virtual penny 4 yor carrara thoughts ?

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  • DartanbeckDartanbeck Posts: 21,571

    Yes, Peter Hague's The Messenger is Awesome!!! Love that one!

  • MistaraMistara Posts: 38,675

    was just watching wendy's latest, cant  sometimes recognize if carrara or iclone.

     

    youtoob video up to 2160p ?!  omg  i dont have any hardware goes that high

    Recommended resolution & aspect ratios

    To fit the player perfectly, encode at these resolutions:

    • 2160p: 3840x2160
    • 1440p: 2560x1440
    • 1080p: 1920x1080
    • 720p: 1280x720
    • 480p: 854x480

    https://support.google.com/youtube/answer/6375112

     

  • DartanbeckDartanbeck Posts: 21,571

    I have high speed cable internet and still some of those higher resolution videos play like crap, so they're no fun to watch.

  • DartanbeckDartanbeck Posts: 21,571

    Yeah... I love Wendy's stuff and I, too, have a hard time knowing what see's used.

  • MistaraMistara Posts: 38,675

    thinkin- 
    i mean, do i want to include the pelvis and hip in a walk cycle ? 
    or is better to leave it as a seperate track from the leg parts?  thighbend, shin, heel, foot, the toe1s

    up steps and down steps are 2 very different motions

    can i save multiple nla tracks as a group of tracks i can drop on the timeline

    i been marquising the cones on a sequencer frame to copydrag them,
    is there a fasrer way to select all the cones in a frame?
    can i change a bunch of tweeners in one go? tweeners?

    my main characters, most are combat trained, they'd be loose, shoulder would be loose, movements compact

    overthinking again lol

  • DartanbeckDartanbeck Posts: 21,571

    I wonder if this answers some of your thinkin's

    ► AniMating in Carrara

  • DartanbeckDartanbeck Posts: 21,571

    I drag a selection over any and all tweeners I want to set the same, and change them all in one go.

    I like to leave the pelvis track empty as an adjuster joint that can be tweaked even if an NLA has all other joints locked in an animation.

    Yeah... up and down stairs... very different.

    Yup... in the article I link to above, I talk about how I save a bunch of things separately and mix their NLA clips on separate tracks (right-click in sequencer - add new NLA track) so that I can adjust them independently. Works really well and, using this technique, I can get a LOT of mileage from my purchased Mocap animations.

  • DesertDudeDesertDude Posts: 1,235
    MistyMist said:

    frustrated with the ik thing, tryin to make wolfhound walk.  thought had to go into animate and remove ik, but that wasnt it.

    3dage explained it somewhere in this thread lol

    Not sure if this is of any help, but a few months ago I bit off way more than I could chew modeling a cat and trying to get it walk for one of the Carrara group animations. Anyway, I eventually found my way to YouTube videos and found some 2D animation cat walk cycles/tutorials which was very revealing. Maybe there is something similar for a wolf? I feel like most qudrapeds rely on the same mechanics for walking...3 feet are on the ground at the same time, otherwise they would fall over...

    Your endeavors are inspiring MistyMist!

  • PhilWPhilW Posts: 5,145
    MistyMist said:

    frustrated with the ik thing, tryin to make wolfhound walk.  thought had to go into animate and remove ik, but that wasnt it.

    3dage explained it somewhere in this thread lol

    ...3 feet are on the ground at the same time, otherwise they would fall over...

    By the same logic, people should fall over as soon as they lift a leg!  I think there might typically be some overlap so that sometimes there are only two legs (briefly) on the ground.

  • DartanbeckDartanbeck Posts: 21,571
    edited February 2017
    MistyMist said:

    started rendering a lil 4 second animation.  
    frustrated with the ik thing, tryin to make wolfhound walk.  thought had to go into animate and remove ik, but that wasnt it.

    3dage explained it somewhere in this thread lol

    Always fun, making a custom walk cycle.

