Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
OK, I decided to take a bit of time to look at the possibility of glowing eyes, lol.
I tried a few different things, and I'm still not decided if any of them have potential. In studio 3DL, ambient doesn't quite cut it, and hidden light spheres are a tad flaky to deal with. So I'm going to think about that some more. None of the quick to spot-render methods appear to work really well, so it's something to worry about After I have everything else in a scene that needs them set up and ready to go, and not before then.
So, I'm about to look at the bracelet after a bit of a vacation. And there is a lot that I don't remember exactly where I left off at. I'll need to look at the folders and stuff in a bit. All I explicitly remember was that I was not happy at all with the displacement map needing to line up exactly to the inlay zones, and was debating redoing the mesh to do that in geometry instead of maps. That was part of the reason for the above render, to see just what needed to be done with them if I just upload them as is without inlay displacement maps features. From the looks of it, many renders wont need that level of detail anyway, it would just be nice to have it.
I'll probably not get around to looking at the problem until Friday night or Saturday...but if I have to, I'll reimport the obj and recreate all the Studio files all over...it's not like it is something that needs complex rigging.
It's all good, I figured the zip didn't upload properly, or something. Copying the rouge file to the aforementioned folder made it work, so there is time. The other thing is, I don't really have a render in mind yet. I was kind of thinking of using the trays for more make-shift fixes on stuff in FW Eve's place, I just don't know what yet, lol. I need to completely rebuild that set, it's just a mountain of primitives with shaders on them.
A bit of an OT update on my life. I thought I would have a chance the past few days to look at the bracelets, and instead I ended up getting some 'responsibility' off of my shoulders. What kind of 'Responsibility', well, digitizing broken cassettes that I have never had experience with anything like that before. I don't even have the tools to splice tapes, and I'm not even sure it is worth the effort to try for a few reasons. I was loosing sleep over the possibility of trying and irreversibly damaging the only copy in existence, I'm glad to have that off my shoulders.
I have convinced some one else that has done tape splicing in the past to re-attach the tape leader (clear part) to the black part of the tape in the cassettes (yes there is two broken tapes out of the batch that needed to be digitized), and the rest was burnt to CD and handed over. So I kind of didn't get a chance to even fire up Studio the past few days.
As for any future work with cassettes, it gets better. I don't know 'IF' I will be asked to digitizing any cassettes ever again (I think that was the last of the cassettes). The only cassette player I have, I can not find drive belts for, and it already has problems playing tapes in one deck (the other deck will only play properly in one direction). And it would need a major rebuilding anyway, so I'm not sure it is worth the effort.
I did what I could to reduce noise without re-spinning the PCB with a new one, tho I don't expect the player to work for much longer at all, because of the drive belts that I can not find replacements for. Including the MuMetal shields I put around the inside of the one half functioning deck, I managed to get the noise floor of the 'Electronics' of this dyeing thing down to the ballpark of 107dbv SNR, however a new deck would be much better to work with IF there is a need in the future.
Don't get me wrong, I have no issue at all digitizing cassettes, I have just never spliced tapes before, lol. If there really is a major demand, I'll just buy a new deck rather then waste my efforts with that dyeing thing that is on it's last gasp of breath, lol. The debate over it all is, "is it worth it" to get a new deck.
Zarcon: whenever I see your electric/electronic stuff, I just go "wow" =) - we could use more smileys in the forum software LOL
And thank you for the kind words about those photos I took =)
Yea, my days with Electronics are mostly behind me. I did have some fun with various stuff, lol.
However I never was all that good at smt soldering, especially when the parts try to stick to the soldering iron instead of the PCB, lol.
The final nail in the coffin, was a bad order I received. I just have not had the ambition to spin any PCBs since.
Now granted BatchPCB (Sparkfun) is no longer going threw the same fab, this order basically did it in for me. I did everything to make sure the boards were correct, and most of them still came back completely useless. When you spend months working on something and tweaking the design from every angle to be as good as it possibly can, and the fab decides to put a copper layer on there as a silk screen instead. I'm done with that, it just was not worth wasting a year of my time laying out the boards.
So in a way I do sympathies with Fred and Sabby over Adeline in the V7 pro Bundle. At the very least Sparkfun did Apologize for the bad and missing boards in the last order I made there, and I did eventually get a copy of Adeline that Daz did not goof up (thanks Sabby, Fred, and Fisty). Yet daz appears to be still insisting that "These are not the droids your looking for".
