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InternetJunky posted:Is this possible with an STL file only? STL is a pretty standard/simple model format, and it seems like most 3d suites have either a native ability to import/export them, or can do so through a plugin. You should be able to pop it open and make the changes. It might just be a case of importing the model into Blender/etc, removing any interior polygons that cause the voids, and re-export as an appropriate, solid mesh in STL. (If the issue is that there are interior volumes due to internal polygons, as opposed to something due to the format itself.) I could take a peek at it if you have a STL file with the voiding issue (compared to one that does not.), and see if it's just a model-specific issue. But if the issue is STL/format specific then you might be better off hitting up some 3d-printing communities for help. e: Opening a couple STL files they just seem to be a standard watertight/continuous mesh, nothing fancy on the 3d end. If the issue is that there's a double-layered shell, or some polygons accidentally left over inside the mesh, you should be able to clean it out pretty quick in Blender/your 3d suite of choice. SubNat fucked around with this message at 20:21 on Jun 26, 2021 |
# ? Jun 26, 2021 20:07 |
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# ? May 30, 2024 06:23 |
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Here's a link to an example of the problem if anyone wants to see what I'm talking about : https://drive.google.com/file/d/1r7hjIpR-4CqLCMj0DFr4WpnDbA6ozNED/view?usp=sharing This dragon head has a cavity in its head that must be filled to get it to print correctly. InternetJunky fucked around with this message at 21:49 on Jun 26, 2021 |
# ? Jun 26, 2021 21:47 |
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You gotta go in and delete that if you don't want it in the print. That's likely a mouth bag or some other nonsense for that model when it was made for some purpose other than printing, but yeah, I don't think any slicer is going to assume the user doesn't want that, it's just gonna try its best. You should be able to import and modify and re-export the STL in Blender or whatever, though.
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# ? Jun 26, 2021 21:52 |
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The headvoid actually connects to the exterior of the mesh in some spots. (under it's chin/mouth edge etc / ears.) Still something you should be able to clean up in blender and just delete internal areas and patch up the holes. The geo is pretty messy and very clearly not designed for print, that mouth-cavern extends a bit down + connects to the outside of the mesh through gaps in the cheeks. The way it connects to the outside makes me think the artist just made it in chunks, slapped them together + auto-retopoed, then didn't care or didn't notice that gaps in it led to those internal pockets. I can't see anyone modelling throat-to-ear canals intentionally. So yeah, some cleanup in blender is required unless you can get the original artist to update and supply a print-friendly version. But it should be pretty straightforwards work.
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# ? Jun 26, 2021 22:24 |
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That geo seems mostly fine for printing, it was just made in zbrush. Zbrush would likely be the best tool for prepping it, but if you don't have it then you gotta muddle through somehow.
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# ? Jun 26, 2021 22:50 |
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Thanks for the advice everyone. I'll try to figure out exactly how you might delete those internal areas. Since I print these commercially I come across problem models like this all the time so I need to figure out how to clean them up myself since the artists take ages to fix them (if at all).
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# ? Jun 26, 2021 22:53 |
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You can open the STL in blender, switch to edit mode and vertex selection, and just drag a box around the vertices that make up the hollow and delete them.
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# ? Jun 27, 2021 03:34 |
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Clipping distance seems to work in the viewer, but for some reason the camera clips objects after about 2000 m, even if I set it to a distance way beyond that. Here's a video showing what's happening. https://i.imgur.com/KnP6hpj.mp4 You can see the clip end parameter working from a close distance to about 2000 m, when objects just stop rendering in the camera even though they're definitely there when I'm in the viewer. What am I doing wrong here? Edit: lol nevermind, it's functioning exactly as it should, needed way more objects space chandeliers fucked around with this message at 20:08 on Jul 3, 2021 |
# ? Jul 3, 2021 19:02 |
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Guess it's time to learn Mari now that Substance has been Adobed
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# ? Jul 11, 2021 17:51 |
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KinkyJohn posted:Guess it's time to learn Mari now that Substance has been Adobed Substance was bought by Adobe and put on a subscription model a while back, did something new happen?