    Isn't your Wolfhound using MS Lycan? Just an FYI... MS Lycan comes with a walk cycle aniBlock ;)

    I know... 3DAGE is so good at explaining these things. I need to find one and make a link to it so we can always refer to it when we need it! I think if we use the IK tool starting from a foot working up to the hip, it'll create a target helper object at the foot creating a working IK chain, then we repeat for the other foot. I really think it's that easy, but I've yet to try it ;)

    Check out the Animation group in the Scenes tab and check out the IK example in there... it really is pretty cool!

    Post edited by Dartanbeck on
  • MistaraMistara Posts: 38,675

    wolfhound  http://www.daz3d.com/wolf-hound  smiley comes with the fur bits. none lamh preset stuff

    seems hip not the root anymores.  hip and pelvis appear to be on the same level in heirarchy 
    where does the ik chain begin then, for genesis

    keep it loose, keepin it loose
    tee heee, doo the hokey pokey

  • MistaraMistara Posts: 38,675
    MistyMist said:

    frustrated with the ik thing, tryin to make wolfhound walk.  thought had to go into animate and remove ik, but that wasnt it.

    3dage explained it somewhere in this thread lol

    Not sure if this is of any help, but a few months ago I bit off way more than I could chew modeling a cat and trying to get it walk for one of the Carrara group animations. Anyway, I eventually found my way to YouTube videos and found some 2D animation cat walk cycles/tutorials which was very revealing. Maybe there is something similar for a wolf? I feel like most qudrapeds rely on the same mechanics for walking...3 feet are on the ground at the same time, otherwise they would fall over...

    Your endeavors are inspiring MistyMist!


    awwwblushthankssmiley

  • DartanbeckDartanbeck Posts: 21,571
    edited February 2017

    Now I understand my confusion. Same artist, different (then) stores. They do look very similar ;)

    MS_Lycan from MS at Daz3d

    Wolf Hound from MS at RDNA

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,571

    I like him so much I want him to be one of the good guys on my team. Always in debate with myself on that.

  • DartanbeckDartanbeck Posts: 21,571

    Perhaps after all of this, we just all become friends?

  • PhilW said:
    MistyMist said:

    frustrated with the ik thing, tryin to make wolfhound walk.  thought had to go into animate and remove ik, but that wasnt it.

    3dage explained it somewhere in this thread lol

    ...3 feet are on the ground at the same time, otherwise they would fall over...

    By the same logic, people should fall over as soon as they lift a leg!  I think there might typically be some overlap so that sometimes there are only two legs (briefly) on the ground.

    Ah, college, Good times, laugh

  • MistaraMistara Posts: 38,675

    I like him so much I want him to be one of the good guys on my team. Always in debate with myself on that.

     

    he's a mechanic in my stories,

    wouldn't stiff him on the bill  lol

  • MistaraMistara Posts: 38,675

    started with a vanilla g3f.

    okay, got the blended weights into the duf. 

    thought i'd be able to drop in the nodes tree from my 'working in carrara' g3f, of course that didnt work, why would it 

    so doing the nodes one by one after all.  to verify it's looking at the alt nodes file, i changed the 'bend' label to 'bendy bits', 'twist and shout'

  • MistaraMistara Posts: 38,675
    MDO2010 said:
    PhilW said:
    MistyMist said:

    frustrated with the ik thing, tryin to make wolfhound walk.  thought had to go into animate and remove ik, but that wasnt it.

    3dage explained it somewhere in this thread lol

    ...3 feet are on the ground at the same time, otherwise they would fall over...

    By the same logic, people should fall over as soon as they lift a leg!  I think there might typically be some overlap so that sometimes there are only two legs (briefly) on the ground.