So, yea. Not the Pro bundle I was looking for either, I was looking for a 'Pro' bundle that worked. Instead I got something akin to that other order, most of the stuff was and still is, broken.
None of it all implies that I will not attempt to tinker every now and then, I'm just not going to invest so much into something that is almost guaranteed to be broken.
Another way off topic post, lol. I guess I'll start with while the hot-glue (hot snot as some call it) was drying, I gave Studio 4.9.2 an off-line test, and it crashed on exit, lol.
I honestly have no clue what any of that is, tho I suspect it was complaining about me putting the 'Connect' folder back on drive 'W' in the settings, where the folder should have been and had been. I'll try that again in a sec, it may have been nothing all that bad after all. (EDIT. I closed Daz Studio to soon. That or it had some difficulty with the 'uncountability' of items in an empty folder. The error has not recurred. )
So, why was I off line. Well, lets just say this is one of the reasons I wish I never started that nasty nicotine habit. That Grime gets into everything, and it is beyond nasty to say the least.
About the only way I can think of describing the consistency of that sludge, is it is like dryer lint mixed with mud and honey.
It sticks to everything and takes a good degreaser to remove it, yuck.
So, that dealt with, I decided the switch needed a good cooling duct to get more air over the heat sinks.
That "DSS-24+" is something I kind of wish was easy to make in studio, tho the heat sinks would take forever to assemble any way I can think of.
By the way, where are the rack-mount ears. I asked the same question when it was given to me about fifteen years ago at a ham-fest. Well, I still want them. I would not have been looking for 'Rack-mount' gear, if I didn't want to mount it in a rack, lol. If it's rack-mount without the rack-mount ears, no sale.
Initial impressions. Hay, they fixed the Content Library!
It doesn't flake out any more, and you don't need to click a few dozen times to get the scroll bar to show up for the folder your in.
The text fields in the render tab still bounce the courser to the end of the text, so that annoyance persists, Grrrrrrrr.
That has yet to be implemented, hmmm. How about render times...
2016-51-26 05:51:31.395 Total Rendering Time: 42 minutes 41.29 seconds
FP 29 min about (AoA with HD on)
2016-28-26 06:28:40.215 Total Rendering Time: 20 minutes 47.75 seconds
FP 5 min about (AoA without HD)
2016-35-26 07:35:19.495 Total Rendering Time: 13 minutes 46.25 seconds
FP 11 seconds (Phoebe alt shader, with HD on)
Yea, the AoA shader is consistently Multiples of Times slower then 'Anything Else' on the planet, so all is good with the universe. It even tricks the OS into thinking that it is "not responding" when you try to load anything with AoA on it, that's a good one, lol.
As for the former Error, apparently I closed Studio down before it had a chance to finish calculating some kind of connect encryption key thing.
I'm sorry daz, I just don't have that kind of computer made to do that sort of stuff that No Such Administration would be interested in, nor do I have access to such machines that I can not confirm or deny the existence of, lol. I'm sure even Georg Cantor had some difficulty with the 'uncountability' of some things, tho I'm sure given enough time my computer would have figured out that the folder is just empty, lol.
Camping out on C instead of W, eh, a simple setting off in the properties thing to fix. So DIM has complete rein of drive 'W' and My content that I fuss with is on 'Y'. It kept the settings for Y perfectly intact and moved the 'connect' folder over to 'C'. No no no, 'W' is twice as big as 'C' and a tad faster, it dose not need to be camping out on my boot drive, lol.
I'm going to have to go and read the 'update' list, because I'm just not fumbling across much for improvements here.
Well, it looks like most of the stuff in that update was geared towards Iray and Content creation. Two things that I'm not all that familiar with. A few things did ketch my eye, so I headed back to 4.8 to look at the older tabs, and got distracted as usual, lol.
So, that is mostly Yulia (75% Yulia, 25% Kimmy), with that green hair again. Thing is, before that really nice purple just was not all that visible, so I decided to tinker a bit with the settings to bring out that purple a tad and to get some sheen (using Velvet) going as well.
Now honestly, I don't care at all about using non-PBR settings in a shader that is not all that much PBR friendly to begin with. It looks good and it works, so that is what I'm going to use. With the green I didn't touch anything other then adding the Velvet.
The purple on the other hand got tweaked quite a bit. I increased the brightness of the diffuse, and added some in the second specular channel as well.
So without dwelling on the over two thirds of the pro bundle stuff that is just broken, the Geneva hair is actually kind of nice. There is even bones for posing the wisps/fringe. I'm actually impressed with it.
