Bullet, seen at top, makes it very easy to animate ultra-realistic physics simulations in Carrara, and it is a huge improvement over Carrara’s native physics engine. On a much brighter note the popular, open-source physics engine Bullet has been integrated into Carrara. In my opinion, DAZ would better serve its users by developing character animations tools that actually work rather than gimmicky tools like Puppeteer. In the Windows test platform Puppeteer consistently made Carrara crash. To make things even worse, it isn’t very stable. But there isn’t much that Puppeteer does that can’t already be done in the existing timeline with keys and animation clips, making Puppeteer redundant. In theory, you can move a character from pose to pose in a sort of pre-animation choreography storyboarding. Puppeteer works by interpolating between saved character poses. But I soon found out that Puppeteer was more trouble than it was worth. At first glance, Puppeteer promises to facilitate the laborious job of character animation. Puppeteer, a character choreography tool originally developed for the company’s DAZ 3D Studio software, has been integrated into this version, and I wish I could give it high marks. Using both the morph slider and the D-former at the same time gives the illusion of a beam of light extending from the sphere to illuminate a patch of the clothing.Some of those additions, unfortunately, are not so great. This allowed the "beam of light" protruding from the ball to be made broader at the location where it intersected with Aiko's chest (see Figure 4a). After making the morph slider, the position of the D-Former's force field was changed slightly by moving the force field of the D-Former towards Aiko along the shaft of the spike. Rather than actually create a new "second" D-Former, the existing one was just re-used after creating the morph slider, as described in the previous section of this page. A broader projection from the "crystal ball" was produced by using two cooperating D-Formers. Rather than just have a spike projecting from the "crystal ball", it would be better to have a broader beam of light. The position of the D-Former's force field (red) is easier to see here than in Figure 3. Using a "second" D-Former to broaden the "light beam". Refer to the DAZ Studio manual chapter on D-Form for details on how to convert a D-Former into a morph slider for an object like this sphere.įigure 4a. ![]() However, this first D-Former was converted into a morph for the sphere (and named "spike"), and the resulting morph slider was used in combination with a second D-Former, as described below. This first D-Former could be used to pull a spike-like projection of the sphere towards Aiko's chest (see Figure 3). The force field for the D-Former was scaled to a smaller size in order to pull a small spike outwards from the surface of the sphere, just as explained in detail for the "horn" tutorial in the DAZ Studio manual's chapter on D-Formers. ![]() ![]() The sphere of the glowing "crystal ball" was selected and a new D-Former was created. Details for the transparency settings of the sphere are discussed in DAZ Studio lighting. The glowing sphere ("crystal ball") shown in Figure 2 was made with the DAZ Studio "new primitive" menu item in the "Create" menu. ![]() Also shown, the position of the light source (the white polygonal sphere within the larger "crystal ball" it has thin white lines extending outward as a depiction of a light source) and the base/control (red and yellow) of the D-Former, also inside the "crystal ball". A D-Former was used to make a spike extending from the surface of the sphere.
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