Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)

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  • chickenmanchickenman Posts: 1,170

    SO I have played around with it abit more and I can export from Studio as a CR2 or collada and all morphs other than the ramp work.

    I have to save it as a OBJ with the ramp down for it not to distort the mesh as the ramp is opened.

    If I want to animate it I will have to export it with the ramp at verying levels of down.

     

     

    3 LAVS-2.jpg
    1920 x 1080 - 1M
  • DartanbeckDartanbeck Posts: 16,059

    if all else fails I chop stuff up in the vertex room and save parts

    I do a lot of that as well. In fact, some parts of previous generation conforming items disappear completely after being auto-fit to Genesis - like wings and such. I'll often turn that stuff into a vertex object (Thanks to Fenric's Unlock!) and chop it up to save as individual props that I can manipulate by hand. Fun (and useful) stuff!

    I think it was you (Wendy) who got me started on doing all of that. Thanks for that! 

  • DartanbeckDartanbeck Posts: 16,059

    SO I have played around with it abit more and I can export from Studio as a CR2 or collada and all morphs other than the ramp work.

    I have to save it as a OBJ with the ramp down for it not to distort the mesh as the ramp is opened.

    If I want to animate it I will have to export it with the ramp at verying levels of down.

    First - That's one helluva nice render, chickenman!

    Second - so, once in Carrara, can you select the ramp in the hierarchy and rotate it? Should be able to.

  • DartanbeckDartanbeck Posts: 16,059

    If you can't. you should be able to use Fenric's Unlock Figure, then select "Actor" or "Model", line in the hierarchy and then Animate > Detach Skeleton

    This will wreck the figure and turn it into a prop. Luckily you can import another!

    With that done, select the Model and drag it out of the hierarchy - so it's on its own.

    With it selected, go to the model room and select only the ramp  - then invert selection - delete

    You should now have only the ramp

    ==================================

    Now bring in a fresh copy of the vehicle. Make the ramp invisible via shading domains. If it shares domains with other parts of the figure, go into the model room and select the whole ramp, all of it, and give it a new shading domain (Global Tab > Add > "do you want?" = Yes) and then apply an invisible shader to that domain.

    Set the hotpoint of your previously created Ramp-only object at the bottom hinge (or wherever you want, actually - it's yours now!) and arent it to the vehicle.

    Boom! Mic drop!

  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392

    I just found another video I rendered in Carrara 8 years ago

  • MystiarraMystiarra Posts: 35,336

    dunno if  should grab the deep sea eagle in the sale

    there is an aniblock for it

    https://www.daz3d.com/deepseas-eagle

  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392
    edited February 15

    even converted to Blended Weight, the Combine Harvester doesnt work

    I might have to split an obj into parts or try animating it in DAZ studio first

    so my crop of dynamic hair has to wait crying

    I grabbed it very very cheap in that sale well under $2

    installed Farm Simulator 19 on my PC free from Epic games but not played it yet so not learnt how to virtually harvest corn or wheat!

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392
    edited February 15

    OK can manually turn the bones

    I made a motion path and started my simulation yes

    Post edited by WendyLuvsCatz on
  • MystiarraMystiarra Posts: 35,336

    did this set animated convert over smoothly  https://www.daz3d.com/walks-animation-collection-michael-8  ??

    the skipping looks funny, is like deadpool skipping laugh

  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392
    Mystarra said:

    did this set animated convert over smoothly  https://www.daz3d.com/walks-animation-collection-michael-8  ??

    the skipping looks funny, is like deadpool skipping laugh

    I don't own that one

  • MystiarraMystiarra Posts: 35,336
    Mystarra said:

    did this set animated convert over smoothly  https://www.daz3d.com/walks-animation-collection-michael-8  ??

    the skipping looks funny, is like deadpool skipping laugh

    I don't own that one

    They not aniblocks.  is duf files.  should be better than aniblocks.  hopefully don't need a bake step.

  • MystiarraMystiarra Posts: 35,336

    if anyone has trouble with LaPara Palace Balcony Ps  try deleting the mtl files from the geometry folder.  sometimes carrara don't like it.

  • MystiarraMystiarra Posts: 35,336

    I just found another video I rendered in Carrara 8 years ago

    cute.  cute transition effect.

  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392

    even converting to blended weight the header fork won't rotate

    in vertex room under animation WP brush it's weighted to the bone, the bone turns not the mesh

  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392

    obj import with the split options and quotations for maps from DAZ studio is useable

    I rebuilt the hierachy and added spin modifiers

     

  • DiomedeDiomede Posts: 11,191
    edited March 10

    May be a repeat, but I had trouble with some stuff for 3DUniverse Gramps.

