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"Stephen" <mcavoysAT@aolDOTcom> schreef in bericht
news:vbhgj4162v9ea6j2oellp0f4vkf5fgrrr9@4ax.com...
> Rats! I was hoping that you knew how to change the gravity in the clothes
> room.
> If that were possible then it would add some flexibility when using
> different
> frame rates in the final render (in Pov), I think.
> --
Well... I suppose I take my wishes for reality :-) Still, strangely enough,
there is something gnawing at the back of my mind. Kind of hunch...
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> OK let me try. I may forget something but others will correct me.
>
> Daz, as you know, comes free. That is its major asset I believe, in the
> world of figure building and animating. It comes too with a set of free,
> basic, figures, some with morph possibilites, some very basic conforming
> clothes, and a set of 3D environments. Most everything else, if you want to
> expand, and you want very soon to expand (making/adding hair, clothes, etc)
> comes at a price. These are not very expensive, but in the end I believe you
> will spend more money in perfecting Daz than by investing initially in Poser
> and go on from there.
Interesting. I didn't know about DAZ. When I get the time, maybe I will try to
create bones for LDraw figures so that they can be posed like they are in many
Lego software. (This is one of the major disadvantages of LDraw.)
-Mike
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On Fri, 5 Dec 2008 10:52:11 +0100, "Thomas de Groot"
<tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>
>"Stephen" <mcavoysAT@aolDOTcom> schreef in bericht
>news:vbhgj4162v9ea6j2oellp0f4vkf5fgrrr9@4ax.com...
>> Rats! I was hoping that you knew how to change the gravity in the clothes
>> room.
>> If that were possible then it would add some flexibility when using
>> different
>> frame rates in the final render (in Pov), I think.
>> --
>
>Well... I suppose I take my wishes for reality :-) Still, strangely enough,
>there is something gnawing at the back of my mind. Kind of hunch...
>
You make me think O_O
Maybe changing the animation frame rate in Poser will change the gravity
setting(?).
The higher the frame rate the lower the gravity. Does that make sense?
I'll do some testing after I've finished my current animation.
--
Regards
Stephen
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Stephen wrote:
> On Thu, 4 Dec 2008 16:21:35 +0100, "Thomas de Groot"
> <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>
>> Ah yes, good question. The real playground with gravity is by using Poser
>> Physics of course, as you know.
>
> Rats! I was hoping that you knew how to change the gravity in the clothes room.
> If that were possible then it would add some flexibility when using different
> frame rates in the final render (in Pov), I think.
Change the cloth density. It can effectively change the gravity down to
almost zero.
FlyerX
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On Fri, 05 Dec 2008 10:30:55 -0600, FlyerX <fly### [at] yahoocom> wrote:
>
>Change the cloth density. It can effectively change the gravity down to
>almost zero.
Cloth density is one of the parameters that I have difficulty using. Where can
you find which cloths weigh what? The gsm of cotton is easy to find but other
materials are more difficult :(
Later I will experiment.
Thanks for the suggestion, FlyerX.
--
Regards
Stephen
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Here's another question: if I were to create the bones and keyframes using one
of these tools, could I then export the animation data back into POV?
-Mike
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"Stephen" <mcavoysAT@aolDOTcom> schreef in bericht
news:vboij4pnqmo350boson10seldt9tmcnkup@4ax.com...
> On Fri, 05 Dec 2008 10:30:55 -0600, FlyerX <fly### [at] yahoocom> wrote:
>
>>
>>Change the cloth density. It can effectively change the gravity down to
>>almost zero.
>
> Cloth density is one of the parameters that I have difficulty using. Where
> can
> you find which cloths weigh what? The gsm of cotton is easy to find but
> other
> materials are more difficult :(
> Later I will experiment.
> Thanks for the suggestion, FlyerX.
> --
Knowing what a cloth weights is not enough as you have to translate that
info somehow to Poser parameter values. Also, I find that the density
settings work better in *reverse*! What I mean is: *high* density results in
a *light* cloth behaviour; *low* density results in *heavy* or *stiff*
behaviour. Very weird...
I think this tutorial page will help:
http://my.smithmicro.com/tutorials/2313.html but see also the other pages.
Very helpful.
Thomas
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On Sat, 6 Dec 2008 10:00:33 +0100, "Thomas de Groot"
<tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>Knowing what a cloth weights is not enough as you have to translate that
>info somehow to Poser parameter values. Also, I find that the density
>settings work better in *reverse*! What I mean is: *high* density results in
>a *light* cloth behaviour; *low* density results in *heavy* or *stiff*
>behaviour. Very weird...
>
>I think this tutorial page will help:
>http://my.smithmicro.com/tutorials/2313.html but see also the other pages.
>Very helpful.
>
Thanks, Thomas that looks very useful. A good starting point.
--
Regards
Stephen
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> Knowing what a cloth weights is not enough as you have to translate that
> info somehow to Poser parameter values. Also, I find that the density
> settings work better in *reverse*! What I mean is: *high* density results in
> a *light* cloth behaviour; *low* density results in *heavy* or *stiff*
> behaviour. Very weird...
>
> I think this tutorial page will help:
> http://my.smithmicro.com/tutorials/2313.html but see also the other pages.
> Very helpful.
>
> Thomas
I wanted to do something like this for my Habitable Planet macro (see the Object
Collection). I also wanted to accurately add rivers and and other types of
falling whater based on this information. However it is something that I think
lies beyond my abilities.
-Mike
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"SharkD" <nomail@nomail> schreef in bericht
news:web.493971ae7ecbb3388ab7c9350@news.povray.org...
> Here's another question: if I were to create the bones and keyframes using
> one
> of these tools, could I then export the animation data back into POV?
>
I am afraid I cannot answer this question as I have too little experience
(yet) with bones and bone manipulation.
Exporting a Poser animation back into POV... I am not sure how to do that
efficiently. Again, my experience with animations is too small as I only use
stills.
Sorry for this.
Thomas
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