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# ? Jul 11, 2021 19:43 |
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They rebranded officially and killed the separate Allegorithmic launcher so you have to use Creative Cloud now, that's all.
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# ? Jul 11, 2021 19:51 |
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I bought SP on steam for Christmas, I saw 2021 had an update then when I launched it, it said my license expired even though I bought the perpetual license for 2021? I can still launch and use 2020 though so I just do that. 2021 seemed to work the second time but I don't trust it.
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# ? Jul 11, 2021 20:28 |
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https://twitter.com/rodtronics/status/1414307893172658188?s=21 click the link and view on gfycat website for quality this shader is a fake dispersing shader but the IOR range the dispersing covers crosses 1 .. that is to say that one end of the dispersing shader has an IOR <1 and the other end >1 who cares
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# ? Jul 12, 2021 01:27 |
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mutata posted:They rebranded officially and killed the separate Allegorithmic launcher so you have to use Creative Cloud now, that's all. Would that apply to me if I'm running a perpetual license whose maintenance doesn't end until October?
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# ? Jul 12, 2021 21:21 |
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I have a weird request. I am working with a dude on getting a sculpture done, and he's sent me a file to use to let him know what I'd like changed. The only thing is, I dunno how to pose said for the way I need it. It's a skull, and I need it laying back with the jaw open. Can I get one of you dudes or dudettes to rotate it a bit for me? I've tried but somehow all I can manage to do is either warp the skull or have it snap back into position cause I have no idea wtf I am doing. It's a 80 something meg file, so I can't email it but I can drop you a link for it.
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# ? Jul 19, 2021 08:42 |
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Stupid_Sexy_Flander posted:I have a weird request. I am working with a dude on getting a sculpture done, and he's sent me a file to use to let him know what I'd like changed. The only thing is, I dunno how to pose said for the way I need it. It's a skull, and I need it laying back with the jaw open. Can I get one of you dudes or dudettes to rotate it a bit for me? I'm online now and could try to do it for you.
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# ? Jul 19, 2021 08:53 |
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Pm sent!
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# ? Jul 19, 2021 12:47 |
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Where's the best place to put an ad out to hire someone/a team proficient in UE - blueprints, frontend, interactivity? From a games experience point of view, is this considered UI? I took a look on Gamasutra, they have a contractor list 1700 strong but it's a bit of a random crapshoot to click through and try and figure out if they offer the services we want. We'd like to find someone (or a team) that we can potentially rely on for more of this - someone excited about the possibilities and experienced enough to suggest new approaches and ideas that we might not have considered. We'd supply scenes organized however required, and we'd be able to handle design elements of the UI if needed too - it's largely the programming and interactive component we need help with. e: here's a quick reel of some of the past experience spaces that we've designed & built - we get healthy budgets to do it properly. https://vimeo.com/341597152 cubicle gangster fucked around with this message at 17:10 on Jul 20, 2021 |
# ? Jul 20, 2021 17:07 |
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cubicle gangster posted:Where's the best place to put an ad out to hire someone/a team proficient in UE - blueprints, frontend, interactivity? Are you looking to hire for an in-house team or partner with a vendor? I just got hired on as a Creative Director as a production company that has been doing a lot of VR lately. They're physically just down the street from Epic and have lots of Epic/nVidia partnerships going. Some talented programmers and artists that spend their days in UE/VR world. I was brought on to help elevate their output and I've always thought of architecture as a great avenue for that (also coincidentally, as I'm moving there in two weeks, I got put in touch with George Smart the president of the US Modernist organization - and I'm hoping we can develop some VR experiences for the modernist world).
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# ? Jul 20, 2021 20:17 |
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I am pushing hard for a vendor we can partner with - I think long term it will make more a more collaborative process and both sides can benefit. It sounds like we should have a chat....!
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# ? Jul 20, 2021 21:39 |
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Looks like Redshift is moving to subscription-only next month. This press release really tries to make it sound like a good thing. Maxon team explains that the new licensing plan is there to ensure all users have access to the latest version of Redshift: "In order to maintain compatibility with the latest hardware, drivers and host application updates our Redshift development team is constantly updating, optimizing, and ensuring stability. In order to provide the best customer experience, we believe all customers should be running on the latest version." https://80.lv/articles/redshift-will-become-a-subscription-only-product-in-august/
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# ? Jul 21, 2021 11:14 |
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500 posted:Looks like Redshift is moving to subscription-only next month. This press release really tries to make it sound like a good thing. We've been on redshift for 4 years now. I think this will be the reason our pipeline guy switches us to something else.
