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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] yahoo com> 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] yahoo com> 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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"SharkD" <nomail@nomail> schreef in bericht
news:web.493a68787ecbb338ba19b81b0@news.povray.org...
>
> 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.
>
That sounds vey exciting, but also rather complicated to achieve. I have not
(yet) experimented with your Habitable Planet macro, but I certainly will
when the need arises...
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> "SharkD" <nomail@nomail> schreef in bericht
> news:web.493a68787ecbb338ba19b81b0@news.povray.org...
> >
> > 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.
> >
>
> That sounds vey exciting, but also rather complicated to achieve. I have not
> (yet) experimented with your Habitable Planet macro, but I certainly will
> when the need arises...
>
> Thomas
Oops! I meant that as a reply to the "erosion" thread, not this one.
-Mike
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On Fri, 5 Dec 2008 13:23:42 EST, "SharkD" <nomail@nomail> wrote:
>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've not worked with bones but I have created a few animations in Poser. There
are two methods of exporting the data back to Pov. The one I use mostly is
exporting the models as meshes which I convert to a usable format with PoseRay.
The other method is to export as a BVH text file which you could input using the
#read directive. (I'll paste a few example lines at the end. As far as I know
Poser will export all the frames not just the key frames. (It will do the
interpolation for you)
BVH
HIERARCHY
ROOT Hips
{
OFFSET 0.00 0.00 0.00
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
JOINT LeftUpLeg
{
OFFSET 3.43 0.00 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftLowLeg
{
OFFSET 0.00 -18.47 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftFoot
{
OFFSET 0.00 -17.95 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 0.00 -3.12 0.00
}
}
}
}
JOINT RightUpLeg
{
OFFSET -3.43 0.00 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightLowLeg
{
OFFSET 0.00 -18.47 0.00
[snip]
MOTION
Frames: 203
Frame Time: 0.03
10.63 38.06 -33.43 2.14 22.54 -112.19 30.23 -21.56 20.67 0.23 56.17 -0.27 4.79
-26.76 -0.33 -164.09 -85.51 -164.80 -178.71 84.30 178.80 -21.21 -20.68 -16.03
3.14 44.46 7.93 -18.10 0.62 -0.15 38.14 -68.01 -73.94 179.08 -77.30 179.35 57.24
-27.53 -73.45 6.66 -0.98 -3.82 -111.87 -32.05 22.99 -179.71 -46.17 179.96 -46.60
-21.86 75.05 21.18 -8.62 -27.69 14.66 -25.30 -21.98
10.70 37.55 -34.06 -1.30 25.20 -109.44 33.93 -19.62 22.72 0.26 59.93 -0.30 4.69
-28.85 1.34 -170.54 -84.36 -172.67 -179.01 82.59 179.09 -19.03 -19.83 -15.86
4.08 44.47 9.77 -16.90 0.68 -0.39 25.97 -68.25 -85.03 179.18 -75.69 179.46 61.36
-34.70 -67.53 8.53 -0.88 -3.48 -118.81 -28.52 21.55 -179.74 -39.58 179.92 -53.62
-23.86 76.61 20.04 -5.16 -29.30 16.43 -25.03 -22.89
--
Regards
Stephen
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Stephen <mcavoysAT@aolDOTcom> wrote:
> I've not worked with bones but I have created a few animations in Poser. There
> are two methods of exporting the data back to Pov. The one I use mostly is
> exporting the models as meshes which I convert to a usable format with PoseRay.
> The other method is to export as a BVH text file which you could input using the
> #read directive. (I'll paste a few example lines at the end. As far as I know
> Poser will export all the frames not just the key frames. (It will do the
> interpolation for you)
Hmmm... Thanks. I'm not sure yet whether I want to shell out the bucks for
Poser.
-Mike
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On Sat, 6 Dec 2008 12:50:31 EST, "SharkD" <nomail@nomail> wrote:
>
>Hmmm... Thanks. I'm not sure yet whether I want to shell out the bucks for
>Poser.
If I helped you to make a decision then I'm pleased.
--
Regards
Stephen
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"SharkD" <nomail@nomail> schreef in bericht >
> Oops! I meant that as a reply to the "erosion" thread, not this one.
>
Ah! Makes more sense indeed! :-)
Thomas
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Thomas de Groot wrote:
> 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.
>
"CHECK"
> On the Content Paradise site, you will find a whole range of figures (human
> and animal), props, hairs, that have been offered for free in the past.
> Miki/Miki2 is one of them. Free conforming hair can be found for instance
> here http://www.digitalbabes2.com/
"CHECK"
>
> Very important (and very complex) is the free Apollo Maximus figure by Anton
> Kisiel
>
http://www.antonkisieldesigns.com/~akfiles/htmlpages/ApolloMaximusFree3dhumanfigure.htm.
> It works as well for Poser as for Daz. It is one of my favourites because
> you can change totally the whole morphology of the figure, so you have
> endless possibilities to people your scenes. Currently the 2007 version is
> up but Anton is working on the 2008 (and probably final) version.
"CHECK"
> The only two things in which I have invested because I saw their utility,
> are http://www.physicalc-software.com/poserphysics/, and
> http://www.philc.net/BasicClothing_page1.htm.
