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Freestuff F.A.Q (Updated: 2020 Aug 24 1:34 pm)
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Subject: Freebie WIP - "Rocket Bairn" for Pippin
Just something I'm playing around with, modelling in Hexagon and rigging in Poser, for the free Pippin figure... (clay render attached is made in Poser to test how the mesh performs therein)
...not sure if it will need to be conforming figures yet, or just smart props... will share it once done. Looks like it will be the first of the various free stuff contributions I have WIP that I'll get finished.
Suggestions for adding to it / improving it are very welcome meantime... ;)
So far, I'm planning to rig it (and have modelled it) so that the jet turbine can be rotated...
...and there will also be an optional visor to the helmet, that can have transparent or semi-transparent mats applied to it... and will possibly be open-able, with a dial... if I can figure out how to rig that, with what I've modelled...
Thanks guys :)
Loving playing around with modelling stuff for Pippin by the way Alisa :)
I've moved onto rigging this suit now. It's currently a figure for the helmet, figure for the jet pack, and two conforming prop shoes. Hopefully I'll finish it later this week.
I was thinking it'd be cool to make a character morph and texture for Pippin, to go with the rocket suit, after that... I've got a few ideas there...
Still rigging... but here's some renders to give an idea of the mat zones I've got so far...
Note that the I'm using Bagginsbill shaders here that I can't release with the freebie... there's some from the BB / Dreamland furniture products...
...but also two new shaders that he hasn't yet released... Candy Glitter and Candy Satin Flame. These are really cool shaders... I hope he gets round to distributing them soon! ;)
Anyway... I'm planning to release the freebie in similar colors, with shaders that I'll make based on the straight BBGlossy shader.
These renders are really just to demonstrate the mat zones. I've UV mapped everything too (just in ZBrush using UV Master) but I'm just using procedural shaders rather than any painted texture maps...
Friggin' up the riggin currently... whoops... this is the hard part, eh? He he ;)
It would be straight forward of course, if I didn't want the moving parts.
But I think they'd be cool to have...
...I'm sure there's some trick to lining up joint centres that I've yet to discover. Hopefully I'll discover it soon!
I'm off to re-read a few rigging tutorials... :)
Thanks Elleque :)
I'm having fun modelling for Pippin, I have to say.
I'm getting there slowly with rigging it... the turbine now spins without any noticeable wobble, I think...
I was becoming cross-eyed using the Joint Editor to fine tune it though... he he. I had modelled the jet pack at an angle.
Now to try to make the helmet visor lift up and down.
Then I think he might still need the addition of a wrist band with micro-computer for talking to flight control...
...or perhaps a dummy (pacifier) with a built in pilot's microphone.
I think maybe the option of flight goggles too would be good...
I've now finishing replacing all the initial mats I showed earlier in the thread (which were based on some brand new Bagginsbill Candy Paint shaders) with shaders derived from Bagginsbill's original BBGlossy, BBCarPaint and Snarlygribbly's EZMetals shaders... which, as I understand it, are okay to include...
...and I've compiled to a zip and uploaded the first version of the Helmet, Jet Pack and Booties to freestuff.
Hopefully it is all done correctly and will be available soon ;)
I'll make the Goggles and wristwatch computer next I think and release separately... also gonna try my hand at a character morph and skin texture for Pippin...
...but I thought it'd be good to get some feedback on what I made so far, since this is the first freebie I managed to finish :)
The mats that it comes with ready-applied really need rendered with ray-tracing...and the Jet Suit mat uses fresnel_blend node, by the way, so needs Poser 9 / Pro 2012.
In the mc6 for the Jet Suit mat I also figured out how to additionally embed the command to activate the Pippin "Shirt" morph (i.e. set that to 1).
However most of the mats will work with at least Poser 7 or up, I think.
The actual clothing items should all work in Poser 5 and up, as far as I know.
But I only have Poser 9 and Pro 2012, so I couldn't check any of that for sure...
It should be easy to change the materials (I hope) if you're just using procedural shaders anyway... there's clearly named (hopefully) material zones, for each color zone that you can see in the renders above...
Thanks Saxon :)
I certainly like to read WIP threads from others, as well as threads about specific technical problems that people are solving within their WIP projects... it has definitely inspired me to have a go at creating some content myself...
...and I think there's a real danger I might get hooked now! I've had fun making this set ;)
Poser 9 SR3 and 8 sr3
Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
Thank you very much for the beautiful items for Pippin :)
Excuse me, I don't understand whether this is a problem of only my environment.
The lower buckle of the bootie has a hole.
So I tried to load the obj file by a 3D program which I use.
But I saw no hole on that. I don't know why, but the hole appeared on the stage of Poser9.
I use MacOS.
