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As for the bubble canopy, what if the entire canopy was 2-parts, one mobile inside the other immobile?--with the "hatch" open, the semi-circular openings line up to create the cutout. But with the ship closing up, then the rotating bubble would also rotate inside the non-rotating portion and close the notch like a sissors.
Glad you guys like the little bubbleship ;).
I'll confess, I haven't put as much thought into it as you might be crediting me for; I started out with Gillman's Sketchup model, and even though there's nothing of it here, I used it as something of a templete to get started, and that's where the broad wedge of the entryway came from. It appears that the opening was wedge-shaped, just maybe not as wide an angle as modeled here. That's okay with me - I'm good with explaining it as making a more 'filmable' craft ;).
As for the front 'hatch,' yeah, nothing of what we saw ever explained how that could possibly work, or even account for a hatch ever having been there! The interior trim of the cockpit wrapped around and out the opening, making it fairly impossible to ever have something that sealed that space, and the overall design just never lent itself to anything that could either hinge away or slide into the existing bodywork. It's possible that the vehicle was only intended for temporal/dimensional travel and never meant to be a closed design at all - maybe the fins maintain its alignment with the timestream or whatever ;). With all the power this thing seemed able to channel, maybe it even had a limited transporter/replicator device with the sole purpose of creating or removing the entry hatch :coolhmm:. If one were to spend some time on adding details not seen (and therefore, not truly eliminated), I could see the little craft having a set of tripod legs, with part of the hatch swinging down with a stairway, but that still doesn't really explain where the upper half would go, unless, as postulated, it was split in the middle and each section could nest inside the hull on either side of the doorway (but then it probably wouldn't have the vital equipment right there in the panels of the open entryway ... )
Ahhh, Treknology ... nothing is ever simple ... ;).
Duplicate post - yay, new forum ...
Yep, you're right.
The entrance "gap" IS a wedge rather than parallel. These pages of screen captures at TrekCore illustarte it quite clearly.
http://tos.trekcore.com/hd/thumbnails.php?album=28&page=22
http://tos.trekcore.com/hd/thumbnails.php?album=28&page=23
Just not as wide angle as in presented in the render last page. Oh, and it appears we do get a brief look of the port side entrance panel. It seems to mirror the starboard fixtures. That second page of captures also reveals the chair was borrowed from the shuttle set, along with with its swivel bracket. Model that and it'll save some tasks if you ever consider building a Galileo interior.
Sincerely,
Bill
Of course, the wider wedge opening also makes possible a simple solution - call it an Occam Hinge ;):
D'OH!!!
Yep, the simplest solutions are usually the best! I really like that!
This prop/set piece is something of a mystery. I've yet to come across an article that discusses with any certainty, the origin of this pod craft. Some fans think it was built for some other production and Desilu was just lucky enough to get there hands upon it for Trek. On the other hand, it does look like some of the conceptual drawings of Matt Jefferies depicting things like "ground effect" flatbed "trucks" with bubble canopies or the repair pod that MattyManx converted into a Poser prop. I wonder if this was built for the Trek production and was planned to be "redressed" to serve as a StarFleet vehicle.
Maybe there is a well researched article with reasonable evidence about this prop, but I've yet to find and read it.
Sincerely,
Bill
hey guys and gals ,
i just saw this ,
they could be usefull for those of us that are doing our own version of starfleet ships and crew
http://www.daz3d.com/shop/badge-control-for-the-new-adventure/
the fact that they are for new adventures and the adventure continues is a bonus too
Looking good :-)
Thanks, Patience55. This will be the movie era verrison of Admiral T'Pel. It uses the V2 verison of the Space Command jacket. Like the M2 verison it conformed with very little trouble and no converison.
Hey folks,
Does anyone know how tall Kate Mulgrew is? :ohh:
Si :P
that kinda cheatin madd , shouldnt she be in the valour jammies of the motion picture ?
http://www.celebheights.com/s/Kate-Mulgrew-136.html
She's 5.5 but had to wear heels to appear 3 1/2 inches taller.
Where’s Bluto’s Cardassian Vest?
just a quick question, how is it coming with the cardassian and the jem hadar morphs?
Almost done with my Olympic Class Bridge, here is a quick view:
that kinda cheatin madd , shouldnt she be in the valour jammies of the motion picture ?
As a certain Squire once said,"It's my game and my rules!" :lol:
No, really, I just thought the TMP suits were too bland- and I only have 4 stories set in this era before I jump to the NG era for the final 2 stories.