The left fringe, right fringe, bun, hair tie, and the pony tail is split up into three sections of strands.
Now that kind of comes back to one of the additions to 4.9.2 if I understand the 'lingo' correctly. I'll guess that the left and right set of bones all had to be put in there individually for each one, that's a lot of redundant work. Apparently there is now a 'feature' that allows bones set up on one side to be duplicated in mirrored to the other side. Nifty, I may try to fumble threw that if I don't get completely lost, lol.
There is also some mumbo jumbo about rigging stuff that went over my head and is more the area of expertness of others. Speaking of that, that AElflaed's Fancy Shader on the Midnight Club Shirt neck strap just fell into place without any adjustment. I did not initially think of having gems on the neck band.
As you can see in that screen-cap, there not even there outside of the spot render.
Geometry Editor and weight brush tool. A quick look at setting up a simple (simple, yea right, lol) bone in a primitive cube (1ft 8 divisions). The steps for making a prop a rigged figure (a1, the first three screen-caps) only need to be done once for each object, after that it's all laying out bones and weight mapping them to X Y Z & scale maps so they do something. There is a good article regarding that in the help pages, I'm mostly looking at 4.8 vs 4.9.2 here.
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/start
step 4 (Auto align node) in my screen-caps is just good practice so you can move the bone ends with the arrows in the view field, as that setting dose not always stick. If you try to move the arrows, and the bone dose not move, that setting did not stick, lol.
Simple, yea right. Now, duplicate all that for each individual bone in an outfit or prop. I'm off to Studio 4.9.2 to attempt to duplicate most of the steps to see if any of it is easier or not.
Grrr. Missing a few quick access things up top there. I'll need to fix that.
The bred crumb for that is around here somewhere.
OK, now I need to find them in the left side, and drag them to the right if I remember correctly. na, there right there, I need to drag them to the left somewhere, blahgh, lol.
I give up. I remember dragging them from or to the left to get them up in that bar way back in Studio 4.6 over a year ago, and I can not figure out how I did that now. That was in another forum and way to many cups of coffee ago.
There in the list, there just refusing to show up in the top bar, WTH!?
DAZ_Spooky: http://www.daz3d.com/forums/discussion/comment/1224671/#Comment_1224671
Included with Daz Studio is a script named Update and Merge Menus. Please try running that script and then try again. Important: Do not run that script from a menu.
I will give that a try. I was attempting to set it up from scratch with new screen-caps, as the old ones are a tad dated, lol.
Yea, that's a tad dated, lol. I just found that screen-cap by the way, looks like I'm missing the 'Enable' steps, OK.
That's for adding an entire room, not just adding something to the top bar, not all them steps need be done.
http://www.daz3d.com/forums/discussion/comment/595898/#Comment_595898
Apr 2014, that was some time ago, lol.
(EDIT) sort of success. All that stuff on the right of the Universal Tool thing up top, needs to go to the left, lol. And I need to weed it down a bit, an awful lot of duplicates there at the moment.
(EDIT2) Using the litle vertical bars between the groups of icons to slide things back and forth, I somehow ended up with two copies of three of the rooms (Pose... Lights... and Render).
I think I broke it good.
I have no clue how it happened, tho I ended up with as you can see in the former screen-cap, multiple copies of some of the rooms. That fixed, It is a good time to do what I should have done before mucking around with this, "Save the universe".
That's a tad bit more involved then I thought it would be, and I haven't even created a basic primitive to rig up yet. lol.
Thanks so much Kerya for reminding me about that script, I had kind of forgotten about it. I was thinking about that 'Export' and 'Import' option in one of the windows for getting the settings from one studio version to the other, and as hinted, decided to try setting things up from scratch first. as for the particular interface layout, it is up to preference odf the individual. Some like having all the tabs in a single room so it is all there at the same time. I found that doing that tends to make the scene tab and the view field a tad small for working on some things, and fell in favor of multiple rooms for doing different things in a scene. Now honestly, all the tabs are still there just by right clicking a blank part of the left or right tab, so it's not like I don't have access to something because it is not in my face all the time, lol.
Tho it is a tad finicky about where you right click.
In any case, the tabs can be there if needed. As for the rest of the layout, again it is what I found to be useful for the different stages of setting up a scene. I don't normally try to open multiple instances of studio, this was just to show the differences in layout between the Public beta and the one I normally use day to day. I'm sure IF I had tried to actually do anything in either of these windows it would have just crashed on me.
