virtual nickel 4 yor carrara thoughts: the next level

inflation smiley

2 tools on the toolbar i never used

eyedropper and break ik chain

no idea what these tools can do for my workflow

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Comments

  • MistaraMistara Posts: 38,675

    huhh aint that a kicker

    i loaded up g9f in ds, turned on the vick8 morph, exported an obj from her,

    imported her in with morph loader pro, created a brand new vicki8morph

    applied the new morph in carrara, the same exact thing happened to her toes   what the hey??

  • VyusurVyusur Posts: 2,235
    edited March 2018

    I recently checked some G8 morphs in Carrara and found out that for some reason Tanya's toes didn't distort.

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    Post edited by Vyusur on
  • Bunyip02Bunyip02 Posts: 7,686

    I converted a number of G3F morphs to G8F, some were fine, some had minor distortion to the toes, and some had the same severe deformation that Victoria 8 & Alexandra 8 had.

    One of my items from Rendo also had a severe toe deformation with the body morph.

     

    Misty - hope you have some success with those toes !!!!!!

  • MistaraMistara Posts: 38,675

    tested Shangrila - her toes look good, but her elbows are horrendous >.<

    Aiko8 is out.  Oh luv of sweet Aiko heartheart


    i isolated the vert numbers on the lbigtoe_2,
    thinkin to make the corrective morphs mathematically instead of eyeballing it.

     

  • DiomedeDiomede Posts: 15,073
    edited March 2018

    Do you like the new Aiko 8?  I do, but not as Aiko. This is what I had to say about the new Aiko 8 in the griping thread.

    I agree with those saying the problem is the name.  I like the character on its own merits, but... the Aiko characters at Daz are a brand.  That brand has been targeted for stylized or toon needs (anime).  I can mix the character with other content to get closer (thank you for the samples, Diva), but the whole point is that the brand has conditioned me to expect to use Aiko morphs to tweak some photoreal character to make it look more toonish.

    So, I am getting the character, and I'm checking how to change the name of stuff listed in the smart content tabs.  I will change the name of Sakura 8 to Aiko 8, and will change the name of Aiko 8 to Teen Josie 8b.

    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073

    BTW - prices of thoughts are going up.  What gives?  surprise

  • MistaraMistara Posts: 38,675
    Diomede said:

    BTW - prices of thoughts are going up.  What gives?  surprise

     

    inflation

    stores here are charing 5 cents per plastic bag.  and i double bag groceries >.<

  • DiomedeDiomede Posts: 15,073

    Tanya's toes don't distort  That is good news.

    Unfortunately, Aiko 8's toes do distort.sad

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  • VyusurVyusur Posts: 2,235

    Really, I was surprised. But her knees are much worse than her toes in Carrara.

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  • UnifiedBrainUnifiedBrain Posts: 3,588
    Diomede said:

    Do you like the new Aiko 8?  I do, but not as Aiko. This is what I had to say about the new Aiko 8 in the griping thread.

    I agree with those saying the problem is the name.  I like the character on its own merits, but... the Aiko characters at Daz are a brand.  That brand has been targeted for stylized or toon needs (anime).  I can mix the character with other content to get closer (thank you for the samples, Diva), but the whole point is that the brand has conditioned me to expect to use Aiko morphs to tweak some photoreal character to make it look more toonish.

    So, I am getting the character, and I'm checking how to change the name of stuff listed in the smart content tabs.  I will change the name of Sakura 8 to Aiko 8, and will change the name of Aiko 8 to Teen Josie 8b.

    Aiko 8 should be called AINO 8 (Aiko in name only)  Good ideas for name changes.  Teen Josie 8b is sure more accurate.

  • VyusurVyusur Posts: 2,235

    Aiko's 8 nose is much more accurate and subtle than Teen Josie's 8 nose.

  • Bunyip02Bunyip02 Posts: 7,686
    Diomede said:

    Tanya's toes don't distort  That is good news.

    Unfortunately, Aiko 8's toes do distort.sad

    Okay whos got the toenail clippers ?

  • MistaraMistara Posts: 38,675
    edited March 2018

    think i've eliminated everything but the topology.

    is farfetched to think the uvs would have anything to do with it?
    when it's all thats left, look at the impossible, smiley Sherloch Holms said somethimg like that 

     

    meanwhile, some choreography for your dance movesdevil

    Post edited by Mistara on
  • HeadwaxHeadwax Posts: 9,924
    Mistara said:

    inflation smiley

    2 tools on the toolbar i never used

    eyedropper and break ik chain

    no idea what these tools can do for my workflow

    you use the eydropper to pick a shader from one obj and drop it onto another

    only seems to work for simple less complex  shader lists ??

