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Looks really cool!
one advantage of Daz Studio is that it's easy and fast to build am interesting scene, with figures and props
compared to Blender which often leads users to build empty scenes with a few primitives
just having a character in a scene makes it more interesting
or having expensive things instead of cubes
today's test scene ( the pendulum will be animated "manually" for now )
fig. 2 more interesting with a big chain
For your Aiko figure, is she just simply parented to the ball??
Oh my oh my there's a demonstration movie ! http://www.youtube.com/watch?v=0l6GdTCLSWs&feature=youtu.be
very close, the ball and Aiko are parented to the cylinder, which swings according to a sinewave
down the road Aiko will be parented to the ball which will be physically constrained to a series of physically constrained chain links
Oh wow! This is so amazingly awesome!
test swing for the "hinge constraints" of the physics simulation
now that the swing animation tutorial is done ( twas a special request ) we resume work on the physics simulator constraints ... hinges
the upper rack will be a static body
the chair with Amy will be a dynamic body
the 4 red cylinders ( invisible at render time ) will be Hinge-constraints
the 4 suspension rods will be dynamic
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Figure 1 i got lured away by modeling ! ... i'll finish this guitar later ... and post it on my site
Figure 2 ... but back to physics, i'll add the handling of the basic collision shapes
box, sphere cone cylinder pill
later on, the composite shape
and i'll implement the constraints : point-to-point, hinge, slider, twist-cone, 6DOF
Awesome looking guitar!
most of the work left is the neck and head
Might I inquire as to the settings for getting the gloss/reflection so well done?
note that it's a Blender-Cycles render
so in daz studio applied a random texture image to the 'reflective' channel of the surface
when exported by mcjTeleBlender
in Blender the material was reflective ( Glossy - Sharp )
i turned down the strength of the glossiness so we could see the color of the guitar body
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for Daz Studio's renderer you could use a chrome shader and turn down the reflectivity strength
http://www.sharecg.com/v/27568
note that it's a Blender-Cycles render
so in daz studio applied a random texture image to the 'reflective' channel of the surface
when exported by mcjTeleBlender
in Blender the material was reflective ( Glossy - Sharp )
i turned down the strength of the glossiness so we could see the color of the guitar body
---
for Daz Studio's renderer you could use a chrome shader and turn down the reflectivity strength
http://www.sharecg.com/v/27568
Blender! okay ... well it certainly does a nice job.
Have the shaders ... and a whole bunch from here too ... have tons of fun with them.
for sure - very cool
Fig 1
new file format for the physical scene file sent from Daz Studio to the bullet-physics-engine-server ( or processor for now )
was not supposed to but i worked a bit on the guitar :)
Sure you were ;-)
Beautiful work.
Such talent!
so far the guitar is 37K polys ill try to bring it dowb to 32k
it's a bit high but the guitar survives close-up examination
( image not by me )
the dynamic hair in the program Miku Miku Dance is possibly based on bullet physics
so down the road .... maybe we'll get this in Daz Studio!
hope you get it to work - Daz will not I'm thinking .
That would be great! And for flowing horse manes too?!
maybe fire manes ! >>> http://www.youtube.com/watch?v=uH1RL0RruAU
well within Daz Studio for starters it would probably be d-form rigged hair
or if the hair/mane prop/figure has animation morphs/joints built in then maybe it could be animated indirectly by the physics objects
the first not totally failed results of including a hinge constraint in the scene
well i mean for example the pill-shape objects reacts like a pill shaped object
the green ball moves so it's not static
the green ball is constrained by a hinge, the hinge is where the magenta cylinder is located
the kinetic object seems ineffective
the green ball doesnt roll away, so , part of the hinge works
the yellow cone thinks it's 2 times shorter than it really is ... which is why it acts like one
First thought was this would be neat for those "fly through doorway quick before it closes again" scenes.
No burnie horsie!!!
apparently the mass of the kinematic ( animated ) box was important
when the mass was at its default value of 1 it was not impacting the objects much
also i made the objects in the scene 10x larger, so that they are much larger than the "collision margin" that Bullet engine uses
and i fixed the cone issues
Oh the Coneheads! Haven't seen that for years.
improved the neck and trimmings
who knows maybe i'll complete it tomorrow !
and lets remember that one of the Graals of guitar props is dynamic guitar straps ... which is somewhat related to physics engines
Meps!