![]() Therefore a strip club with speakers on each wall would be more bad than good. I haven't yet gotten multiple speakers to play the same song at the same time, so having multiple speakers playing at the same time actually plays against you. One problem that TS4 has that TS3 didn't have is the speakers each play their own songs, so 2 speakers next to each other playing the same station would likely play different songs from that station. ![]() ![]() Can even give you mine if you want it, for reference, or just to use. Otherwise they'll walk closer to the speaker before they start. Just need the stereo/speakers close enough to the sim until you pack these up into standalone anims. It's needlessly tedious, but it's possible. You know how to make a stage in TS4? Then again I suppose you didn't make the vids. Even a basic animation takes like a full day to make right.Īnyway, I noticed these are taking place on floors. Sheesh! Someone around here using a mocap, or are these made from scratch? If from scratch, this would take severe dedication. When I saw you on I didn't realize just how many dances you had on this blog.
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![]() I’ve used it to create the map for a hexcrawl campaign, and I like the results. Should the river bend west here, or stay on its southerly course? Could there really be two towns so close together? Is that forest one hex too large? It’s maddening and it prevents me from getting anything done, so this process is intended to short circuit that by forcing me to adapt to randomness (which is fun in its own right). I find that when I create maps I overthink everything. ![]() It’s deliberately a lazy, quick, flexible system. There’s no reason you couldn’t fiddle with this in all sorts of ways to produce maps for larger/smaller regions, other genres, or even other kinds of maps entirely. I had fantasy hexcrawls in mind when I wrote this, and the map I’ve created using this method is for that sort of game. Building on the idea of die drop tables and tools elsewhere, I came up with a simple approach to quickly generating a region: the drop map. So maybe someone finds it as funny a project as I do … Marc Albrecht I realized that this might be more suited for a DAZ forum, but, after all, it is done in Houdini. Shader nodes for Redshift or Mantra are created, switching between them is possible using a simple renaming script. Morphs are being recreated in high resolution, so facial animation using morphs can be used right away (no need for adding a face rig). It recreates the rig in Houdini, adding arms- and legs-IK for easier animation. The system also converts the material paths, fixes the FBX import issue in Houdini (currently, bug filed) to get all the texture paths. ![]() Meaning: You get both the rig and the high resolution geometry over. ![]() The HDA, as it stands, accepts a DAZ exported FBX, which includes (currently limited to G8 figures) a rig plus a high-res OBJ for the subdivision detail (that does not get exported into FBX from DAZ). I have used this project as a sandbox for learning more about rigging in Houdini (and a bit about creating HDAs). Moin, a friend suggested I should post this here since it might raise some interest. ![]()
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