Star Trek Builders Unite 7: The Continuing Mission
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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. :)
I thank you. And that TNG bridge set is awesome, too! :)
Okay.
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.
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. :)
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:
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?
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. :)
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.
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*
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
The link to the model doesnt work. I get directed to a page that tells me the "blog" doesn't exist.
Your best bet is to post your Deviantart link. That's what I did for all of my stuff.
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 :)
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.
Looks good.
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
LOL!
Klaatu Barada Nikto! Thou hast doomed us all! When thou misspoke the words, the Army of the Dead awoke!
danger! danger!
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
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
About the only thing missing are some craggy, Bonstellian peaks and a "monster from the id".
Thanks, Ptrope! I had a static version of this mesh, but this is far, far better!
Sincerely,
Bill
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
Looks great, Bill! I love the lighting on this - much better than any renders I've done with it so far
.
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.