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# ? Jul 21, 2021 11:20 |
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500 posted:Looks like Redshift is moving to subscription-only next month. This press release really tries to make it sound like a good thing. They announced this on Twitter the other day, and when I saw it about 3/4 of the responses were unhappy with the end of permanent licensing. Several hours later they just posted the exact same tweet, got maybe 1/2 unhappy responses; then repeated two more times until the only people replying were ones that were happy about them adding the subscription model.
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# ? Jul 21, 2021 11:25 |
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cubicle gangster posted:I am pushing hard for a vendor we can partner with - I think long term it will make more a more collaborative process and both sides can benefit. Yeah for sure! We're still small but they're making leaps and bounds and our main focus is building up that particular side of the team. I'm currently home with both kids through today b/c of a COVID exposure in my kid's daycare room (we leave in 10 days. I cannot wait to be out of this state) so things are nuts, but I'll DM with a bit more of a detailed response tomorrow or Friday! edit: Speaking of Epic - they just bought Sketchfab. They're on a tear. BonoMan fucked around with this message at 15:01 on Jul 21, 2021 |
# ? Jul 21, 2021 14:45 |
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https://www.youtube.com/watch?v=qWrMuyAl490 This is very good.
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# ? Jul 21, 2021 22:19 |
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ImplicitAssembler posted:https://www.youtube.com/watch?v=qWrMuyAl490 Haha hitting me with this just as I’m about to transition back to vfx from cartoon animation. Also apparently Blizzard is a bunch of dicks: https://news.bloomberglaw.com/daily-labor-report/activision-blizzard-sued-by-california-over-frat-boy-culture Ccs fucked around with this message at 03:01 on Jul 22, 2021 |
# ? Jul 21, 2021 23:34 |
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I don't understand the rigify chest control bone alignment That's the control bone in blue. The armature has "show axis" on, which are displayed in color. I have also added an "arrows" empty to the scene and put a "copy transforms" constraint on it and targeted it on the chest bone. That's the larger axis shown in black. As you can see, the displayed axis of the bone and the empty do not match. The figure on the right is the custom shape for the chest bone, it also has "show axis" enabled. They match the axis displayed on the bone. Is this intended behavior? I'm asking because I tried adding a "track to" constraint to the chest bone and could not figure out why it was pointing in the wrong direction until I added an empty with "copy transforms" and saw that the bone's axis didn't match the axis on the empty.
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# ? Jul 23, 2021 07:46 |
I think the oddity is that the chest control bone itself is oriented so it's pointing along the y-axis, but the custom shape has a transformation override to align it with MCH-WGT-chest. Doing an empty with "copy transform" copying MCH-WGT-chest instead of "chest" has the axes pointing the same as the control bone's.
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# ? Jul 24, 2021 00:37 |
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Remaking an old low poly mesh I made 2-3 years ago as a hi-def mesh. will probably look nice as a portfolio piece, especially once it's baked down, animated, and I have the cockpit internals done. Still have the arms left, but those shouldn't take too long. (though I'm changing how the hands function since little grabby prongs kinda suck for cool animations.)
