![]() The image is also slightly fuzzier than in normal mode since it has been enlarged.ĭeterioration in image quality is inevitable if anything other than the "native resolution" is used.Īs we have explained, when something like full-screen display or enlarged display is used to display an image on an LCD at a resolution other than the recommended one, it can be necessary, for example, to use two pixels to display data that should be shown with one dot. As a result, a circle, for example, is displayed as a horizontally elongated oval. This means that the image's aspect ratio, which should be 5:4, has been changed to 16:10. With full-screen display the horizontal 1280 rows of pixels are displayed as 1920 rows, and the vertical 1024 rows of pixels are displayed as 1200 rows. The image is also slightly fuzzier than in normal mode since it has been enlarged. By doing this the image is not distorted but black areas are produced at the left and right since 420 horizontal pixels (1920 – 1500 = 420) are not lit up. In this case the vertical 1200/1024 is enlarged 1.171875 times, so the image is displayed using 1500 horizontal rows (1280 × 1.171875 = 1500) and 1200 vertical rows of pixels. At that time 640 horizontal rows (1920 – 1280 = 640) and 176 vertical rows (1200 – 1024 = 176) are not lit up so black areas are created at the top, bottom, left and right.Īn enlarged display means that the image to be displayed is enlarged while preserving its "5:4" aspect ratio. In other words, 1280 horizontal rows and 1024 vertical rows of pixels are used to display it. In normal display (same magnification) the image with a resolution of 1280 × 1024 is displayed with that number of pixels. When a 1280 × 1024 image is displayed on a monitor with a native resolution of 1920 × 1200 Then what happens if an image is displayed in a different resolution from the "native resolution," and in particular what happens if that resolution has a different aspect ratio to the "native resolution"? Let's consider a case where a "1280 × 1024" (horizontal : vertical = 5:4) image is displayed on an LCD monitor with a native resolution of "1920 × 1200" (horizontal : vertical = 16:10). The "number of pixels", or put another way "the number of points that light up", in an LCD screen is decided, and this "number of pixels" is the "native resolution." For example, this means that a monitor with a native resolution of "1920 × 1200" lights up, or turns off, 1920 horizontal rows (dots) and 1200 vertical rows (dots) of pixels to display images. The "native resolution" is written in a monitor's specifications, but what exactly does it mean? What happens if images are displayed at a resolution other than the "native resolution"? In particular, you can't help wondering what happens when an image is displayed in a resolution with a different aspect ratio. Making Full Use of the "External" LCD with Laptop Computers.The difference in image quality is perfectly obvious! – Let's check the LCD's display.Are the response time figures true? A close look at LCD video performance.The Ability to Display Color Correctly Is Vital: Understanding the Color Gamut of an LCD Monitor.DisplayPort to D-Sub: The Full Range of LCD Monitor Video Input Interfaces.Maximum Display Colors and Look-Up Tables: Two Considerations When Choosing a Monitor.Altering color dramatically with a single setting: Examining color temperature on an LCD monitor.Smoother Video with Cutting-Edge Technologies: LCD Monitor I/P Conversion.Is the beauty of a curve decisive for color reproduction? Learning about LCD monitor gamma.How can a screen sense touch? A basic understanding of touch panels.The Latest on Computer Screens and Eye Fatigue.Confused about HiDPI and Retina display? ― Understanding pixel density in the age of 4K. ![]() EIZO 4K Monitors – high definition and large screen sizes.10 ways to address eye fatigue caused by displays.
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![]() ![]() ![]() Select locations in the core worlds will offer services that no others do, giving them a unique use, where they were nameless refuelling stations in the past. Powerful relics of the past on planets in the more dangerous, unexplored parts of the sector. You will encounter unique events when salvaging derelict entities, three additional types of discoverable stations, a new superstructure, campaign layer artillery that shoots you while navigating a star system, a new type of hostile terrain - and uncover surprising, This mod is a gigantic content expansion that fits almost seamlessly into vanilla to add a multitude of new gameplay options, expanding primarily on exploration and colony gameplay. Unlocks the ability to create detachments from your fleet on the fly and much, much more. Adds a large amount of exploration content and encounters, adds consumable items, new campaign layer defences, and petsĪdds special functionality to select core world planets,Ĭomes with more than 20 new buildings for your colonies (all with unique effects), ![]() Once open the Avatar Pose file displays the avatar in " Texture" mode with the underlying skeleton set to " X-Ray" (see-through) mode for visibility. Doing otherwise will break the resulting action once imported (bones will be incorrectly aligned). IMPORTANT: the skeletons (Armature) bones as correctly orientated relative to IMVU, they should not be altered in any way that would otherwise appear to 'fix' this beyond being manipulated to create avatar poses. In other words, poses start from a relaxed position that accommodates mesh stretch and collapse more-or-less in all directions. The " T" stance is useful as a starting point because the mesh is generally positioned at its most relaxed, there are few kinks or distortions, especially under the arms, at the elbows or knees, pinch-points where the mesh can collapse when over-manipulated. This is the 'base' pose for both female and male avatars from which all poses are made.ĭesign note: why a " T"?. Opening the IMVU Avatar Pose File into Blender (" File » Open » " or drag-and-drop the file into Blender from Windows/File Explorer) the first thing to note is the avatars default pose, arms outstretched to form what is typically referred to as a " T-Pose", the figures stance resembles the letter " T". It's this information that's subsequently exported out to FBX and used in IMVU as the triggered action (static or animated. Here a representation of the female or male avatar is presented (in separate files for clarity) such that they can be manipulated and posed like an action figure, the limbs being controlled by an underlying skeleton whose joints can be bent and articulated so that, along a chain of bones that are linked together, a leg can be shown to 'kick' or arm 'high-five'.ĭesign note: poses don't add or remove material to/from the avatars meshes or skeleton but instead simply register the position of (Armature) bones. Introduction ^Īs briefly mentioned above, avatar actions, stand-alone poses not associated with other products, do not rely on additional content to be made, everything that's needed is contained within the avatar pose file. To learn how to mesh and make model in Blender click here. 'chair', 'lamp', 'bed' or other visual element Users actually see in game/client. The following material does not discuss making the game model/mesh seen in IMVU, i.e. A rudimentary understanding of Blender is recommended. With this in mind the following tutorial discusses the basics process of producing custom, stand-alone, avatar poses for IMVU ( applicable to both female and male avatars). |
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