where the dualquatethingie tools in ds4.9?

MistaraMistara Posts: 38,675

where the dualquaterian tools in ds4.9?

i see triax, general, and blended, - nuthing for the dual quater stuff

i wanna make dq dragon wings

thanks smiley

Comments

  • general I think

  • MistaraMistara Posts: 38,675

    seems 3 pieces to the skinbinding puzzle

    binding mode
    map mode
    scale mode

    right clicking with joint tool gives options, but ... 

     

  • You need a weight-mapped figure, then in Toll Settings with the Node Weight aint Brush Tool active set the Geenral Weigth Mode to Dual Quaternion. There aren't any "tools" as such, it's an option to control how the mesh will respond to bending.

  • MistaraMistara Posts: 38,675

    You need a weight-mapped figure, then in Toll Settings with the Node Weight aint Brush Tool active set the Geenral Weigth Mode to Dual Quaternion. There aren't any "tools" as such, it's an option to control how the mesh will respond to bending.

     

    Tysmiley  i want to use the dual thing on my dragon wings.
    want the wings to act more like a wind sail than terrordactal wings.
     

    how do you attach a jcm morph to a rotation dial?
    the old poser days would slave both to a pose control erc.  not very helpful when animating. 

  • As I understand it the big advantage of Dual Quaternions is that they do a better job of preserving volume - as the joint bends there is expansion to reflect the compression of the muscles. Would that apply to wings?

    As for JCMs, set you morph up and set it and the bend to the limit case, then if the Parameters pane isn't already in Edit Mode right-click to put it there, then right-click the rotation and select ERC Freeze - the rotation should be listed as the controller, the JCM-to-be should be listed as the sub-component; if so just click Accept. Saving the JCM as a morph asset should save the ERC.

  • MistaraMistara Posts: 38,675

    ty!

  • MistaraMistara Posts: 38,675

    seeing something about child weights?

     is that something new?

    i dont know the terminology, it's all thingamajig right now lol

  • MistaraMistara Posts: 38,675

    how does it know where the morphs are?  there's no readscript header

  • MistaraMistara Posts: 38,675

    is there a new mimic in the works?
    or a new lip synching?

    mimic only works with face morphs?
    it doesn't handle rigged faces expressions?

    don't forget carrara!

  • MistyMist said:

    how does it know where the morphs are?  there's no readscript header

    The morphs are in the \Data\Author\Figure\Morphs folder and are loaded automatically with the figure (the settings, not the morph deltas until the moprh is non-zero).

  • MistaraMistara Posts: 38,675
    MistyMist said:

    how does it know where the morphs are?  there's no readscript header

    The morphs are in the \Data\Author\Figure\Morphs folder and are loaded automatically with the figure (the settings, not the morph deltas until the moprh is non-zero).

     

    azho.  is that why it let me only transfer active morphs?

    my project gettin complicated.
    i'd like to make the side of the wing that touches the body to adjust with the body morph silhouette.

     

  • There's no auto-follow within a figure, so unless your wings are fitted items you will have to create any morphs yourself.

  • MistaraMistara Posts: 38,675

    so the way to organize the morphs, i'd number the file nanes of the morphs in a subfolder named morph,  yes?

     

    ty smiley

    watching eragon and sephira, cant find reign of fire 

  • I'm not sure what you mean - order where? In the Parameters/Shaping pane?

  • MistaraMistara Posts: 38,675

    I'm not sure what you mean - order where? In the Parameters/Shaping pane?

    aye!

  • Yes, within a  group the parameter names are alphabetical. But you should group them, under  Actor, by the region they affect.

  • MistaraMistara Posts: 38,675

    TYsmileysmiley

     

    is there a quick way to set all the morphs to .1 ?
    i see how to multi select the sliders, but not how to set the value for all of them at once.

     

    is anyone working on a Dragon 4?  
    with the dualquats and everything? 
    with pectoral bones, face rigging, all that?

     

  • Richard HaseltineRichard Haseltine Posts: 108,056
    edited December 2016

    With the parameters selected, right-click on any one and go to Set>Value(s)...

    Post edited by Richard Haseltine on
  • MistaraMistara Posts: 38,675

    With the parameters selected, right-click on any one and go to Set>Value(s)...

     

    kewl!! 

  • MistaraMistara Posts: 38,675

    hard to tell what's authentic on the innernet.

    was looking for Davinci's sketches of his wing ideas.

  • MistaraMistara Posts: 38,675
    edited December 2016

    noticing some body parts in g3f have a separate node for bend and twist.
    but not all the body parts. 

    why do some have separate bend and twist, and others don't?

    is there such a thing as a full body geograft?
    like replacing the g3f mesh with a dragon shape mesh

    i tried the convert figure to prop, 
    it looks like the eyes are now part of the mesh?
    dunno, was thnking keep her as a vertex model would protect integrity for morph work. instead of out to obj, etc
     

    tycool

    Post edited by Mistara on
  • nonesuch00nonesuch00 Posts: 18,723
    MistyMist said:

    noticing some body parts in g3f have a separate node for bend and twist.
    but not all the body parts. 

    why do some have separate bend and twist, and others don't?

    is there such a thing as a full body geograft?
    like replacing the g3f mesh with a dragon shape mesh

    i tried the convert figure to prop, 
    it looks like the eyes are now part of the mesh?
    dunno, was thnking keep her as a vertex model would protect integrity for morph work. instead of out to obj, etc
     

    tycool

    Because on a real person they don't twist either, such as the bones in your fingers.

  • MistaraMistara Posts: 38,675
    MistyMist said:

    noticing some body parts in g3f have a separate node for bend and twist.
    but not all the body parts. 

    why do some have separate bend and twist, and others don't?

    is there such a thing as a full body geograft?
    like replacing the g3f mesh with a dragon shape mesh

    i tried the convert figure to prop, 
    it looks like the eyes are now part of the mesh?
    dunno, was thnking keep her as a vertex model would protect integrity for morph work. instead of out to obj, etc
     

    tycool

    Because on a real person they don't twist either, such as the bones in your fingers.

     

    i can twist my abdomen, neck a bit, not as much as 30 years ago, lol

  • MistaraMistara Posts: 38,675

    which node has the scaling?  if bend and twist are separated 

  • DaremoK3DaremoK3 Posts: 798

    MistyMist:

     

    Regarding the Da Vinci sketches.  I have a book on some of his work.  The one on the bottom is an excerpt from a page in Manuscript B (c. 1487-1490).  It's just missing the top half of the page.  The top one doesn't appear in my book, but it is not a complete volume on all folios and manuscripts available.  From the looks of it I would say it is one of his drawings, but since the source is only the internet it is hard to be certain.

     

    Good luck with your wings mapping.  It looks like a lot of work.

  • MistaraMistara Posts: 38,675

    ty smiley

  • MistaraMistara Posts: 38,675

    ohh that makes more sense,
    the twist bone is a child of the bend bone,
    for some reason i thought they were like, sibling bones.  blush

    so the next big question is the
    eyeballs,
    how do they fit in, ?  in the unimesh scheme of things?

  • Eyeballs will usually be weighted at 100% since they move as a unit. There may alsdo be some influence on tear or eyelid mesh, if appropriate.

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