On my computer, this...

Is quick and responsive.   0 votes - 0 %
Is usable, but not exactly snappy.   1 vote - 100 %
Is as jerky as 4fps Doom on my old 386.   0 votes - 0 %
Is dogassed slow.   0 votes - 0 %
The glaciers, they will overtake it within the week!   0 votes - 0 %
1 Total Votes
this is a drunk and almost certaiunly unhelpful by TPD (2.00 / 0) #1 Fri Apr 28, 2006 at 04:30:58 PM EST

Have you looked at makeHuman (not sure if you can export their models) or just export poser figures (somewhere I have a copy of an earlier version).

If not there are quite a lot of .obj files about (which is also a piss easy format for handling)

why sit, when you can sit and swivel with The Ab-SwivellerTM

Someone... by NoMoreNicksLeft (2.00 / 0) #2 Sat Apr 29, 2006 at 06:49:18 AM EST
Actually commented elsewhere that they believe the model I'm using now is makehuman. It might be, I just stumbled onto it.

I've looked it up, but not even sure what it is. Is it just a set of python scripts for blender? Does it include some human meshes already?

As for Poser, from what I remember anything above v4 has some really nice meshes, but before that they're pretty stanky. Oh... and whoever I sweettalk into exporting the meshes for me, I kinda need them to raise the arms to level. This thing was already boned, and it was still a pain in the ass to get them where they needed to be.

I just wonder if all of this is going to work.
Do not look directly into laser with remaining good eye.

[ Parent ]
I couldn't move him by DesiredUsername (2.00 / 0) #3 Sat Apr 29, 2006 at 08:12:46 AM EST
other than the rotations provided. Bug or Feature?

Now accepting suggestions for a new sigline
Too generous to call it a feature. by NoMoreNicksLeft (2.00 / 0) #5 Sat Apr 29, 2006 at 10:08:58 AM EST
In the year 2075, where we have x10,000 times the computing power than we have now, there are all sorts of things that would be done differently.

But for now, trying to render a model with that many triangles on the fly... whether locally on your client, or on my server, it's just not feasible.

So, I'm pre-rendering the model from all the important angles, and serving them as PNGs. The PNGs are embedded in the SVG so that I can hide one, put up another. In addition, there are bitmasks that cover the surrounding area, but not the guy in the PNG. When a drawn circle or rectangle is put up, it's above the PNG, but beneath the mask... you can't draw on the black background itself. Which makes for a neat effect where a shape should overlap both.

I'm hoping that only having a fixed number of angles will not be so much of a burden. For most tattoos (and the other uses), the current (along with the proposed closeups I've not done) angles should be sufficient, shouldn't they?

Of course, I've not even started on calculating the resultant texture maps yet. I barely managed the 1982 computer 3d stuff on my other applets though, so I'm getting kinda worried. Wish I had $1000 to throw at some indian or chinese programmer.
Do not look directly into laser with remaining good eye.

[ Parent ]
surely these are immodest effects? -nt- by clover kicker (4.00 / 1) #4 Sat Apr 29, 2006 at 09:34:19 AM EST