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  1. Replies
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    trying seperate collision standins and so far...

    trying seperate collision standins and so far things look promising. At least the hair is now following the FBX.
    So far so good.

    Thanks for all the pointers.

    For now :goodluck:
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    Well, I thought (cough cough)I was doing good for...

    Well, I thought (cough cough)I was doing good for the first time using MMD anything.
    Never tried it before so everything was just a wild button toss :)

    I got her back into layout and under full...
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    I think so. It's parented to main body but is...

    I think so.
    It's parented to main body but is moved by bones of main object (ie; head turning and such)
    so probably yes.


    So an object moved by bones is not deforming?
    Will try tho. but...
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    Tried another FBX...diving But this time there...

    Tried another FBX...diving
    But this time there was no separate collision object..just using her.

    Again, the collision point cloud doesn't follow after FBX applied122265
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    Think I found problem, but not how to correct it....

    Think I found problem, but not how to correct it.
    The collision object is not following main object when FBX is applied.
    122263
    In the pic..
    The green face is part of the collision object for...
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    Yea, mine does that too. Untill I put a FBX file...

    Yea, mine does that too.
    Untill I put a FBX file to my girl.
    It never works so far when adding FBX on a Neveron Mocap rig.




    Have tried completly new wig...same results.

    Even tried to not...
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    well, been from .1 to 10000 on all number fields...

    well, been from .1 to 10000 on all number fields in bullet panel...still hair forms head but does not follow head.
    ARGGGGGggg
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    yea, 11.5.1 is looking like that vid I just...

    yea, 11.5.1 is looking like that vid I just uploaded from 11.6.2. Hair roots are staying put as they should, but rest of hair is forming the head and doing dynamics but not moving with heads. Testing...
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    downloaded and installed 11.5.1 :ohmy: same...

    downloaded and installed 11.5.1
    :ohmy: same results
  10. Replies
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    Anims look exactly like they do in Motion...

    Anims look exactly like they do in Motion Builder, so that's OK
  11. Replies
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    yep, LIFS way is how I do

    yep, LIFS way is how I do
  12. Replies
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    Using Neveron Mocap Rig Tried a motion where...

    Using Neveron Mocap Rig
    Tried a motion where head moves quite a distance rather than just standing looking around. Body falls away, hair stays but continues on calculating in place.
    Tried with...
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    on second look...not good because the collision...

    on second look...not good
    because the collision object is lagging behind per frame and the more velocity object has the furthur it gets and the furthur the hair is away from main object.
    It works...
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    got an error and Layout crashed at 33% done....

    got an error and Layout crashed at 33% done.
    said 'layout.exe-pure virtual function call'
    maby too big of a file?
    was 800 frames. but what I saw was working correctly so, thanks for above info....
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    Will try to follow the roadmap you layed out :)

    Will try to follow the roadmap you layed out :)
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    yep, no difference

    yep, no difference
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    Bullet not working with Mocap?

    I setup a character with a hair wig, did some motion and it worked fine with bullet, then imported some mocap (load from scene..merge motions) and wig no longer stays on head and just stays whereever...
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    Had Humanoid on LW 3.1. Did a vid having her burn...

    Had Humanoid on LW 3.1. Did a vid having her burn a logo into some chips on a Mobo using lasers coming from eyes and ParticleFX for the burning process. This was done on Amiga 4000 in 92? 93?
    took 9...
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    I know there are some listings (forgot the...

    I know there are some listings (forgot the prefex) that are just the magnets and some odd items in the model itself and some 3Rd party settings that are seen as morphs and do things in Daz that are...
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    That file worked fine..from 4.0? I have found...

    That file worked fine..from 4.0?
    I have found that you have to somehow list the morphs you want to transfer in the export panel but havent found tut showing just how to do it.
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    tried all thru FBX, there must be something that...

    tried all thru FBX, there must be something that has or has not to be checked or something. Can't find it tho.
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    Not weightmaps....the morphs. Strandmaker DOES...

    Not weightmaps....the morphs.
    Strandmaker DOES make weightmaps.


    (My return in red)



    Niether work with Morphs as the points of the Splines have to actually be welded to polystrand maker...
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    oops

    oops
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    Although, it works perfectly There is...

    Although, it works perfectly

    There is something wrong now.

    It's too easy with that LScript so now I have too much time to have coffee and have a ciggy....
    I was able to schedule a 4 hour time...
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    that looks like just the puppy I need..Will try...

    that looks like just the puppy I need..Will try now.
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