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3d-coat applink request.. add your voice
Posted: 03 September 2012 07:21 PM   [ Ignore ]
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It is in as a feature Request https://bugs.daz3d.com/view.php?id=47504

Add your voice and see if we can get Daz to do this as well.  It would make a nice connection in the workflow.

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Posted: 04 September 2012 06:16 PM   [ Ignore ]   [ # 1 ]
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I’d really like it for DAZ Studio since i don’t use Carrara much

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Posted: 04 September 2012 08:19 PM   [ Ignore ]   [ # 2 ]
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I can understand that.  I am the opposite.  I don’t use DS much I just grew to like the Carrara way of doing things too much.  But either way the core of the functions should be about the same as ZBrush.  What to do with the pieces that come back would require some tweeking but most of it all would already be in place for both products ala GoZ.  Make that a note when you update / add to the request

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Posted: 05 September 2012 08:35 PM   [ Ignore ]   [ # 3 ]
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I would love to see a 3D-Coat applink.

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Posted: 06 September 2012 11:04 PM   [ Ignore ]   [ # 4 ]
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From the bug/feature request tracker.

bfurner (manager)
The SDK is available for Carrara and if the developer of 3D-Coat wants to build a plugin it’s available for them to do. The sdk will be available from this area of the doc center.

The creator of 3d coat has been asked several times for a Carrara applink and he has always stated that he would be glade for someone else to develop it. I think he offered to give some financial incentive. I am not sure if that would be in real money or free software I don’t know. But he is not going to make the applink.

So who would be so inclined to make it?

I don’t see many plugin developers for Carrara anymore. I have not seen Fenric in a while, but he has stated that he is not making another import/export plugin that he does not use. I cant remember him ever saying he had 3D-Coat. Even if he did, the request for the applink has been made before and if he was going too I bet he would have said so. It truly is not fair to him though to rest all of our hopes for plugins on him.

If Daz does not make it, I doubt it will ever happened.

 

 

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Posted: 07 September 2012 08:37 AM   [ Ignore ]   [ # 5 ]
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Posted: 11 September 2012 05:33 PM   [ Ignore ]   [ # 6 ]
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holly wetcircuit - 07 September 2012 08:37 AM

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Posted: 12 September 2012 09:52 PM   [ Ignore ]   [ # 7 ]
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This is a topic I am also interested in. I may be able to write the plugin myself, but I cannot find a download-able version of the carrara SDK. I am not familiar enough with carrara plugins to know if the lastest beta SDK is required or if an older version of the SDK could still be used. I believe that the 3D coat app link actually uses file exchanges between applications, so perhaps the latest isn’t required.

The link to the carrara 7 SDK ... doesn’t work.

I believe that someone has written a a carrara plugin to allow python programming, which might be a way to get this working. Anyone familiar with this plugin - and python?

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Posted: 13 September 2012 07:40 AM   [ Ignore ]   [ # 8 ]
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I found c8 and c7 sdk on a backup and have uploaded them to my dropbox. Once C8.5/9 is release then Daz will hopefully issue a new sdk.

here are the links.

http://dl.dropbox.com/u/3367962/C8_SDK_8.0.0.215.zip

http://dl.dropbox.com/u/3367962/CarraraProSDK_7.0.zip

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Posted: 13 September 2012 09:48 AM   [ Ignore ]   [ # 9 ]
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I have looked into this before, and my opinion is…

Getting an applink for just painting any mapped vertex-based object (rigged, unrigged, native, poser, whatever) would not be too hard.

Getting an applink to do anything to a not vertex-based object (plant, spline, metaball) is pretty much impossible.

Getting an applink to morph/retopo/uv a generic vertex object would be ok (understanding that the result of retopo would be to import the new object and delete your old one)

Getting an applink to morph or uv a native rigged vertex object would be possible (you simply can’t retopo a rigged item).

Getting an applink to do anything other than paint on a Poser object will be quite challenging.  Morphs might be possible with a lot of effort - remember, DAZ had access to the Carrara source code when making the GoZ plugin: I wouldn’t have that resource.  I have yet to make the SDK functions that change UV mapping work with Poser figures (not saying it’s impossible, but I’ve not been able to)


Unfortunately, I have a pretty strong suspicion which of those operations above is the one most people are hoping to do.

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Posted: 13 September 2012 02:22 PM   [ Ignore ]   [ # 10 ]
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Thank you Fenric.  That sums it up very nicely.  There I believe 9 things that applink supports, but that last part is the nail on the head.

Fenric - 13 September 2012 09:48 AM

I have looked into this before, and my opinion is…

Getting an applink for just painting any mapped vertex-based object (rigged, unrigged, native, poser, whatever) would not be too hard.

Getting an applink to do anything to a not vertex-based object (plant, spline, metaball) is pretty much impossible.

Getting an applink to morph/retopo/uv a generic vertex object would be ok (understanding that the result of retopo would be to import the new object and delete your old one)

Getting an applink to morph or uv a native rigged vertex object would be possible (you simply can’t retopo a rigged item).

Getting an applink to do anything other than paint on a Poser object will be quite challenging.  Morphs might be possible with a lot of effort - remember, DAZ had access to the Carrara source code when making the GoZ plugin: I wouldn’t have that resource.  I have yet to make the SDK functions that change UV mapping work with Poser figures (not saying it’s impossible, but I’ve not been able to)


Unfortunately, I have a pretty strong suspicion which of those operations above is the one most people are hoping to do.