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# ? Jul 24, 2021 22:04 |
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Houdini question, is there any simple and non-mathy way of animating a ramp attribute so that it repeats over $time? Edit : Basically I'm trying to figure out how to do the animated spring effect in the tweet here : https://twitter.com/PaulEsteves28/status/1382303308103221253?s=20 Odddzy fucked around with this message at 07:51 on Aug 2, 2021 |
# ? Aug 2, 2021 07:37 |
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Odddzy posted:Houdini question, is there any simple and non-mathy way of animating a ramp attribute so that it repeats over $time? how much math is too much math? '%' is the modulo operator, so to repeat something over x seconds you can use $T%x. to scale that to 0-1 just divide by x, or code:
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# ? Aug 2, 2021 16:13 |
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Odddzy posted:Houdini question, is there any simple and non-mathy way of animating a ramp attribute so that it repeats over $time? Couple of other solutions: If you use a channel ramp inside an attribute wrangle, it will automatically repeat. Make sure to drop down a resample node beforehand and check the box to generate a curveu attribute, then use the curveu attribute + @Time to sample a channel ramp. Finally, use the resulting value to drive @pscale. If you're allergic to VEX and would prefer to use VOPs, you could use something like this instead of the attribute wrangle. It's a bit more complicated and involves some mathy stuff. Basically you can use the fraction node to only output the fractional value of the input number. So for example, if curveu + @Time = 2.56, the fract node will return '0.56'. This means you can feed it any increasing value and it will always give you some value between 0 and 1.
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# ? Aug 2, 2021 18:47 |
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500 posted:Couple of other solutions: This worked perfectly! I'm not allergic to VEX, but I am kinda afraid of making things complicated for nothing sometimes (should I learn hscript to create quickie expressions or instead learn how to be better with vex and vops for example?). One followup question though, how the hell did you figure out you should use pscale to drive the width of the sweep? I thought I had to figure out a way to override the scale ramp in the sweep sop. Was that a fool's errand? Edit : Thanks Jenny for your answer, not too mathy, but I gotta admit my mental ability doesn't really grasp when to use hscript in houdini, why do they have $F, $FF and $T. It's so confusing sometimes.
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# ? Aug 3, 2021 02:30 |
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Odddzy posted:One followup question though, how the hell did you figure out you should use pscale to drive the width of the sweep? I thought I had to figure out a way to override the scale ramp in the sweep sop. Was that a fool's errand? I tested pscale and it worked! The pscale attribute tends to drive scale on lots of other sops (copy to points, for example), so I figured it might work here too. I honestly don't know that much hscript. I usually only use it for basic math and to link channels to other properties. Odddzy posted:why do they have $F, $FF and $T I do happen to know the answer to this one, though. $T: time in seconds. So in a project set to 24fps, $T will be equal to 0 at frame 0, 0.5 at frame 12, and 1.0 at frame 24. $F: frame number as an integer (integer means whole numbers like 1, 2, 3, etc. No decimals) $FF: frame number as a floating point value. This means it will tell you how far you are between frames. Halfway between frame 1 and 2 would be 1.5, etc. $F wouldn't give you this info.
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# ? Aug 3, 2021 16:27 |
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crossposting this from the YOSPOS blender thread: I made a film. https://vimeo.com/579458197
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# ? Aug 3, 2021 17:09 |
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Neon Noodle posted:crossposting this from the YOSPOS blender thread: Love this! Did you do the audio too? It made me laugh several times.
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# ? Aug 3, 2021 18:39 |
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Thank you! Yes I am the voice of the elephant.
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# ? Aug 3, 2021 18:54 |
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Not sure the rules about selling here but is anyone interested in a EVGA 3080TI at cost? My step up pinged but I don't have a persronal use for it. Wanted to give an artist a crack at it first. All I ask is that you have post history in this thread. I have until the end of the day (pacific standard time) to pay for it Mods: I can make a SA mart thread for it if necessary. edit: dibbed Alan Smithee fucked around with this message at 13:00 on Aug 11, 2021 |
# ? Aug 10, 2021 19:15 |
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I'm still learning ZBrush, so this may be a dumb question. In 3DS Max, I can set edges up with crease values that help me control which edges stay sharp versus which edges smooth over when I'm using the Open Subdivision modifier. Is there any way to take those crease values and... I don't know, bring them into ZBrush? So that when I subdivide a mesh in ZBrush it also respects the hard edges I've creased? I guess I could just crank the Open Subdivision modifier up a bunch before importing the mesh into ZBrush and go from there, but I figured I'd ask.
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# ? Aug 10, 2021 20:07 |
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# ? May 30, 2024 06:23 |
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Does 3DS Max have a "Convert creases to geometry" feature somewhere? That would be the most straightforward way to get that into a Zbrush basemesh.
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# ? Aug 10, 2021 20:46 |