    Gramps loaded fine from the Runtime (Poser format) but the MAD Labcoat was screwed up.  The mid section was all twisty.  I checked the model in vertex modeler and looked fine, but when I went to the vertex modeler animation mode, the labcoat mesh was all twisty.  Various attempts to use the Zero options in the animation tab all failed.

     

    Workaround

    I loaded the MAD labcoat for Gramps in Daz Studio.

    I chose edit figure rigging (convert figure to weight)

    ** I chose triax for the weight **

    I saved as a support asset (duf file) in the Studio preset hierarchy.

    New carrara scene, loaded Gramps from Poser format runtime, loaded the converted labcoat from the duf format folder, and seemed to work fine.

    yes

    zz01 gramps load coat see mid all screwed up.png
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    zz02 model.png
    1267 x 977 - 444K
    zz03 in animation mode.png
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    zz04a studio convert.png
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    zz05 fit to gramps and it works.png
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    Post edited by Diomede on
  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392

    a lot of their stuff needs constraints turned off

  • StezzaStezza Posts: 5,631
    edited March 11
    Diomede said:

    May be a repeat, but I had trouble with some stuff for 3DUniverse Gramps.

    Gramps loaded fine from the Runtime (Poser format) but the MAD Labcoat was screwed up.  The mid section was all twisty.  I checked the model in vertex modeler and looked fine, but when I went to the vertex modeler animation mode, the labcoat mesh was all twisty.  Various attempts to use the Zero options in the animation tab all failed.

     

    Workaround

    I loaded the MAD labcoat for Gramps in Daz Studio.

    I chose edit figure rigging (convert figure to weight)

    ** I chose triax for the weight **

    I saved as a support asset (duf file) in the Studio preset hierarchy.

    New carrara scene, loaded Gramps from Poser format runtime, loaded the converted labcoat from the duf format folder, and seemed to work fine.

    yes

    yep.. quickest fix takes about 5 seconds... happens with Santa and the goat as well wink

    gramps.JPG
    778 x 602 - 65K
    Post edited by Stezza on
  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392

    yes goat is not horny

    I uncheck the restraint icon in tbe top bar

  • MystiarraMystiarra Posts: 35,336

    bought this for the bell tower  https://www.daz3d.com/chesterhaven

    no way to ring the bell >.<

    deconstruction surgery

    another case of being suckered in by cobblestones  dohh

  • DiomedeDiomede Posts: 11,191

    Thanks for the constraints tip, Wendy and Dave.  yes

    Will try to remember next time.

    Misty - Does TangoAlpha's Hemlock Folly have a bell?

     

  • MystiarraMystiarra Posts: 35,336

    Doesnt list one  https://www.daz3d.com/hemlock-folly

    thanks though smiley

     

  • MystiarraMystiarra Posts: 35,336

    tempted by the greebles

    afraid 

    https://www.daz3d.com/greeble-city-blocks-04

  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392
    edited April 10

    I spent all day trying to save and render those mangroves by Martin Frost

    just ran out of RAM even loading the 5 trees

    update, looked in the plugin DAZ studio as far too heavy to look in vertex room and one bush


    Total Vertices : 
    2,418,706 / 2,418,706
    Total Triangles : 
    2,160,565 / 2,160,565
    Total Quads : 
    0 / 0
    Total Faces : 
    2,160,565 / 2,160,565
    Total Lines : 
    0 / 0

    yeah only workaround is find something else, I would not want to render that in anything!

    Post edited by WendyLuvsCatz on
  • Bunyip02Bunyip02 Posts: 4,223
    edited April 10

    One of the mangroves took over 12 minutes to load into the scene. A bit heavy !

    Croc Mangroves 1 Topaz.png
    1600 x 1200 - 4M
    Post edited by Bunyip02 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392

    yeah I got 5 in eventually but it was using all my RAM so rendering got nowhere I gave up

  • MystiarraMystiarra Posts: 35,336

    the decimator thing any help?

  • WendyLuvsCatzWendyLuvsCatz Posts: 27,392
    Mystiarra said:

    the decimator thing any help?

    not really, looking at the mesh its all the polygon leaves

  • StezzaStezza Posts: 5,631

    thanks for the info... I'll stay clear of that one surprise

  • MystiarraMystiarra Posts: 35,336

    a kewl lookin critter in fg

    https://www.daz3d.com/camezard-hd-original-creature

    i reckon is one for the hd plug in,

    should be possible to make it work?

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