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future of content seems unstable. never know when an uppdate will trash plugins
i want to learn everything! the fidelity setting seems significant.
infinite plain seems smart enough to know which scene magnitude/scale i'm using.
it doesnt see my grid is set to 300ft.
hmmm
there's no sdk d/l with my carrara d/ls.
just wanna see how mathy it is for making wacros
ahaa kewl :) http://carraracafe.com/news/tutorial-ocean-with-easily-animated-foam/
huuuh .pdf can support a 3d media?
U3d format
cant be this easy
Soft body amimation in carrara 8 pro
ahso. backspace took care of the verts inside the edge. but as you said, the verts on the rim won't go.
thanks!!
36 verts to go.
and somehow i moved the drawing plane, not sure what i did. i can never remember between holding shift or ctrl. musta held the wrong one.
basic workflow skills. have to master this or i'm in danger of going back to wings. must perseveere
i put in a support ticket on how to multi zap those rim verts. :D crossfingers
next skill, reconstruction :)
fails:
marquis selected 2 pairs of verts across from each other. hit 'c'
did Menu, Selection, Connect
bridge? ...
was curious if connecting verts from the rim would cut the edges in between,
not sure what this is lol
Model->Link. I think it's just one pair at a time (not tried it with more though). Bridge joins pairs of edges with a poly.
Looks like the kind of mess you can get when edges and vertices cross over each other -- don't cross the streams!
https://www.youtube.com/watch?v=jyaLZHiJJnE
I've run into that too - if you connect two points that already have a poly between them, Carrara doesn't just draw an edge between then, it fills in the poly too, so you get duplicate overlapping faces with no way to select and delete just one. That weird looking result you got is two polys occupying the same space. If they share the exact same points sometimes you can remove duplicates and it will clear it up, but otherwise it's just a mess. Happens to me all the time.
The reason the loose verts don't dissolve is that they are there to keep the shape. The dissolve function is something that was brought over from Hexagon a good few years ago. Hex has since been updated to give you the option to also dissolve those verts, but the function in Carrara was not updated. You can dissolve them by selecting all and hitting backspace.
ideally, need to be able to deconstruct and reconstruct a model. otherwise, a mistake means haz to start over. woes. it's nice to know what ca is doing behind the scenes.
is there any way to lock the Dolly ball tool? i end up cycling through the options.
playing with Howie's snow scene. it's medium magnitude. changed the batting cage grid to 300x300 x/y. comes to be a lil bigger than the center terrain. distant hills are a collection of terrains.
Yes, it's a good way of doing it - no point in having loads of geometry for stuff you can't see . . .
Dunno about the dolly button: I just cycle through then.
cycles i guess, holding mouse click too long?
gahhh, rendered png, next render it changed to animated gif by itself >.< taking long time to abort
surface replicants, can get them to stand 'nose-to-tail' on a swervy road?
Positioning is random within certain constraints. You can also set variation in X-Y-Z rotation, & scaling. You can also restrict them to a specific shading domain. For swervy roads (putting in centre line and trackside grass for instance), I usually like to paint a mask - white for replicants, black for none. Put the mask into the Color channel of the replicator's shader and tick the "Use shader" box. To vary the density, you can draw dots, like halftone shading.
Dig into any of Howie's scenes - they're packed with surface replicators: great learning tools. :)
ise still in the snow scene, there's kind of a road on the road terrain. was wanting to make the AMS follow the curve. poor Aiko/Sylfie running for her life from the AMS :D
nothing interesting has happened with this in the last 10 days.
been contemplating options for a spiral milkyway like galaxy.
and options in particle tool for dinosaur whizzing.
http://www.daz3d.com/forums/discussion/28775/vrml-wrl
and I am trying to get you one
You may be able to use forces on a particle emitter to create a spiral and freeze it.
Dino whizzing would need a meta-ball emitter. You would want to play with particle size, metaball attraction, etc.
I wonder if you could do something with forces to get a cloud of slow moving glowing particles spinning in a disc? Like what Dimension Theory does in this video but more spinny?
EDIT TO ADD: Weird - evilproducer's post was 8 minutes before mine but it didn't show up until after I made my post. Sorry for the duplicate suggestion.
vrml wrl - thread is about milkyway verts
kewl stuff, thanks
looks like i'm 3-4 years behind everyone else :)
leads to interesting tute on motion paths
the cripeman tutes suck me in, before i know it half the afternoon is gone
I played around with the particle emitter a little bit - I think it might be possible to make a galaxy this way, but I am terrible with particles.
Here's what I got:
Not great, but it's a start. The .CAR file is here https://www.dropbox.com/s/4lrwpylv4ya54ms/Emitter_Galaxy.zip?dl=0 if anyone wants to take what I did and play with it more. In additiona to being bad at particles, I am bad at animating and could not figure out how to animate something spinning more than 180 degrees - if Icould have gotten it to go all the way around I think it would look better.