By observing existing products of the rehabilitation market one thing becomes clear. People with functional disabilities are restricted on current technology wheelchairs. Their mobilty is highly confined, even in environments specially designed for them. They are in an almost permanent sitting position and they aren't able to use anything intended for an able-bodied person. A closed door, a light switch or an ATM are out of reach. Existing standing powered wheelchairs are expensive, heavy and bulky. They also lack the ability to overcome small architectural barriers.
Laddroller combines an exoskeleton with a powered wheelchair. It offers simultaneous maneuverability from standing position and posture adjustment without additional complex mechanisms. Laddroller is a light and solid unit with small turning radius and minimal maintenance needs. It operates easily from any position of the user's posture and is able to climb curbs and overcome gaps even going forward thanks to its differentiated approach. High quality metal alloy frame, state of the art electronics, reliable motors and the ease of use, compile a unique, effective and promising product.
Laddroller is a patented invention of Dimitris Petrotos and Marios-Ermis Petrotos, a 3 year R&D project that it is already prototyped.
An artist : Aw man! I saw my arts were reposted on Instagram. I’ve asked them to take my arts down but they ignored me.
Me : Say no more! Click this link, then click ‘fill out this form’. Fill the form and wait for about 1-2 days, the staffs will remove the image you were reporting from the reposter’s account :^)
Ngl I'm 20 years old and I still do this.
If wolverine is your favorite X-Man then you probably just like strong male characters.
If wolverine and nightcrawler are your favorite X-Men then you probably like a good "bear x twink" dynamic.
If wolverine, nightcrawler, and beast are your favorite X-Men then you are definitely a furry.
February 20 2005 3/20/05
I tracked down a budist temple only a couple hours from here.
Maybey reincarnation is what i'm looking for.
I know I would have to wait until I die and I can't choose what I become but, it could give me some goals.
Good deeds and meditation right?
I did the math and it would only take 11,793,402 house flies to carry me away.
People often ask me about how I create fur in blender, so I decided to make a post about it with all the details. I will use my personal Kotie model as an example. It already has all the fur but I will create a new one with step-by-step explanation ~
I will only create the fur for the face, but everything I will use here works for the rest of the body as well!
Important:
I use Blender 3.6.
I don't know much about the new hair system; I don't work with it for now.
I'm not a professional, not a teacher, and not a Google or Youtube. I'm a chaotic self-taught hobbyist who does stuff for his own use only, so I don't know everything :'D
I don't know if will I do more posts like this. It's not easy, it took me many hours of work.
My main blender-related post.
So, met the hairless Kotie! He is ready to get some fur...
>>>>
I create fur through multiple Particle Systems. So, I created a new one and edited it a little, making the hair particles shorter. Then I use Vertex Groups to control where the hair will grow. For example, I want to create facial fur, so I create a Vertex Group for the face (I already have several) and paint it using Weight Paint. Red is for fur and blue is for places with no fur. Also Vertex Groups can be used for fur length, clumps, kinks and other settings. I sometimes play randomly with these.
Next, the fur needs to be combed and it is easier to do this symmetrically. Particle systems are never symmetrical at first, so I just remove the half and then mirror the other half.
There is a bug related to the symmetry of hair particles in Blender. I once made a post about it.
Combing works like… combing. I just need to comb the fur in a natural direction (if you are not sure how to comb it - look for photos). It also usually makes sense to make the fur thinner - this can be done by changing the "Diameter Root" in the Hair Shape settings. This will make the fur look more like fur and less like spikes.
Then I add Children to make the fur densier. At first it usually looks very smooth, even unnaturally smooth, so I need to make it messier. There are many tools for it - clumping, roughness, plus I can add some details by selecting random hairs and editing them separately. There are also the Length and Threshold settings in Children to make some part of the hairs shorter than others.
Another good idea is to make a duplicate of the particle system with a lower fur density and edit it separately (it's important for it to be a fully separate one, so press F9 when you duplicate it). I made the fur on the duplicate longer, fluffier, combed it a little differently, and added some clumping. The main fur is blue and the duplicate is red, to make them clearly visible.
A good way to paint fur realistically is to mix (using Mix Color node) few Color Ramps with Curves Info. This allows you to color the fur in every little detail, especially if you will also use texture masks.
I used texture with stripes as one of the layers, and this is what I got:
I use Cycles and Principled Hair BSDF
All other fur parts (neck, body, paws, tail) are created in a similar way. There can be as many of different Particle Systems as you need (and as many as your computer will allow you to do). To improve performance in the viewport, you can set fewer displayed hair children than in the render.
More color details can be added using texture masks - for example I drew one with spots for whiskers.
This is what I got + black one as a bonus/variation.
Fur settings are individual - for example, it can be more or less shiny, so it makes sense to try different variations and choose what looks best. 3D is always about experimenting and trying new things! c:
Also, each Particle System can have its own material. I gave Black material to some of them (they are red in viewport) and this is what I got:
That's all for now, thank you very much for reading! I hope this was useful to these who are interested in creating fur in Blender.
~ Vill Liedo <3
Imagine a game like spore but you start out in a truly completely empty universe. Nothing but stars and planets. So instead of starting out with panspermia, on your first planet, in your first playthrough you have to play this "chemical stage" to decide the kind of stuff your planet's life will be made of. Then on other planets after that you can choose to do it again to make a completely different life or populate this planet via panspermia using life forms from your first world to see how you can get different things from the same ingredients.
So as you play and replay you can slowly fill up the universe. And maybe you can also have a simulation mode to just let things progress a little ways without you messing with it to see how things progress.
And as you keep playing it can get progressively harder to start life from scratch because now panspermia events happen so often (a toggle able feature) that every planet becomes increasingly competitive as time goes on.
Just an idea.
Life is cyclical.
Phone upgrade came in 👁
This is so satisfying
NanoDog is powered by Jetson Nano, 13 Servo Motors, PCA9685 I2C Driver, CSI Camera. Final goal is to deploy a LiDAR and 3D Camera for a fully Autonomous AI-Dog for EdTech.
👏🏻👏🏻
I like wakfu, blender, marvel, random web series, and technology.
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