     

  • MistaraMistara Posts: 38,675
    head wax said:
    Mistara said:

    inflation smiley

    2 tools on the toolbar i never used

    eyedropper and break ik chain

    no idea what these tools can do for my workflow

    you use the eydropper to pick a shader from one obj and drop it onto another

    only seems to work for simple less complex  shader lists ??

     

    ty!

    there's no visual indications anything is happening oh well

  • MistaraMistara Posts: 38,675

    uvmapper found verts out of range on g8f, but a fresh uvmapper uvmap didn't fix anything.

     

    i loaded g8f in DS, resolution to base.  exported her as object1.
    slided up the v8 morph, exported her as another obj2.
    imported object1, converted prop to figure which added a  hip bone.
    morph loader pro imported obj2 as morph.
    saved as product.

    loaded it up in carrara, you'll never guess, lol, no toe distortion.

    what does this mean tho? 
     

  • DiomedeDiomede Posts: 15,073

    It means you have more analytical acumen and perseverence than I do.

    But it sounds like it might be good news.  I hope.

  • MistaraMistara Posts: 38,675

    found something in the geometry section.

    Root, maps, and what ooks like a list of vert numbers.

    deleted as a test, all the toes went silly putty.

  • MistaraMistara Posts: 38,675

    woes, want the particles to stick and accumulate, not bounce

     

  • MistaraMistara Posts: 38,675

    screaming bee woman to man voice, isnt the results i was hoping for

  • MistaraMistara Posts: 38,675
    edited March 2018

    output tab has a checknox for  use premultiplied alpha  

    doh

    have 4 lights parented to a target helper
    when i rotate target helper, lights dont rotate around the th crying
    parenting the lights to a plane not working to move the lights either  h'd scr'ch

    putting em in a group doesnt work

    the group hot point moves, but nothing else

     

    doh  was the lock child again

    when it icon glows, means its on

    lock child setting saves with the scene

    Post edited by Mistara on
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    Mistara said:

    woes, want the particles to stick and accumulate, not bounce

    Play with the advanced settings. Increase the friction on collision and reduce the bounce factor. A friction of around 50 is a good starting point; if you go too high the objects kind of slowly leak through the collision object and sometimes start bouncing off it again.

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  • MistaraMistara Posts: 38,675
    edited March 2018

    theres an ocon on the top for inset view

    oh, inset view is picture in picture,
     can set mini directors view camera

     

    theres a clouds thats not volumetric?

    can nudge size or magnitude be assigned to a hot key?

     

    loll  formula inserted a sombrero

     

    oh gawd, the newbest of problems, the production frame wire frame is outside the scope of my window, way out, cant get it back

    Post edited by Mistara on
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    Mistara said:

    oh gawd, the newbest of problems, the production frame wire frame is outside the scope of my window, way out, cant get it back

    View > Zoom > Default Zoom and 2D Pan will fix that.

  • MistaraMistara Posts: 38,675
    MDO2010 said:
    Mistara said:
     

    oh gawd, the newbest of problems, the production frame wire frame is outside the scope of my window, way out, cant get it back

    View > Zoom > Default Zoom and 2D Pan will fix that.

    TY!!

  • MistaraMistara Posts: 38,675

    experimenting with hdri and translucency, 

    using a giant sphere primitive and the yosemite hdrs

    dont seem to work together, unless direction of normals are part of translucency

    needs to convert to vertex test

     

  • MistaraMistara Posts: 38,675
    MDO2010 said:
    Mistara said:

    woes, want the particles to stick and accumulate, not bounce

    Play with the advanced settings. Increase the friction on collision and reduce the bounce factor. A friction of around 50 is a good starting point; if you go too high the objects kind of slowly leak through the collision object and sometimes start bouncing off it again.

    ty smiley

  • MistaraMistara Posts: 38,675

    the ik terminator cubes on g3m's foot goes into the middle of hus feet, not under,

    lowering his hip doesnt bend at the knees, it flexes his feet >.<

    fun to see, but what i really need is for his knees to bend,

    dont know what i'm doing wrongcrying

  • MistaraMistara Posts: 38,675

    eek  ui isnt refreshing.   rara using under a gb of ram, cores at 0 usage.  tried raising priority to above normal

    havn even started animating him yet, just played with the hip nudge up n down

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  • MistaraMistara Posts: 38,675

    i saved the file recently atleast.

    mebbe it'll be refreshed after a good nights sleep

    walk cycles an important part of my movie

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