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Not the greatest image but I'm really proud of the model, hope I can find a
use for him. comments?
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Attachments:
Download 'dogBody.jpg' (32 KB)
Preview of image 'dogBody.jpg'
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Nice dog!
What about a cat?
--
by Seraph
_ http://www.digitaltwilight.de _
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Nice to see you've put Wings3d to good use! The polygon count seems to be
quite high or you're lucky with the shadows (those on the dog itself).
I'm also trying out Wings, but the technical stuff I'm trying to model takes
way too much time.
Good luck, hope to see more of your work.
Regards,
Hugo
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Very nice. I the dog made up of control point type surfaces? Would it be
possible to animate the dog by only moving a few points?
-Shay
"Corey Woodworth" <cdw### [at] mpinetnet> wrote in message
news:3ccbc2c1$1@news.povray.org...
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"Shay" <shi### [at] houstonrrcom> wrote in message
news:3ccc3f04@news.povray.org...
> Very nice. I the dog made up of control point type surfaces? Would it be
> possible to animate the dog by only moving a few points?
Well he is made up of a "control cage" but there is not bone system as I
think would be the next step if you wanted to make this model animatable in
a probgram like maya or softimage. I also smoothed this version a ton so the
control points probably have a lower range of influence. But If unsmooth it
the possible it would be easy to animate but really I don't know :)
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> Very nice. I the dog made up of control point type surfaces? Would it be
> possible to animate the dog by only moving a few points?
Wings3d does not yet support animation / bones, so the dog is not going to
bark or bite you, don't worry.. ;o) And I don't think it's possible to
control movement in an exported mesh2, because I found out it seems the
triangles are randomly placed in the data stream. Increased control might be
possible with clever use of a new material to each "bone" .. that will
clearly show up in the mesh data, easy to isolate and move.. But a smoothed
pulling of triangles between 2 "joints" will be a challange.
I can think of other ways too, but none of them seems easy at all....
Though, I admit that I don't know how the big commercial modellers do it.
Regards,
Hugo
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"Hugo" <hua### [at] post3teledk> wrote in news:3ccc6fcf@news.povray.org:
>> Very nice. I the dog made up of control point type surfaces? Would it
>> be possible to animate the dog by only moving a few points?
> I can think of other ways too, but none of them seems easy at all....
> Though, I admit that I don't know how the big commercial modellers do
> it.
Once Wings3D supports bones, using the bones as control points for magnet
deformation is one approach to consider. However, this would be bit much
to pull off in the SDL and is probably best implemented as a Pov patch.
IMO, improved mesh support (such as direct loading of a few standard
formats, or at least a Pov-specific fast parsing binary mesh format) and
mesh animation tools are something which should be seriously considered for
Pov 4. With the number of people these days who are using modelers other
than Moray, the demand for decent mesh tools is both out there and growing.
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Coridon Henshaw <che### [at] sympaticoca> wrote in message
news:Xns### [at] 204213191226...
>
> mesh animation tools are something which should be seriously considered
for
> Pov 4. With the number of people these days who are using modelers other
> than Moray, the demand for decent mesh tools is both out there and
growing.
>
I'm not sure that many in the pov community would use these tools. All of
these things require input which is difficult for some to generate without a
graphical interface.
Subdivision and nurbs utilities have both been coded for Pov-Ray, but I have
not yet seen a scene where either of these utilities has been used used.
-Shay
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On 28 Apr 2002 22:59:55 -0400, che### [at] sympaticoca (Coridon Henshaw) wrote:
> mesh animation tools are something which should be seriously considered for
> Pov 4
Why for pov4 ? Feel free to start building it now !
ABX
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> I'm not sure that many in the pov community would use these tools. All of
> these things require input which is difficult for some to generate without
a
> graphical interface.
>
> Subdivision and nurbs utilities have both been coded for Pov-Ray, but I
have
> not yet seen a scene where either of these utilities has been used used.
I guess so. But POV has some strengths that commerical big packages don't
have, and it doesn't look like that will change soon. I think, more people
would discover this and use these possibilities (those who aren't scared off
by scripting) if they could easily get their output from their software into
POV.. For now, only still-models can be exported, but animation is becoming
more important these days..
I don't know how many people use Pov in connection with their still-models,
but it's probably more people than we see in the newsgroups.. It could
become even more, depending on how we shape and advertise the future of POV.
Regards,
Hugo
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