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Zmesh Mistake charactors
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This shows how one Cylucent becomes many. I also show the zmesh makeup of the character.

I must say the eye and arms are Associated to the 'Shell 'body', legs are parented to the Shell. Shell is non zmesh/fillet.

MAN!! that was a FIGHT! to get that little avi up to show how the one model is used to make many different looking ones.

Attach file:



png  Cylucent.png (169.96 KB)
36_51fc84fca09be.png 640X480 px

png  Cylucent1.png (97.32 KB)
36_51fc854859804.png 640X480 px

png  cylClr1.png (186.60 KB)
36_51fc865f61446.png 940X400 px
avi CylClr-show2.avi Size: 573.00 KB; Hits: 258

Posted on: 2013/8/3 4:19

Edited by Clae on 2013/8/3 4:38:24
Edited by Clae on 2013/8/3 4:39:05
Edited by Clae on 2013/8/3 5:15:10
Edited by Clae on 2013/8/3 5:18:22
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Re: Zmesh Mistake charactors
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Here are some shots for the Shape zmesh fillet.

Just click on the images and you'll see the 'wording' better.

Attach file:



jpg  l_shldr.jpg (60.25 KB)
36_51fd66b6af901.jpg 940X469 px

jpg  l_shldr1.jpg (67.54 KB)
36_51fd66c5a0564.jpg 940X469 px

png  results.png (29.97 KB)
36_51fd6771c33c3.png 640X480 px

Posted on: 2013/8/3 20:23
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Re: Zmesh Mistake charactors
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Did they ever enable fusing the zmesh into a normal static mesh? like exporting from organica?

Posted on: 2013/8/8 1:13
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Re: Zmesh Mistake charactors
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it's been a while since I used zmesh but I think yes is the answer. I made a zmesh auto and exported it to .obj with 3D Explorer i think.

Posted on: 2013/8/8 2:14
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Re: Zmesh Mistake charactors
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cool work Clae...good to see you're continuing with this epic story

Posted on: 2013/8/8 2:16
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Re: Zmesh Mistake charactors
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As soon as I have some time; I'll post HOW I do the zmesh setup [complete] of the Cylucents. Keeps the 'crossovers' out of the mesh.

But for now, back to 'Knight Of The Dragons' 'BUT HERE' [cover for the DVD SciFi Project/Mistake!] 'Tough Guys' and a WHOLE lot more oil paintings I'm working on.

Posted on: 2013/8/8 18:54
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Re: Zmesh Mistake charactors
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This is the 'Shell' body and legs; they are parented as one unit. Shows how I 'fillet-name' them. If anyone is interested about the arms I'll post them as well. The 'head'[neck-eye] is boned[no zmesh]. In the stage editor the arms and 'head' are Associated to the body/legs. Because zmesh is used, there is no 'scaling'; the size you load into the stage ed is the size you stay with.

And Lahl, I only get separate objects with an exported zmesh.

Attach file:



png  baseSet.png (267.24 KB)
36_52071605bd562.png 841X480 px

png  l-leg.png (67.01 KB)
36_5207160e15ebc.png 1030X585 px

png  r-leg.png (75.25 KB)
36_5207161c96da4.png 1117X580 px

Posted on: 2013/8/11 4:42
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Re: Zmesh Mistake charactors
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To go on...

Here are two Cy-associate avi-s. The 'eye' 'limb' and the right arm and the left arm are separately associated to the body [shell-legs].

One avi shows the set as 'one' unit, the other shows same 'walk' but eye-arms 'out' and away from the 'body'

arms-legs are zmesh iobs while the 'eye' is just mesh-bone setup.

Attach file:


avi CyWalkShot.avi Size: 791.00 KB; Hits: 127
avi CyWalkShotAss2.avi Size: 798.50 KB; Hits: 121

Posted on: 2013/8/15 4:03
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Re: Zmesh Mistake charactors
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Some more on zmesh vs just mesh.

bulge>zmesh bicep to mesh deform group/shape.

png/AVI>the background arm is a mesh actor with StageEd>Action/state line, mid arm is zmesh actor StageEd>Action/state line, the foreground arm is a mesh StageEd>Action/Actor line setup.

Attach file:



png  arm1.png (36.26 KB)
36_5212d68a4375d.png 480X360 px

png  arm2.png (31.50 KB)
36_5212d693d7254.png 480X360 px

png  arm3.png (38.21 KB)
36_5212d69e6828a.png 480X360 px
avi arm-r.avi Size: 611.00 KB; Hits: 113

Posted on: 2013/8/20 2:39
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Re: Zmesh Mistake charactors
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I see I'm getting a lot of questions on this...

Anyway...

The ugly zmesh shows one can not solid 'bone' a zmesh iob... it is ugly; splinters on the 'bending'. [This is a quick 'setup'... the 'thigh' and calf would be good to separately zmesh together with the shoes simply non-zmesh bone attached.

The helmeted figure shows how I attached the zmesh arms to a 'solid' non zmesh boned figure; this is a 'as you build in detail ed you live/work with' setup... in another words you can't resize it in the stage ed.

Attach file:



png  ZmeshUgly.png (124.60 KB)
36_5216d8473fc57.png 1072X480 px

png  Grdn1.png (59.87 KB)
36_5216d865a2c48.png 740X360 px

png  Zbones.png (194.88 KB)
36_5216d8d40f74c.png 1358X480 px

Posted on: 2013/8/23 3:49
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