    Ah, college, Good times, laugh

  • DartanbeckDartanbeck Posts: 21,571
    MistyMist said:

    started with a vanilla g3f.

    okay, got the blended weights into the duf. 

    thought i'd be able to drop in the nodes tree from my 'working in carrara' g3f, of course that didnt work, why would it 

    so doing the nodes one by one after all.  to verify it's looking at the alt nodes file, i changed the 'bend' label to 'bendy bits', 'twist and shout'

  • DesertDudeDesertDude Posts: 1,235
    PhilW said:

    By the same logic, people should fall over as soon as they lift a leg!  I think there might typically be some overlap so that sometimes there are only two legs (briefly) on the ground.

    Yeah, I shouldn't fire off such generalized statements  from just a few things I read about when I don't really know what I'm doing.blush

    Meanwhile, for further clarification, mmoir animated the cat for that group animation, I only tried my own experiemntal walk cycle...maybe that's why mine looked so weird. frown

    Confessions over - carry on!

     

  • PhilWPhilW Posts: 5,145

    Have a look at this:

    https://www.pond5.com/stock-footage/24821181/slow-motion-cat-walking.html

    Shows clearly that the cat has two feet off the floor while walking, both on the same side. Nice that you can scrub it back and forth.

  • DartanbeckDartanbeck Posts: 21,571
    edited February 2017

    Yup. But that might not always be the case. Watch it again and notice that the hide legs have their own walk cycle, as do the front - both completely independent of one another. It very well might be where they always keep both on one side kind of in sync... but I know my Mini Dachshund pushes forward with her hind legs and just walks along, holding herself up with the front. Really cool to pay attention to ;)

    Edit: just to clarify, my Mini Dachshund's front and hide legs cycle at completely different paces, so front right is not in sync with rear right, etc.,

    It then occurred to me that many four legged animals may be similar, just much less noticeable?

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,571
    edited February 2017

    I'm babbling though. For animation, footage like that is golden!

    Post edited by Dartanbeck on
  • MistaraMistara Posts: 38,675

    twinkle toes  kittehs loose.  tiggr springs.  loose, wolf hounds are loose, 

    minotaurs are solid weights, they trample forests, hooves just crush everything in their path.

    pepe le pew light on his toes.

  • MistaraMistara Posts: 38,675

    y'know those chain links physics demo going down the stairs thing in the native content,
    wonder if that could made into jewelry for Aiko.

    or like krakken chains draggging 

     

  • MistaraMistara Posts: 38,675
    edited February 2017

    tee heee filed my tax refund (omg the filing fees)  
    smells dual xeon ebay special  woot

    really hafta to finish some nice walk cycles and blinking and breathing, sipping latte.
    i guess, basically what Witcher3 shows people doing when geralt goes into a village or old Novingrad.
    oh, and dragon wings. oh, and the emperor's palace. and where medusans live, it's one area i visualize pretty clearly

    almost glad will be snowed in tomorrow.

    hafta seriously decide now, aiko3 or aiko5.  running the TC converter on Sylfie, to V4 conversion.
    i haven't actually tried one of the TC2 converted textures on genesis yet.

    been crying over Anastasia(Alyson2) into carrara, but thinking about it,
    didn't blackheart do an Anastasia for V4?
    bought his character for Stephanie3, and with the corvas arm fixes for SP3, she might look pretty good.

    Post edited by Mistara on
  • MistaraMistara Posts: 38,675

    Now I understand my confusion. Same artist, different (then) stores. They do look very similar ;)

    MS_Lycan from MS at Daz3d

    Wolf Hound from MS at RDNA

     

    oh, ms lycan has a beard 

  • MistaraMistara Posts: 38,675

    there's a few typos in g3f's duf file, dont understand why ds doesnt crash on it.
    ds may understand lWrist refers to lForearm bend, how's carrara supposed to know

    so now i'm changing id's in an alt nodes file to match what the g3f character preset is looking for, 
    gonna take some trial and error on the joints names, cause i think it has to match the joint

    and i think, the order carrara loads the dsf and duf file might lead to crash confusion

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