Linked scenes
Good evening,
I am trying really hard to get a handle on the terminology etc. and think I am close but maybe not using the right words or something because I cannot find anything when I search YouTube or (gack) Yahoo search which comes up for some reason when a search does not return anything in Youtube,
Anyway, situation your hero, old, overweight with thinning hair , well make that strong, good looking with brown locks crowding out of his helmet stands before a door. When he clicks the door, he enters the first scene of that particular dungeon (this is just an off the cuff example).
How do you go about linking a door to another scene for example and making sure that everyone with him including 3 legged Sam the wonder dog?
Sorry for the immature humor but it has been a very long day, I am tired and I find humor of any kind more energy increasing than any kind of negativity.
Besides, I loved an old arcade game called Dragon's Lair so much with it's goofy looking hero I might make my hero an overweight, balding but determined cleric.. :-)
Thanks,
Richard L. Morgan
Comments
What application are you referring to (DAZ Studio, Bryce, Carrara, Poser, etc.)
I'm not sure if I understand exactly what you want to do. I'm assuming you have created a scene in one of the above or similar applications that includes a door, and the door has the option to be posed open or closed. You can't "link" a second scene to visibly appear beyond the door when you open the door. You are still working the original scene. Think of a scene as a canvas upon which you paint. Either you paint the door closed, or you paint it open and paint other stuff within the opening, but it's all still on the same canvas.
That said, I suppose you could create a second scene consisting of what's beyond the door and render it and save it as a 2D image, then in the first scene you could put a plane behind the door and apply your image to that plane. It wouldn't really be "linked" in any way, however you could procedurally separate it into two scenes in this way if there was some good reason to do it (like your computer or application doesn't have access enough memory to work with everything in a single scene, or something else.)
But perhaps that's not what you are asking?
Like Sean, I am having to guess at exactly what you are trying to do or achieve. My interpretation is that you are doing an animation, where your character opens a door in one room and is able to see and move into the next through the doorway. Otherwise, as Sean suggested, the best/easiest way of achieving what you are describing for a still render would be to create a render of the second room as seen through the doorway and apply it to a primitive plane just beyond the door. If you are looking at an animation, then it is hypothetically possible to create a large scene consisting of two parts separated by a wall and door. The problem with that is the complexity of the scene and its components and the ability of your PC to deal with it, both loading, manipulating and rendering. In the virtual 3D world the techniques often involve creating illusions based on the minimum resources required to achieve an effect rather than attempting to recreate the real world in all ways in 3D. There have always been limits on the system resources available to achieve a given task, and for most of us there probably always will be.
Given that there is always more than one way to accomplish something, it is always wise, IMO, to consider the possibilities and choose the way that meets the requirements most economically.
All of this is referring to the entry screen that now says Daz47. I have seen Bryce but have not brought it up yet.
I will try to clarify what I am asking as to be honest I think I just now have an idea of what a scene is.
Now, what I am imagining might not be doable with a scene so correct me where I am wrong, ok?
Let's simply imagine that we have built a fairly large 3 story Victorian style home.
The outside of the house, all the outside walls, outside windows, chimneys, walkways, front porch, back porch, flower garden in back and half walls around the property with gates to connecting area are in Scene 1. If you walk through the front door OR is Daz3D not set up to walk through your creation? In other words, have I created only the outside of the house and the inside does not exist at all?
If you are allowed to walk through the front door where do the props etc for that room exist? On Scene 1, a subset of Scene1 or is that doorway just an illusion and there is nothing beyond it?
I want to be able to create a castle that you can walk through that would have multiple underground levels but it is starting to sound like that is not possible.
I bought the basic castle making package and it has round towers and I thought I saw steps inside it but again, where does that stuff exist? Is it on Scene 1 or something that is created when I pull the content in and drop it where I want to use it.
I am sorry if I sound stupid and if I do, please let me know the part that sounds stupid. Believe me, you cannot hurt my feelings because I am trying to learn.
Thanks for any help, greatly appreciated.
Nat/Natarthos/Richard
Your creation exists in a (virtual) 3D volume just as if you had built it in the real world. You are viewing this scene from some angle through a camera (as if you were standing where the camera is). To "walk through it", you would simply move the camera around. If you are currently viewing the outside of your building, you would want to move the camera inside through the door.
What happens at this point depends on the products you have purchased. (do you recall the exact name or web page for of the building(s) you are currently looking at?) Some people make buildings that are the outside shell only, with no interior. Some people make an outside AND an inside. Some people make just the inside. Hopefully the product description will tell you which kind it is.
You can of course load more than one product into the same scene, so if your building is currently a hollow shell but you own a 2nd product with a building interior, or furniture props or walls or whatever you can still create a complete interior for your hollow exterior, although then you have to worry about lining stuff up so it fits.
Note that if you move the camera inside the building, you might have slight difficulty getting a good angle without getting a wall or support pillar or furniture blocking part of your view. It is possible sometimes to hide some of these, but we'll worry about that later.
You can of course just use the default camera if you want, and experiment with that first. However for later, note that when DAZ Studio loads, it doesn't always load the default cameras (like the one called "perspective view") the way it was before. For that reason, it would make sense to create a new camera (from the menu, select Create > "new camera", give it a name you will remember, probably select "apply active viewport transforms" so it copies whatever the default camera you are using is looking at), then in the viewport's view selection dropdown you can select that new camera you just created. You can also create multiple cameras from different angles and switch between them this way; perhaps one that will be the final camera you will want to use when rendering your scene, and the others for more easily viewing the scene from different angles while building it. In the attached screenshot I have shown the same building viewed from outside with one camera on the top, and from a new camera I created on the inside on the bottom right, and a third camera also from the outside but at a different angle. I have circled the controls in the viewport that you can use to move your camera. Alternately, you can select one you created in the scene pane, then in the parameters pane there are controls to move it too.
In addition the circled controls, if your mouse has a scroll wheel, you can roll that to zoom in/out.