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AniMotions :: View topic - back in action, with a question. . .or two

 


back in action, with a question. . .or two
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digitalmagi
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PostPosted: Wed Aug 31, 2005 10:07 am    Post subject: back in action, with a question. . .or two Add User to Ignore List Reply with quote

SO!
Ok i hadnt been posting much anyway cause SWG ate my brain. But, a little over a month ago i had just moved the computer desks around, got my machine situated in the new spot and i turn it off so i can keep cleaning. . . it takes a long time to shut down then i hear an ominous and rather long beep.

Those of you who are tech savvy can probably guess what happened. My processor ( less then 2 years old dammit) had given up the ghost in a blaze of glory. . .motherboard gone too. there was much cussing.

i now have a nice bright shiney (fast) machine with a SWEET build. i also have 3ds 7 and poser 6. . . talk about differnet but the same. . wow! So poser 6 kicks some ass so far (played with it for a total of 2 hours) Render times are longer but i can see why. Need to rebuild my libraries obviously. . but i was wondering a few things;
1) is there anything i should be wary of with P6?
2) When you import a 3ds file into P6 does it make everything sorta roundy like P4 does?
3)How many roads must a walk down?
4) Is anyone running 3ds 7 right now and if so do you know a good plug in that will let me export a uv map (sorta like uvmapper)

i will probably be posting something new soon. . .simple but new. .

DM
macewendesigns@yahoo.com
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Hasdrubal
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PostPosted: Wed Aug 31, 2005 10:48 am    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

Poser 6 is a pretty solid program. The only real nasty bug that I've seen is the difficulty it has with my custom built figures made from spline or meatball geometry. If the figure was made in P-4 there's there's no trouble, unless I resave the figure to the library in P-6.

The few bugs I've seen are minor, and can be worked around with a little thought.
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Sharby
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PostPosted: Wed Aug 31, 2005 11:19 am    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

digitalmagi wrote:
3)How many roads must a walk down?


About 4, one will get you there, another will bring you back, the third will take you to gramma's house, and the fourth...well, that leads to a house of "ill-repute" (and no I can't spell either)
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Mizrael
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PostPosted: Wed Aug 31, 2005 11:45 am    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

You forgot about the highway to heaven and the road to hell. Of course, you'll only wanna choose one of those roads. I hear they're mutually exclusive. :twisted:
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Hasdrubal
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PostPosted: Wed Aug 31, 2005 12:28 pm    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

Don't worry. All roads lead to foreign chicks who can't spell either.
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Aremis
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PostPosted: Wed Aug 31, 2005 9:52 pm    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

Hasdrubal wrote:
Balh Blah Blah made from spline or meatball geometry. Blah Blah and more blah.


Theres a program out there that makes Meatball geometry?
Where can I get this? I hate making meatballs my hand...get all dirty and crap...But a program that will make unlimited meatballs would ROCK!!!!

OK - Hungry now...
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Hasdrubal
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PostPosted: Wed Aug 31, 2005 11:19 pm    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

It's Carrara by Eovia. Carrara outputs 3 different types of modeling, vertex, meatball, and spline. Each type has slight differences in the format of the exported .obj file.

The old versions of Poser can't distinguish a difference between the 3 types. Unfortunately, Poser 6 is sensitive to the difference. The best solution is to convert splines and meatballs, into vertex models before exporting outside of Cararra.

But actually, I just like to write the word SPLINE in real sentences. I just sounds sooooooo ...........dirty. :eeeeek:
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Aremis
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PostPosted: Thu Sep 01, 2005 4:21 am    Post subject: Add User to Ignore List Reply with quote

Im guessing you missed my joke by a mile - The word you are looking for Has, is not Meatball - Its METAball - But in our posting, you wrote Meatball, hence my sarcastic, but overlooked joke post, because you still refered to it in follow up as Meatball.

So again - Lets say it together now - META ball - META ball - Meatball is what I like to eat - And what I call most of my Italian buddies =)
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digitalmagi
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PostPosted: Thu Sep 01, 2005 10:28 am    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

*sigh*
ask a few simple questions, get a few meatball answers. . . >=)
so ok i imported a mesh from 3ds 7 and yeah poser still makes things sorta roundy. .. there is a way to fix that but i forgot it.

The face thingy in P6 kicks butt. . the hair thingy is cool but its going to take some time to get it down. . AND the figures that come with P6. . i dont think i have seen much for them in the way of freebies and add ons, no chance that they can wear unimesh stuff? i love the whole render a bit at a time option. . .i do NOT like having to reinstall everything from my libraries. i havent even gone into the materials thingy yet. . . there are just so many doo-dads.

i would like my meatballs on a sandwich with extra mozerella and some marinara sauce please.
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Mizrael
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PostPosted: Thu Sep 01, 2005 10:40 am    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

Well you're in luck! For a mere pittance, you can buy PhilC's new Wardrobe Wizard and they can wear not only the Unimesh figure's clothing but the entirety of Dork and Posette's and Don & Judy's and a slew of other figure's clothes!

http://www.philc.net/
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Ratteler
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PostPosted: Thu Sep 01, 2005 4:31 pm    Post subject: Add User to Ignore List Reply with quote

MMMMMmmmm..... meatballs and Splinghetti.

digi, from what I hear you should turn off some autoload morphs function. It screws with the ability to inject morphs.
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Hasdrubal
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PostPosted: Thu Sep 01, 2005 5:55 pm    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

It should have been called "meatball" modelling. It's a more accurately descriptive term.
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OrcaDesignStudios
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PostPosted: Fri Sep 02, 2005 9:52 am    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

The "puffy" edges can be addressed in P6 by looking in the object properties. I can't remember the name of the value off-hand, but there's something there along the lines of an edge smoothing value. You can turn that down to get sharper edges.

As to the "how many roads" question... the answer is really none, because the song asks "how many roads must a man walk down before you call him a man." Well, theyve already called him a man, so I guess he doesn't really need to walk down any roads.
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Mizrael
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PostPosted: Fri Sep 02, 2005 10:50 am    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

Oh go ahead. Poke holes in songs written by drugged out hippies. They won't mind. :roll: :wink: No Magic Mushrooms for you tonight boyo! Hehehe....
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Hasdrubal
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PostPosted: Fri Sep 02, 2005 8:14 pm    Post subject: Re: back in action, with a question. . .or two Add User to Ignore List Reply with quote

I have to laugh when I think of all the hippie idiot friends my brother had, who matured into ruthless, iron fisted, suit wearing, business tyrannts. Maybe that's what the song really meant.

Of course the same jerks who raised hell, and smoked weed back then, now have to worry about their kids doing the same.

It's an amusing cycle of behaviour.
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