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Posted: 13 September 2012 08:49 PM   [ Ignore ]   [ # 11 ]
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Thanks for the links to the SDKs Muphasa, that is much appreciated.

And I also think Fenric is spot on about the scope of such an undertaking. I never would have even considered attempting some of those operations. So, I may be underestimating peoples expectations, at least from a part timer liker me. Transfering non vertex objects, or rigged objects back and forth, would be a recipe for frustrated exhaustion, surely. And, being able to handle/create morphs, that would be cool, but currently beyond my skill set. No, I was really only thinkling of the simpeler operations. Textures and UVs for the most part.

Fenric - 13 September 2012 09:48 AM

I have looked into this before, and my opinion is…

Getting an applink for just painting any mapped vertex-based object (rigged, unrigged, native, poser, whatever) would not be too hard.

Getting an applink to do anything to a not vertex-based object (plant, spline, metaball) is pretty much impossible.

Getting an applink to morph/retopo/uv a generic vertex object would be ok (understanding that the result of retopo would be to import the new object and delete your old one)

Getting an applink to morph or uv a native rigged vertex object would be possible (you simply can’t retopo a rigged item).

Getting an applink to do anything other than paint on a Poser object will be quite challenging.  Morphs might be possible with a lot of effort - remember, DAZ had access to the Carrara source code when making the GoZ plugin: I wouldn’t have that resource.  I have yet to make the SDK functions that change UV mapping work with Poser figures (not saying it’s impossible, but I’ve not been able to)


Unfortunately, I have a pretty strong suspicion which of those operations above is the one most people are hoping to do.

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Posted: 14 September 2012 08:22 AM   [ Ignore ]   [ # 12 ]
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Hi Fenric great to hear from ya.Thank for the break down in what is achievable atm.


Yea I think most people would wish for the ability to do morphs on poser/genesis products.

What can Daz do to help this project? What things about the SDK need to be changed or explained?

 

And thecatsmith you are welcome. My pleasure to help.

 

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Posted: 14 September 2012 08:41 AM   [ Ignore ]   [ # 13 ]
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I was just hoping for the external modeler/painter and the retopo… I assumed the rigging wouldn’t pass back and forth…, but why can’t you send a rigged figure’s model, retopo, send it back and then transfer the skeleton the same way Wendy does when she puts a boned rig into a chair or whatever…?

And I’m extra whiny today but must Carrara ALWAYS be held back by Poser4 compatibility???

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Posted: 14 September 2012 11:36 AM   [ Ignore ]   [ # 14 ]
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Muphasa - 14 September 2012 08:22 AM

Hi Fenric great to hear from ya.Thank for the break down in what is achievable atm.


Yea I think most people would wish for the ability to do morphs on poser/genesis products.

What can Daz do to help this project? What things about the SDK need to be changed or explained?

 

And thecatsmith you are welcome. My pleasure to help.


In Carrara, morphs are handled by a two-layer system of “Morph Area” and “Morph Target”.  For native figures, it is pretty straightforward - you usually only bother with one area.

For poser figures, there is one morph area for each rigging group, and then targets under that.  The first trouble is splitting the newly imported morph up into the groups: getting the loop to work properly, handling name collisions, handling welded vs. unwelded groups, and dodging around alternate geometry all get fun.

Another trouble is that your new morph won’t show up in the tree view.  The sliders there are not directly tied to the “real” morph targets, but the linkage is not documented or exposed to the API - this would need to be fixed.

A third problem is that Carrara only adds the morph area if the item’s CR2 file actually had morphs.  If you load a shirt, for instance, that has no morphs, it will have no morph areas.  If there are no areas, you can’t create a target.  I don’t know what magic is required to get CreateMorphArea to do its thing, but I can’t get it to work on a poser figure.  I think it might tie in to the previous issue as well - there is some behind-the-scenes magic going on that just isn’t in the SDK.

And I already mentioned that the UV functions in the SDK do not work on Poser figures as far as I can tell.

 

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Posted: 14 September 2012 11:37 AM   [ Ignore ]   [ # 15 ]
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holly wetcircuit - 14 September 2012 08:41 AM

I was just hoping for the external modeler/painter and the retopo… I assumed the rigging wouldn’t pass back and forth…, but why can’t you send a rigged figure’s model, retopo, send it back and then transfer the skeleton the same way Wendy does when she puts a boned rig into a chair or whatever…?

You can… and the results will be about as good: chunky bends, bad stretching, and tears in the mesh.  That will get people to file bug reports against the plugin, and I’ll have to spend time and effort explaining why you can’t just change the mesh and hope for the same quality you started with.  In the past, those sort of conversations frequently resulted in a return showing up in my sales report.

holly wetcircuit - 14 September 2012 08:41 AM

And I’m extra whiny today but must Carrara ALWAYS be held back by Poser4 compatibility???

Because there are many irritable and unforgiving people who shop at DAZ, use Poser 4 compatible figures exclusively, and who will expect everything to work seamlessly and flawlessly.  They will not read the documentation, and will not accept limitations or work-arounds.  If I try to explain the limitations, they get angry.  While it’s amusing on some levels to have people assume that I am a DAZ employee and threaten to get DAZ to fire me, it is still stressful to have to deal with.  And I simply do not make enough money from these plugins to be willing to put up with much of that at all.  (Supporting the freebies is even worse, surprisingly enough.  I’ve never had so many aggressive and impolite emails as I got because of my port the Ivy Generator.)

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