Enough of the cautions and warnings, on to the script. The script dose not read your mind and just orange the interface as you want it to be (That would be nice in a way, lol), it's for porting your interface settings that you already set up from the regular build over to the beta one. I honestly never used it before, as I wanted to see exactly how the default Studio setup compares/weighs/performs (at a loss for the exact word) for working with stuff with all the new features.
Don't run the script from the menu. I presume that is in reference to the nifty quick access 'Script' menu option I have going in Studio 4.8 that just so happens to not be in use (yet) in the beta version. I presume the only other way to run a script is to just drag it from your operating system file manager window over to the Studio window (shrugging shoulders). I'm sure the particulars was discussed a few times in the many beta threads around the forum.
You will need to excuse me as I take five from looking at the new daz logo, bad memories.
(EDIT)
I just sifted threw that thread, and nothing other then the 'Script' is mentioned in passing. So apparently there is a 'script' included 'Somewhere', and supposedly it 'Imports' settings 'Somehow'. I'm still looking for the script and something more on how to actually use it. I'll ask over there, better place for it, as I was just looking at how the new tool tab features changed things, this is a distraction.
This annoying behaviour made its first appearance in DS4.7 if I remeber correctly and it is still not fixed in DS4.9.2? So I can stick with DS4.8. ;-)
Instead scuffing the arrow button, I tend to type in the new name at the end, than highlight it and Ctrl+X, than highlight the old name and Ctrl+V. :-)
About as much typing and mouse clicking, as just typing it all in notepad and just copy-n-shift-insert it into the field, lol. That or saving the scene, copying the text in the "save as" window and then just pasting that into the "image name" field. It is all more steps, more complicated, and goes against my fundamental opinion regarding what computers are supposed to do for our every day lives, lol. I think some of the "new changes" would appropriately be call something like "it's devolved" (to gradually go from an advanced state to a less advanced state). There is a growing list of 'devolved' features.
Also as you can see, I'm not updating outright. I'm using the 'beta' secondary install as a test bed of a sorts without wiping out the former version.
At least the CL type labels don't completely wipe out the icons in the tile view any more, that's better then it was some time in the past (4.9.0 or 4.9.1). The way it is in 4.8 with the color codes is still better for the list view icons.
And there are other ways the type labels could have been done better,
enough of that tho. Moving on, lol.
So far, not seeing much, other then the align nodes didn't stick the first time I clicked it... Hmmm.
So next step is the weight mapping, and, I think there was a note for that, let me go look. Better yet, let me just copy the things that caught my eye.
(Repost snip-it from DAZ_Vince with added cometary from me)
Yea, that dose sound rather enticing. Most of it I have not had enough experience with the old tools to know if it is an improvement, or not so much of one. The "Duplicate Bones" and "Distribute Selected Bone Weights" really sounds very good, if it works. I'm a N00b, I can unintentionally break anything
BTW, that chair I eluded to is here. I added a bunch of dials to mimic pressure on the cushions, and that was rather tedious at best. An option to make mirrors of the morphs would have been very nice at the time. I though I made a screen-cap of the dials, I'll need to fix that.
http://www.sharecg.com/v/83454/gallery/21/DAZ-Studio/ZDG-OptoDistort-Chair.
OK, wiped it and started again with a 1ft cube with 8 divisions per side. I have a hip, and four left side bones. If I understand what I read in the 'new features' list, I should be able to mirror the bones to the right side of the cube.
And weight-map the bones so they warp the corners of the cube instead of just moving chunks of it around. If I read that right.
So there is the first step, duplicating bones. And the side track of noting that "Split Bone" thing, as it may be useful if it dose what I think. I'll highlight the four bones in the scene tab (shift and arrow keys) before doing that for real
It did duplicate all four highlighted bones. A simple type in "-" in the 'X Position' should put the ends on the other side. Just left-click the number, and type in the new value, or just add the '-' sign. It is kind of simple to do with many things to get them over to the other side.
So duplicating bones is a pleasant surprise. Now for the step I've never been all that successful at, weight mapping them with a gradient between the bone joints.
At the moment (by default) 100% of the weight of the entire cube is all on the Hip bone. Using the brush removes it from the hip (or wherever else it was) and adds it to the selected bone x y z or scale, if only one bone was selected. I'm going to be insane and try that "Distribute Selected Bone Weights" to see what it dose with this, if I can find it, lol.
