quite Trek, but there IS a perceived lineage ;), so here goes: I converted Dragonpyper's C-57-D from "Forbidden Planet" from static Blender OBJs (lots of reversed polys!) to a Poser CR2, for a friend of mine, using PP2014, so now it's a single figure with the landing legs rotating out (yeah, I had to remember to turn off "Bend," too ;)). Works great! The problem is that the center pedestal is a morph, extending downward to support the center of the ship when landed, and it works perfectly in Poser, but doesn't work at all in DAZ Studio (I'm using 4.9, he's using 3, I think). The control is there, the limits are correct, but no action when the dial is turned. Any ideas?

    http://www.ptrope.com/downloads/Dragonpyper_C57D_PoserCR2.zip

    klaatu barada niktu!

    Different flying saucer, though Ptrope has modeled and shared a rather accurate "Gort" prop, complete with an ominously opening death ray visor.

    Sincerely,

    Bill

  • mdbruffymdbruffy Posts: 2,345

    LOL!laugh

    Redfern said:
    Timbales said:
    Ptrope said:

    Not quite Trek, but there IS a perceived lineage ;), so here goes: I converted Dragonpyper's C-57-D from "Forbidden Planet" from static Blender OBJs (lots of reversed polys!) to a Poser CR2, for a friend of mine, using PP2014, so now it's a single figure with the landing legs rotating out (yeah, I had to remember to turn off "Bend," too ;)). Works great! The problem is that the center pedestal is a morph, extending downward to support the center of the ship when landed, and it works perfectly in Poser, but doesn't work at all in DAZ Studio (I'm using 4.9, he's using 3, I think). The control is there, the limits are correct, but no action when the dial is turned. Any ideas?

    http://www.ptrope.com/downloads/Dragonpyper_C57D_PoserCR2.zip

    klaatu barada niktu!

    Different flying saucer, though Ptrope has modeled and shared a rather accurate "Gort" prop, complete with an ominously opening death ray visor.

    Sincerely,

    Bill

     

  • Timbales said:
    Ptrope said:

    Not quite Trek, but there IS a perceived lineage ;), so here goes: I converted Dragonpyper's C-57-D from "Forbidden Planet" from static Blender OBJs (lots of reversed polys!) to a Poser CR2, for a friend of mine, using PP2014, so now it's a single figure with the landing legs rotating out (yeah, I had to remember to turn off "Bend," too ;)). Works great! The problem is that the center pedestal is a morph, extending downward to support the center of the ship when landed, and it works perfectly in Poser, but doesn't work at all in DAZ Studio (I'm using 4.9, he's using 3, I think). The control is there, the limits are correct, but no action when the dial is turned. Any ideas?

    http://www.ptrope.com/downloads/Dragonpyper_C57D_PoserCR2.zip

    klaatu barada niktu!

    Klaatu Barada Nikto! Thou hast doomed us all! When thou misspoke the words, the Army of the Dead awoke!

  • TimbalesTimbales Posts: 2,423

    danger! danger! 

  • RedfernRedfern Posts: 1,647

    Yet another saucer from another property, as well for the robots involved.  Though interestingly enough, both Robby from "Forbidden Planet" and "the Robot" (aka Robot model B9) were designed and engineered by the same person Robert Kinoshita.

    Sincerely,

    Bill

  • PtropePtrope Posts: 696
    edited April 2016
    Redfern said:

    Different flying saucer, though Ptrope has modeled and shared a rather accurate "Gort" prop, complete with an ominously opening death ray visor.

    Sincerely,

    Bill

    And Bill has modeled Klaatu's saucer, as well, I believe ;). Bet I couldn't get THAT morph to work in D|S, either ... LOL

    Post edited by Ptrope on
  • RedfernRedfern Posts: 1,647
    edited April 2016

    About the only thing missing are some craggy, Bonstellian peaks and a "monster from the id". wink

    Thanks, Ptrope!  I had a static version of this mesh, but this is far, far better!

    Sincerely,

    Bill

    Ptrope-C57D-J-1.jpg
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    Post edited by Redfern on
  • PDSmithPDSmith Posts: 713

    All,

    I'm working with John Hoagland of VanishingPoint to get all the scifi sets updated to  fix the vertex-welding issue that warps the models.  John has contacted Daz on a number of occasions about this problem that excisted with many Poser based products; an issue that doesn't just effect his Poser based products by the way and didn't get much feed back so he's asked to work with me on fixes and added product support changes.

    Currently Working on the BridgeXT-2 set.

    -Paul

    bridge xt.jpg
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    bridgeXT2-chairs.jpg
    1920 x 1080 - 2M
  • PtropePtrope Posts: 696

    Looks great, Bill! I love the lighting on this - much better than any renders I've done with it so far smiley.

    I'll have to read up on this vertex-welding issue. I know I have a problem with Lightwave 9 welding vertices I split intentionally, but 7.5 does not. I also know that, with the Dart, I had problems with the doors in D|S (like v. 3 or so) because they had vertices that were in the same space as the door frames - not a problem in Poser, but when I opened the doors in D|S, it looked like a sheet of plastic stretched from the door frames to the door edges, and I had to minutely shrink all the door edges inward so no vertices on the moving parts shared the same point in space with the static door frame. D|S, it seems, doesn't care for for that, so it welds them together when it loads the model. Bummer.

This discussion has been closed.