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3DDREAMSCAPES

THE PREMIER 3DLANDSCAPE ARTGROUP
Founded
9
Years Ago
159 Members166 Watchers

Gallery

Space Explorers

WINTER, SNOW, ICE

109 deviations
Planet Taira

SCI FI, FUTURISTIC

597 deviations

SEA, WATER

210 deviations
Alternative transport

DESERT, ARID

84 deviations
Happy New Year

MOUNTAINS, PANORAMIC

90 deviations

ARCHITECTURE, CITY, INTERIORS

153 deviations
Balloon

COUNTRY, PLAINS

22 deviations
Kicked2

CHARACTER in LANDSCAPES and SCENES

1668 deviations
1601201501

MORNINGS, MIST

27 deviations

SUNSETS, DUSK

76 deviations
Baker Street Ambiance 5

NIGHT TIME, FOG, EARIE

30 deviations
River

TROPICAL, VALLEYS, LUSH

49 deviations
Morning Dreaming

FORESTS, FLOWERS, GRASS, FIELDS

129 deviations
Pooping centaur

FANTASY, MITH, SUREAL

215 deviations
Searching for the Cosmic Fugue

OUTER SPACE, SHIPS, TECNO

16 deviations
Safari 3021

PLANETARY, WORLD, FIRMAMENT

20 deviations
Seven Rays

SKY, CLOUDS, CELESTIAL

13 deviations
Postcard from the Rim III

ALIEN, OTHER WORLDS

63 deviations
The Book Club at Sunflower Cave

UNDERGROUND, ROCKS, CAVES

11 deviations
3D landscape

LOW POLY, GAMECRAFT

12 deviations
Awesome

FRACTAL, PROCEDURAL

20 deviations
Literature

[Tutorial] How to use dForce with the Timeline

This is a very simple and easy tutorial for DAZ Studio that explains how to fix or improve dForce clothings or hair with Timeline. We'll be able to fix collisions between hair and character, clothing and character as well as items and clothing, and also simulate a walk movement physics on hair and clothing. I made full screen screenshots so you can click on them to see them better. I disable textures in viewport because it uses VRAM. 1 - Be sure all your items are loaded (character, hair, clothing, etc...). 2 - Display Timeline using Window -> Panes (tabs) -> Timeline 3 - To simulate walk movement, we need to stop the simulation at the final position. If we decide to use 10 frames, the real position must be set at frame 10 and we must apply an offset at frame 0. An offset of 20 cm (DAZ units are cm) is enough to simulate walking (for running, I use a 100 cm offset). It'll be easier to move the character along an axis, in my case Z one so I put -20 to Z position at frame 0 and 0

TUTORIALS, MAKING OFF

18 deviations
Witcher vs. Wyvern.

SCENES, OBJECTS, FILES SHARING

49 deviations
Hope

INSPIRATION Journals

3 deviations
Punschkrapfenbasic_3D_C.s260_+.03.10.2021

MACRO

4 deviations