It was worth a try.
Found the option at least.
Selecting just the root node didn't do it. That was a tad bit more helpful I think, So I actually need to add some weight to each bone, I guess.
That was a bit of tedious work, time to save this scene. Each of the corners is 100% weight mapped to one of the eight corner bones for X rotation. Do I need to copy that to the other bone rotations and scale before trying that "Distribute Selected Bone Weights", I don't know. I'll find out, lol.
Nope, same no geometry selected error. I have no clue what it is supposed to do, however apparently it was not meant for a single weight mapped rigged figure. I tried copying all the maps from X over to the other rotations and scale, I tried selection just two or one bone, and nothing except the same two errors. This is not at all what it was meant for, or it dose not work.
A bit of digging to see if I had done something wrong with that cube, and I'm not seeing any blatant mistakes so far. When I move the bones, the associated corner moves accordingly, albeit a chunk rather then a nice warping or bending motion, lol. I also get the feeling that I'm digging in territory that is not meant for us Mere Mortals, lol. While I was off looking into the mysteries of fire, I discovered a hint of a few tools that may do what I needed done to the weight-maps of that cube a year or more ago.
Looking at that screen-cap It appears that possibly, the two disks may be placed in theory to produce a gradient hypothetically in the weight map between them somehow. I'll need to watch the rest of the vid.
I'm not at all sure how the spheres work, tho I'm guessing it may be similar to "the three seashells", lol. Honestly I haven't a clue on that one, I just found the vid this morning. I had come across part two some time ago, tho the first and third part appeared to be, lets just say lost in the Luminiferous aether.
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/videos/tu_mlp_static_clothing_conversion/start
http://youtu.be/Y4gjtHPKtuM
Unfortunately, some other associated vids that may shed some light on the topic, are just outright missing. And it will take some time to figure out what is where in the much newer interface.
Forgive me Daz, I have no intention of being Prometheus. I only want to know if I've attempted to use that "Distribute Selected Bone Weights" properly or not. I know, some things are not are not meant to be mingled with by peasants, how dare some one such as myself look for a power greater than thine, I of all should know better, lol. Honestly, I think the vids are just so outdated at this point, it's not worth trying to hiding them anymore, that or someone made a realy big mistake, lol.
Pt1 http://www.youtube.com/watch?v=8cV3VaC7eIs
Pt2 http://www.youtube.com/watch?v=k52wwyv234U
I'm still taking some notes from part3, tho Allen is going into how the weight map selection tools work quite well.
Pt3 http://www.youtube.com/watch?v=rIIM1oAan7o
This is strikingly better then a multi-hour set that really didn't go into how to do stuff in Hexagon. I sat here for a few hours watching someone make quads magically appear on the edge of a mesh to form a prop, and the last vid cut out just as the narrator was listing in vague phrases what was going to happen next without any explanation of how to save or export it into Studio, lol. These vids by Allen are night vs day better, thank you.
O.T. I thought it was a tad sticky in here, I shouldn't have looked at the gages. 88F, 59% humidity, yeck-gh.
Hllow y'all. it's noon, I'm on my first cup of coffee, and the dry heat is already over 80F in here. This is going to be a good day for doing nothing I think, lol.
http://www.youtube.com/watch?v=Tbhf7cwq9hM
Here is a vid I looked over some time ago, and I should have just watched it. While it has little to do with what I want to do, Allen dose continue to describe how the different tools in Studio function to make things happen.
One thing that I think was over looked by Allen, that is kind of critical for generation 7 HD figures, and was not mentioned in the vid. In that screen-cap he has just imported the shoe OBJ file into studio, with nothing else done to the obj yet. And as you can clearly see, the OBJ fits G3F perfectly without any fit morphs to make the toes wider or to make the heal bones stick out more or less, etc. ALL the shaping to make it fit properly was done to the mesh in the modeling program 'Before' importing it into Studio to rig it up. All he is doing in this vid, is rigging up the pose dials to work with the shoes, He is not forcing an A3 outfit mesh to fit G3F or anything like that.
In any case, Watching the vids did give me a few ideas to try for that mysterious "Distribute Selected Bone Weights" menu thing. Tho I suspect some of them would have worked already with that "dancing cube".
As for sale items, interesting list of 'Most Popular' I will say. The dress in the Monique 6 Pro bundle is not as bad as some initial impressions, and works incredibly well for a rags and tethers outfit. (FW Eve in "The two cute ones").