Aha! Whoops... many thanks Elleque. I see the issue too now.
It looks like I have accidentally deleted the polygon on the lower buckle somehow! Silly me :)
Unless it is some Poser grouping issue perhaps. But I see now that the issue is on both booties (symmetrical) so likely a modelling issue, before I made the second bootie as a mirror image of the first.
I will prepare a fix when I have time later today and post a link here.
If it is just that I deleted the polygon, I should be able to just issue a zip file with just the obj files for the booties... as I made all the geometry separate to the pp2 files.
If anyone else notices anything I should fix, or has any tips to improve, please let me know... it is much appreciated :)
Hmmm.... actually, I thought I did see the same issue as you Elleque. But now I think I was mistaken.
I checked my copy of the files I uploaded and it seems to be okay...
Can anyone else see the problem of the missing polygon on the bootie buckles?
Here's a close up of my original copy, as uploaded...
I checked that buckle polygon in the obj file in Hexagon again and it looks okay, I think... normals are the right way out too.
Maybe it is your system after all? Would you be kind enough to try re-downloading perhaps and look again?
It would be good to know if anyone else has noticed the same issue too...
Many thanks :)
I think there is nothing wrong with the buckle the part of the buckle that looks transparent is to deep in to the shoe, to be sure you will have to bring that part a little bit more to the front, the way it is now it partly takes the color of the shoe, which gives the impression it is transparent.
Hope I explained it well, but that is what I think happens, if you putt the buckle a little bit to deep it looses his color and takes over the color of the part beneath of behind it.
big hug and I hope it works
I redownloaded the file. But the result was the same.
Some geometries of the booties are lacking in my environment.
I got the same result with Poser on Windows Vista.
I couldn't see that problem with my 3D program or DAZStudio.
I saw that with only Poser.
And now I saw that problem on your promo image "monkeycloud_rocketbairn_promo1.jpg". But it may be my mis-recognition. Because it is a small part.
Other promo images seem to have not that point. Did you make the promo1.jpg the same time as other promo images?
Forgive me if this was an impolite act, now I tried to open your obj file by a text editor.
I have heard that some program needs Line-Feed to read a file in a single-line units.
I added LF in the end of the obj file.
The left(RihtBootie) is that result.
But I am still doubting my environment of Poser and MacOS. And my Vista is working in a virtual system on MacOS.
I would like to know whether every Mac user will see such a status.
I think it is good if this matter is a cause of only my environment.
This is my render result with the fixed obj file. I think that position of the buckle is sufficient to see. Each part must be very small because of Pippin's size, though...
The buckle has a high mirroring value. Thus the surface of the bootie is reflected in its side. Then, it may have been seen as to be in a deep position. I thought so.
Incidentally, this is a report.
I don't know which version of Poser everybody is using. I use Poser 6 - 9.
The command of "Conform to (Fit to)" does not work with Poser7 or DAZStudio. It must have a description of the same bone structure as Pippin in its CR2 for Poser7. You can copy the description of Pippin's CR2 if you are interested in it.
And old Poser users (or DS users) have to set the materials by themselves.
But they can use the item by parent-izing manually. I think probably that is not a difficult work for a Poser user.
I especially love the elaborate design of the Jet Pack. Very COOL :)
Cool - many thanks for the detailed feedback report Elleque :)
Attached to this post is a zip file with re-saved (from Hexagon) geometry files, if anyone is on Windows and maybe sees the same issue as Elleque noticed, with the buckles on the booties... try applying the attached fix.
It should just replace the obj files for the booties, if you merge it to the same location the set was initially unzipped to. Let me know if the fix works okay... or not?
Unfortunately I only have Poser installed on OS X at present... so cannot test it to make sure it fixes the issue. But I think it sounds like it could be the fix required... hopefully.
(note: save the attached text file and remove the ".txt" extension, to make it a zip file)
Otherwise, I will also include those and any further fixes to the Jet Pack set with the further items, that I will release next, when I finish them...
e.g. I am still planning to add flight goggles, a version of the jet pack for the stuffed bunny :) and some other little bits and pieces that I had ideas for...
...so, I will just upload the whole thing again with all of those added, in due course ;)
Quote - The command of "Conform to (Fit to)" does not work with Poser7 or DAZStudio. It must have a description of the same bone structure as Pippin in its CR2 for Poser7. You can copy the description of Pippin's CR2 if you are interested in it.
I only added the "Chest" bone to the Jet Pack and the "Head" bone to the Helmet... which seems to do the trick for Poser 9 / Pro 2012.
Do you mean that I need to add all the bones, in order for the "conform to..." to work in earlier Poser versions then?
Or do I just need to add descriptors for the other bones (e.g. without all the joint data)?
Many thanks :)