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What I learned in Adult Animation This Week 9

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This video is about two concepts that I learned in DazStudio. I learned how to edit geometry natively in the platform to a decent degree. It does not work as well as a full fledged modeling platform like Blender but it works well enough. I also learned the concept of saving proof of concept objects as Scene Subsets. These objects can then be brought into larger scenes from that file system. It is basically a way of creating your own personal asset library.

Published by D4rkShepherd

Video Transcription

Dark Shepherd here. I actually have to re-record this video because AI

moderators and human moderators can't really tell the difference between an AI

generated person and a real person so I'm gonna redo this and not put in the

picture that had an AI generated woman in it. So I'm gonna start with what I

learned this last week is kind of the continuation of what happened last week.

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When the what I learned video from last week I kind of talked about how

people don't cut holes in walls to put doors in to actually make it look more

realistic. In certain developers anyway. But there's actually a way to do that in

Daz instead of just doing it in Blender. So I showed how to do it in Blender but in

Daz you can actually do it quite easily as well. So we're gonna take a plane and

scale it on the X and then rotate it on the X and then we have basically a

little wall. So we have a tool in Daz called the geometry editor and this is

stuff that I've been discovering. So the geometry editor I've already got selected. We

have different selection methods. So it's kind of a little bit like Blender in a

way where we have polygons, we have edge selection and vertex selection. So we can

grab multiple different types of pieces. So the types of selection we have is

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