Ninive6 Pro came with some really nice stuff, and I'm absolutely positive I used that cover promo dress somewhere (I think I know where that is).
For the sake of trying to stay on a positive note, pleas don't ask me about any of the generation 7 pro bundles in that list. (Oh, look at that in the background, instant distraction)
That is the mimicked LED panel I was playing with on the large soft boxes. It's not in the light channel, just the appearance ones, ambient and possibly diffuse I think.
Now I know why 'The Universe' did everything possible to keep me from making a set of 2012 gymnastics apparatus.
I think hypnagogia may have done better then I could have, especially with the pose-ability of some things, like the rings. Now granted, the equipment is not modeled after the same set that I used for reference in the above test render of what I was trying to build, hypnagogia's Gymnastics Equipment set looks very good in the promos. I'll need to check that out in a few days. Yea, that's a hint of excitement, lol.
I also have another "Don't Do This At Home" screen-cap of the tool tab in both 4.8 and 4.9.
I'm not seeing much at all for drastic differences as of yet, at least with the limited stuff I fuss with.
(EDIT) Oh, yea. The only one piece swimsuits or leotards that appear to work at all, are for generation 6 (G2F) or earlier. And they don't really work well on generation 7 (G3F) without a lot of d-former origami. I feel that I must be honest with that, I have yet to find something that works out of the box on generation 7 non-daz figures.
Don't run out and get the TJ7 pro bundle for the "Dance Gear" leotard, just don't. It dose not work. It's not worth the grief.
So, back to good thoughts. There was a forum upheaval about the time I was working on the 2012 Olympic Uneven bars, and some stuff got lost in the drop-bit bucket.
This was one render that got lost back then. I'm really glad I don't need to fuss with that mountain of primitives at this point, it was getting out of hand.
As for that outfit, well it's Dance Practice for G2F (Not Dance Gear for G3F, no, no, no). Tho I admit it, is not exactly a leotard, it's what I had randomly chosen way back then for the test renders.
"G-Suit 2 HD" (for G2F) can be made into a really nice leotard with varying arm lengths, and neck collar heights. That's it's own post if not another thread to cover the options (And possibly outfit strap/back rules, tho I need to double check that).
"Ocean Swimsuit" (for G2F) can be made into a sort-of leotard rather easily with a cloth shader. The belt and loop-things can be made invisible really easily.
And I think there are a few other possibilities for generation 6.
Hmm, so. Lets get physical. no not like that, the outfit set.
As you can probably guess, Eruanna for Giselle 6 is a tad embarrassed at the moment. The leotard is not meant to be used without the leggings, so without the leggings the leotard has a bit of a gap around the edges down yonder.
Some of it can be addressed by forcing some dials beyond there limits into the negative, tho that will still leave a few spots with gaps meant to go over the leggings. It's not a bad set, it's just not intended to be used without the leggings. (FYI, I think it predates Iray, so I don't think it has Iray textures. It dose work fine in 3delight.)
The corners of the beam is not rounded, there is no end caps on the beam, the uprights do NOT have mats on them, etc, etc, etc. This is just completely wrong by just about every single rule in the FIG book. I'm more interested in the outfits for the moment, we can gawk at my mountain of primitives later, lol. In any case, so far Bambi (on the death-trap beam) is wearing that "Ocean Swimsuit" with a simple AElflaed's shader for the cloth. Eruanna is wearing the full 'LGP' outfit described above.
Wow, I didn't even get the angle of the uprights remotely close, lol.
I didn't notice how low the back is cut on that Ocean Swimsuit, oops. It is still rather simple, and it works.
So, "G-Suit 2 HD" (for G2F). Yea, this may take a bit to get all the needed screen-caps. First off, the neck line on Wachiwi (far right) can come down one zone, I just wanted to show where the zones fall for the arm sieves and neck line (the alternating gray/black zones). The black stripe on the tummy is two zones just below the chest zone, leftovers from a former experiment a year or so ago. The arm sieves/gloves on Wachiwi are from Serena Show Girl, again leftovers that just looked good as is. Zayla (second from fare right) is sporting a long sleeve G-Suit 2 HD Leo (Just the over-shirt and skirt was added on top of the G-Suit 2 HD Leo.).
The raised ridges on the edges is a dial morph, and there are quite a few for the different zone boundaries. Also, there is a set of dials to get some spanning across the chest for a not-so clingy look. I set the span dials on Wachiwi, and left the dials off on Zayla.