Whatever happened to Picard's Ready Room?
As a certain Squire once said,"It's my game and my rules!" :lol:
No, really, I just thought the TMP suits were too bland- and I only have 4 stories set in this era before I jump to the NG era for the final 2 stories.
Nobody liked those uniforms, the cast didn't since they needed help to get in and out of them, wardrobe didn't since the built in shoes made them hard to clean and the prop dept. detested those bio buckles.
Very nice! Nice angle you picked, as well ;).
A little progress made on the interior of the timeship, so I'm attaching a screen capture from LW. I've decided to extend the 'dashboard' out from the central door to the hull (I'm thinking about maybe borrowing my control levers from the TAStrogator to go on either side there, canon be damned ;) ). With no reference diagrams or images, we never actually saw whether there was some sort of panel down on the port side - we only saw Lazarus apparently working with something there, so I added a sub-panel under the dash that one can acccess when the hatch is open and one is standing in the doorway. I even added defroster vents :D ...
BTW, I just rewatched it again, and something I noticed that I never saw even in the HD screenshots: there appear to be small, regularly-spaced fillets or something around the dome, so I've added those, as well. Not a big deal overall, but I think they add another level of believability to the design; it looks a bit lesslike a dome stuck to the top of another dome, now ...
nice work!
Are you going to keep it as is was shown? or are adding some special touches?
OOC, does anyone know of a Python script or utility that can convert a group of props into a single CR2, creating bones based on the origins and rotations of the parented props? I'm pretty much finished with Lazarus's timeship, and I grouped the whole OBJ and imported it into PP 2012 and tried to rig it, but apparently there are some points that are in the 'door' group that are in the same location as points in the main body, and when it opens, they 'bridge' across the open space (back in earlier versions of Poser, I never had this problem - D|S, sure, but not Poser. :( )
For the moment, this is a set of props (main hull, door, seat w/base), and I've saved them together as a single PP2, hiding all the controls for the door and seat other than the Y-rotation, and those have limits enforced - it all works pretty much the same as a rigged character, other than needing to select the props separately, rather than as body parts. Since this is a freebie, I'm not sure I want to go back and move points for miniscule distances, and possibly break something else in the process. But something like the Python script I described sure would be useful, at least for mechanical contraptions that don't need to 'bend' but only pivot; at the very least, it could be a quick way to create a rigged figure that could then be tweaked in the Setup room.
(BTW, I had this whole post written up and went away while the image was rendering, and when I came back and tried to post it, this stupid new site had logged me out yet again and my post was lost! DAZ, WHY can you never actually improve the forums when you change them over completely?????? Or even TEST them?? This new site sucks ...)
trying to figure out is is possible to have the spot light beam visible in daz.
Whatever happened to Picard's Ready Room?
I'm going to have it up next week, keep your eyes out for that and a couple more things not trek but star wars and such!
This is very "SWEEEET!"
just trying out a scene.
if interested space suit found here
http://www.renderosity.com/mod/bcs/space-suit-for-m4/93787
not free but only $ 9.74 by Simon-3D
I don't really know much about D|S, but can you add a little atmosphere to the scene? That would be why the beam would show in reality, so maybe it will here, too; I believe that works in Poser.
You can change its colour too :-)
In some of the images Redfern linked to, it looks like there isn't a dome at all, only a metal arch corresponding to the cut-out portion of the dome. Anyone else see that? Is possibly due to subtle differences between the two universes, am I seeing things, or is there some other reason?
Edited to add: Oh, I see the dome has been removed and set aside temporarily. They apparently added in the framework just for that scene.
Yep, you saw that right, Thalek - in the alternate universe, you can see in the long shot that the dome has been removed and is sitting over to the side between the rocks, and the metal arch from the entryway is still attached to the ship. No idea whether this was done to differentiate the two a little more, or simply to make photography easier. I suppose one could make the argument that the metal arch was part of the dimension-spanning equipment.
In a slightly-related note, I got the rigging done last night on the model - the front hatch swings out as in my previous pic, the seat swivels, and it's all one CR2 now, rather than 3 parented props (I 'cured' my bridging problem by moving the entire group for the door forward by about .02 mm, a change that's completely invisible but makes all the difference!); I also added instruments to the instrument panel. I have a bit more tweaking to do, mostly to make up some material sets for it (will make it easier to cover or uncover the dilythium crystals ;)), and I'm UV-mapping the OBJ so one can add markings to the model for repurposing it. :) (Sorry, no pix handy at the moment)