>
"CHECK"
>
> In the end, I may not have been entirely fair to Daz, but that is because I
> very rapidly switched from the use of Daz to Poser, mainly because I ended
> up pretty soon (immediately to tell the truth) against the usefulness limits
> of Daz. I still have not met those in Poser...
>
"DOUBLE CHECK"
Okay, I'm sold on POSER
Thanks so much Thomas, that made it very clear
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On Sun, 07 Dec 2008 09:51:14 -0500, Jim Charter <jrc### [at] msn com> wrote:
>"DOUBLE CHECK"
>
>
>Okay, I'm sold on POSER
I look forward to seeing some classy models wearing even classier shoes :)
--
Regards
Stephen
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Stephen wrote:
> On Sun, 07 Dec 2008 09:51:14 -0500, Jim Charter <jrc### [at] msn com> wrote:
>
>
>>"DOUBLE CHECK"
>>
>>
>>Okay, I'm sold on POSER
>
>
> I look forward to seeing some classy models wearing even classier shoes :)
FINALLY I get to choose the shoes! ;)
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On Sun, 07 Dec 2008 12:47:36 -0500, Jim Charter <jrc### [at] msn com> wrote:
>Stephen wrote:
>>
>> I look forward to seeing some classy models wearing even classier shoes :)
>FINALLY I get to choose the shoes! ;)
But first you will have to make them :)
--
Regards
Stephen
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"Stephen" <mcavoysAT@aolDOTcom> schreef in bericht
news:qm3oj4978s05m991je7qfecql26bghsdpa@4ax.com...
> On Sun, 07 Dec 2008 12:47:36 -0500, Jim Charter <jrc### [at] msn com> wrote:
>
>>Stephen wrote:
>>>
>>> I look forward to seeing some classy models wearing even classier shoes
>>> :)
>>FINALLY I get to choose the shoes! ;)
>
> But first you will have to make them :)
> --
>
You immediately put your finger on a difficult subject Stephen: making
shoes! They have to be conforming of course, so there is work to do in the
Setup Room.
I have not yet dared to try my skills with shoes.... :-)
Thomas
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:493be2ea@news.povray.org...
>
>
> Okay, I'm sold on POSER
>
> Thanks so much Thomas, that made it very clear
I am happy for that :-) Welcome to the PPC (POV's Poser Club).... ;-)
Thomas
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On Mon, 8 Dec 2008 09:35:38 +0100, "Thomas de Groot"
<tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>
>You immediately put your finger on a difficult subject Stephen:
I'm good at that ;-)
>making shoes! They have to be conforming of course, so there is work to do in the
>Setup Room.
>
>I have not yet dared to try my skills with shoes.... :-)
I'll be very interested to see what Jim comes up with.
--
Regards
Stephen
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Stephen wrote:
> On Mon, 8 Dec 2008 09:35:38 +0100, "Thomas de Groot"
> <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>
>
>>You immediately put your finger on a difficult subject Stephen:
>
>
> I'm good at that ;-)
>
>
>>making shoes! They have to be conforming of course, so there is work to do in the
>>Setup Room.
>>
>>I have not yet dared to try my skills with shoes.... :-)
>
>
> I'll be very interested to see what Jim comes up with.
Well of course I couldn't resist and I am currently working on a pair of
the Sara Palin 'Naughty Monkey' red pumps. Beyond that, to get
conforming footwear for Poser we'll see. The bar is already very high
from what I can tell. Our friend here, Janet posted a couple of things
over on DeviantArt that fairly blew me away. It will provide an
interesting challenge.
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:493db342$1@news.povray.org...
> Well of course I couldn't resist and I am currently working on a pair of
> the Sara Palin 'Naughty Monkey' red pumps. Beyond that, to get conforming
> footwear for Poser we'll see. The bar is already very high from what I
> can tell. Our friend here, Janet posted a couple of things over on
> DeviantArt that fairly blew me away. It will provide an interesting
> challenge.
Good! Good!
Thomas
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On Mon, 08 Dec 2008 18:52:19 -0500, Jim Charter <jrc### [at] msn com> wrote:
>Well of course I couldn't resist and I am currently working on a pair of
>the Sara Palin 'Naughty Monkey' red pumps.
OK I googled that and it doesn't look easy.
> Beyond that, to get
>conforming footwear for Poser we'll see.
I bet you get hooked :)
>The bar is already very high
>from what I can tell. Our friend here, Janet posted a couple of things
>over on DeviantArt that fairly blew me away. It will provide an
>interesting challenge.
I've lost the link to Janet's pages
--
Regards
Stephen
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"Stephen" <mcavoysAT@aolDOTcom> schreef in bericht
news:trfsj41ri9tm1gia6oe07en2cc93hhe4qo@4ax.com...
>
> I've lost the link to Janet's pages
http://parrotdolphin.deviantart.com/gallery/
Thomas
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On Tue, 9 Dec 2008 14:21:53 +0100, "Thomas de Groot"
<tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>
>"Stephen" <mcavoysAT@aolDOTcom> schreef in bericht
>news:trfsj41ri9tm1gia6oe07en2cc93hhe4qo@4ax.com...
>>
>> I've lost the link to Janet's pages
>
>
>http://parrotdolphin.deviantart.com/gallery/
>
>
Thanks Thomas
I forgot here handle
--
Regards
Stephen
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