Time for screen-cap fills. I know I have more notes. In the mean time, there is a huge thread full of hints advice etc for the G-Suit 2 HD over yonder.
http://www.daz3d.com/forums/discussion/48694/g-suit2hd-full-bodysuit-commercial/p1
And a website full of goodies (info, tips, how-to's, etc)
http://flipmode3d.com/g-suit2hd-info/
P.S. The Elf Ears on Wachiwi was a random pick, I don't know where there from.
Beautiful renders with your Gymnastic Equipment! The balance beam in the hypnagogia product does also not stand safety regulations. Noone can complain about yours. ;-)
Very good poses you have used! I was not aware about the G-Suit2 being that versatile, thats interesting! As additional suggestion for products, the Genesis1 Basic Wear includes a very nice Leotard.
Maybe there is something for you in the Freebie Section : Autodesk Fusion 360 - Free for Hobbyists like me and Enthusiasts like you. :-)
The sketching and modeling tools seem to be close to AutoCAD. I will take a closer look at it next weekend.
lol. I didn't look beyond an initial pass of how much detail is there on the stuff, bolts, coter pins (sp?), stay-cable mounts, etc. For a render dose it look good is more important then if it is the exact dimensions, lol. So what if hypnagogia didn't model his/her stuff after the same stuff I was looking at photos of, it at least is not a mountain of a million primitives. And most gyms can't afford the 'Olympic set' to be honest, so yes, it looks real enough.
I just didn't want some one just tossing down an un-treated 4x4 on the ground and trying some of those poses for real. Cringe.
It looks like hypnagogia at least has the sides of the beam rounded in that Gym set. That's far better then just a primitive cube stretched out. lol. At first glance it looked like there was a end cap on the beam, and not everyone uses the mats on the supports (there required for competitions for safety reasons, not enforced elsewhere). So I need to make a set of mats for the thing. Simple d-former on a primitive with a cloth shader, lol.
Dave CAD (aka ZDG-CAD, not to be confused with EEVblog's "Dave-CAD"), vs rent-wear cad products. No, I don't do that. I'm rather old fashioned, and do a lot of stuff using "A stub pencil, a bit of scrap paper, and a board held on a knee" as some would call it.
I do use some tools to figure out details, tho I never really got into the Do Everything in one interface craze of AutoDesk. It's more complicated then blender to do anything, and you must keep sending them Vast Amounts of money to have access to your stuff. Honestly, I had AutoCad 1999 (or 1997) way back in the day for Windows 98se/NT, and never scraped up the funds for AutoCAD2000 before I retired. The last time I had AutoCAD installed and running (for Structural analysis only) was two workstations ago (Before OSWATT). I suspect it is like PhotoDeluxe (Not Shop), and simply will not function on anything after WinXP with major hacking of DLLs, not to say the AutoCad box and CDs are somewhere out in the shed in a box somewhere (it may be in box # 9906753, lol).
25usd/month is not going to happen this month with Registration/inspection of my Jeep, assuming that monthly rental fee for "fusion 360" dose not hide the need for a working copy of AutoDesk that each reoccurring rental fee costs more then MODO (and that dose not include the rental fees for the add-on modules so you can do stuff with AutoDesk). That's just not going to happen. If you have to ask the price, you can't afford it.
Honestly, placing cubes and stretching them to size in Studio is a million times easier then any CAD program I ever attempted to use, except for the one installed on my clipboard and pencil.
G-suit 2 Arm sleeve lengths and G2F/G3F Poses in a bit after I do some renders.
Alright, here is a render I had some fun with, and I took some screen-caps while I was setting up some of the pose details as well (for later on).
Wachiwi (left) is sporting the same short sleeve "G-Suit 2 HD" (for G2F) leotard as before. Zayla on the right is sporting a not so fashionable long sleeve "G-Suit 2 HD" (for G2F) leotard, lol. I simply selected the alternating surface zones and put a black or gray AElflaed's shader on them. Each one of the Black/Gray boundaries can be a hemline at the edge of an outfit, so very versatile.
The more I dig threw my G2F outfit collection, there really is nothing else that works so well for a Leotard. This thing fit's perfectly and can even sneak under other stuff as a body suit of a sorts.
Here both P3D Sandra (middle) and FW Eve (right) are both wearing the G-suit as long-sleeve undergarments of a sort.
