Arlo app for windows | Arlo app for windows 10



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  • Ok, sounds good.
    I've completed my rig in C4D and relatively happy with it for the first attempt. Unless you are doing this for animation purposes or other specific task, it's a hell of a lot of work.
    I'm moving to Maya now to see if I can get a handle on the app as a whole.



  • @'Veneri':

    Morfium, how you going with this?

    Well, I didn't go on working with Gen3 in maya, made some test in DAZ studio.
    I only exportet Gen3 as fbx with the most recent maya preset, inside maya (2016) I've could import it and had the complete rigg avaiable and then I setup human Ik following some instructions from autodesk, I had to move the arms a bit back, so that they are on one line but after that I could assign the different parts from the human ik to the riggparts and well then I were able to do such bendings like, bending over, grabing with the hand or move the hand and the rest moves behind it like normal ik …



  • Morfium, how you going with this?



  • I've exported g3f/V7 to ZBrush without any issues, but only to make custom morphs to import back in.. haven't had much luck yet with maya. V7 mesh imports fine, but I had problems with rigging. Oddly, only her face and finger/toe joints (metcarpal/phalanges) seem intact after the import. All of the facial controls work so you can set any expression.. but I must be missing something major, because her main skeletal joints are missing for me

    some zbrush examples on my tumblr



  • The only real improvement is that you can export the joint correction morphs through fbx now. Which will allow you to save you some time that you would have needed to do manually, by exporting seperate objs of limbs in certain positions.

    The weightmapping is dual quaternion by default, which is now also the new default when being used in DS. They did this so the transition into other apps is easier than before due to not having a unique type of weightmapping anymore.

    There arent many differences other than that. Of course you end up with a ton more bones, especially in the face, but you dont have to include them all. I would wager that rigging the face with all these extra bones could take a massive amount of work.



  • @'Morfium':

    Do you have any experince with exporting the new Daz Figure into other programms?
    Like how easy/difficult is it to get it with rig inside Maya/Max/C4d/Mudbox… or so. Where are the Problems, what got improved compared to the old?

    I were able to export Gen3 to Maya, with rigg and also get the the Human IK of Maya working with it.. but more I didn't do with Gen3, yet.

    I'm currently giving it a go in C4D (just about done). I then want to give it a go in Maya (more so to learn the app)
    Back to your question though…
    Problem is when bringing in the fbx the default axis is not aligned properly and this needs to be rectified, especially if you are considering animation. Me being anal about things being correct, I've gone through the process of aligning everything. I also add my own view port controls, with custom user data controls for things like finger controls and foot rotations, banking, lifting etc... for easy posing. All this obviously takes time.
    I don't mind that they have added the twist joints to the legs and arms. With your IK system you can remove dynamics on the twist joints so they don't give weird rotations while moving your IK goal.
    However, that metatarsal and heel addition...I question the benefit/practicality of that. I am of the opinion that using the metatarsal and heel for posing is unrealistic for a biped rig; but then again, I'm a newbie to all this, so maybe someone can give their opinion on this as well.
    Their is also an additional neck joint, which I think is good.
    I don't think it is any more difficult than other rigs, just those twists to take into account.
    I am quite excited about the additional face joints for quick facial expression, but you could dump them and simply stick with using morphs. And don't forget the new ear joints.
    Other than that, the mesh seems to be improved with better and additional loops at the right places. I'm still to put the rig through its test so will give feedback later.
    The gens seem to be updated and the inclusion of a little butt hole could come in handy :D not sure if there's enough poly's down there for the caverns some artists like to create, so some tinkering may be needed.



  • @'Morfium':

    Do you have any experince with exporting the new Daz Figure into other programms?
    Like how easy/difficult is it to get it with rig inside Maya/Max/C4d/Mudbox… or so. Where are the Problems, what got improved compared to the old?

    I were able to export Gen3 to Maya, with rigg and also get the the Human IK of Maya working with it.. but more I didn't do with Gen3, yet.



  • Have not worked with V7/G3F yet. I'm scared to, what with all the money I've dumped into G2F in the last few months. If I get hooked on her, I'm liable to throw more money at her :lol:

    I would like to know how to export to Max 2015 and preserve poseability without having to build a skeleton.
    Then again, there's a lot of things about Max I need to learn. I've barely got the Material Editor somewhat figured out (I know where it is, anyway :lol: )


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