Now, if I get the drift of Flipmode's website, there was an earlier version of the G-suit for an older generation, I don't have that one myself, tho there is an interesting page showing some of what it can do. http://flipmode3d.com/fm-g-suit/
Genesis1 Basic Wear mentioned by MN-150374 is also a very good option, for generation 5 figures. I got that way back (03APR2014) and kind of forgot about it. It had some distortion problems on G2F, and it ended up in my not so popular bin. I am going to have to bring out FW Yasmin now, so long as I can keep the Poodle-skirt wearing Disco dancing Roman out of the renders, lol. Ah, that's what I need, some protection to keep him away, where is the Seraph twins.
There not even DUF files, that dates it quite a bit before my time at daz. At least I don't need to go hunting in the Poser side of the Content Library to find the stuff, that's sort of a good thing I don't need to go digging for the stuff. Enough said, working on an idea...
O.T. Joke of the Day.
I've been told countless times I need to upgrade my CAD system. I tried to install Windows 7 on my clipboard, and it only put an odd lump under the paper that made it difficult to draw on top of. So I just uninstalled it, works much better now, lol.
In the intern as things filter threw the render engine. 23 Gs and counting.
http://www.fig-aerobic.com/2-3-DRESS-CODE_a541.html
Yea, looks like there is some rules, and not as strict as ballet at first glance. Then again...
2.3 section B. Women`s attire. The neckline of the front and back of the leotard/unitard must be no further than half of the sternum for the front and no further than the lower line of the shoulder blades for the back. (The bathing suit Bambi is wearing is a no-go. The back is way to low.)
2.3 section C. 4. Loose and additional items to the attire are not allowed. 5. Jewellery must not be worn. 6. Torned or ripped costume and/or undergarments must not be shown during a performance.
So, apparently that bit about straps or holes in the middle of the back are OK, unlike Ballet with a partner. I figured it would be considered a 'snag hazard' like it is in ballet.
For men there is such a note in the rules, if I understand the 'phrasing' properly.
The attire must not have an open cut at the front or back.
But first, I must apologize. For this.
Eruanna, "Isn't that supposed to be bolted down". Seraph twin 2, (revealing a hand full of bolts in his left hand) "was".
All right, lol. In the far background is three G3F figures wearing swimsuits. One I'm sure works provided the figure projection shape thing is not completely messed up (like at least three figures included in Pro bundles via DIM are, still). Two I have not really looked at closely yet, tho they appear at first glance to fit G3F properly. I put unique easily identifiable colors on each surface zone of the three swimsuits.
Left is FWSA Yulia wearing the Strappy Bikini, this one works on G3F baring the aforementioned disclaimer. Then there is FWSA Paluma wearing "Restless" by LilFlame (renderosity), at first glance I thought it had more zones to work with. I got discussed with the lack of zones to work with, and never really puled it out of the content library after that, and then forgot it existed. Right is FWSA Zoe wearing the included with her "Tantalizing" ah thing, I honestly have not had a chance to try the outfit on other figures yet, I'm very happy it at least has some zones to work with, pleasant surprise there. BTW, The elf ears on Zoe came from FWSA Vanessa.
Foreground far right, FW Yasmin wearing the Leotard from the Genesis Basic Wear. It is obviously rather old, however at least some of it appears in the smart tab (the Leo and the colors for it at least). Posing is going to be a chore for me, as I never got any helpful starter poses for generation 5 like the cool hand pose sets that I have for G2F and G3F. What little I do have is rather limited at best (gasp sward presets that was included with some props and Studio). So, we will see just how bad I am at posing without something to start from, and I'm not going to spend days tweaking individual joints like I did before when I was working with Yasmin.
Oh, and Seraph twins. That's FW Ja-Long HD for Lee 6 wearing Kung Fu HD with custom shaders and other stuff. I don't remember all the details as he is a "Scene subset" that I just pulled out of the Luminiferous aether, from eons ago. Time to look over some notes now, I have lots of them from making this and the last render.
Yes, I remember AutoCAD 14, the version before AutoCAD2000. Talking about Release 14 not 2014. :-)
You are correct, Autodesk Software is made for professionals and is expensive. But just for the records, the SartUp and Enthusiast License gives you free access to Autodesk Fusion as long as you are non-profit or the buisness makes less than $100K a year. I am not planning to make a buisness out of it, so it is non-profit.
At least I will test the 30 days trial version, that is easily canceled if it comes down to some fineprint that makes me pay for a monthly subscription. ;-)
Depending on the file formats Autodesk Fusion can handle, a new world of freebies opens up and needs to be saved in .obj-format first and .duf second. :-)