Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)
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Well, v3 same thing. I am opening cr2 the original daz file w/ bones. It does show a path for runtime. I just point it to the 0kb poser.exe in daz, since I don't have poser.I used open and import. So maybe I need to do something to get the bones to move.
No need to think outside the box....
Just make it
invisible.
Try turning off "use constraints".
You can do that with the little icon that looks like a turtle on its back, 3rd icon from the left in the window bar of the 3d view.
Its an on off toggle so you don't have go to each of the bones and reset them one by one.
Don't have the mil horse but it should work
wayne k
guamusa
Message edited on: 12/21/2005 19:36
Well,
it depends on what you are trying to do.
Did the figure import with any IK chains on the legs, head or tail?
If there is no IK set up then moving the bones won't work.
Without IK you'll have to rotate them to keep the limbs from distorting when a bone is moved away from the bone it is parented to (constraints keep this from happening).
If rotation comes in locked you will have to reset them.
You can reset all of them by selecting the first bone at the top of the tree and looking under the "Skinning" drop down menu for that option.
If there is no IK on the horse you can set it up using Carrara's IK chain tool.
Its the 6th one down on the left side of the workview (2 chain links on top of a cube).
To use it click on the bone that you want the base ( anchor point) of the chain to start on (i.e. the top bone in a leg) then click where you want the chain to end.
You should then see a blue outlined cube with a blue line connecting the first and last bone in the chain. The cube is the IK target. Put the IK chain tool away (click the pointer "Move" tool) and then select the cube - move it around and the leg should follow along all the way up to the anchor point of the chain.
Once you get the basic idea down you might want to break the IK chains down into shorter segments for more control (Carrara allows this). Instead of one long chain from the top of the leg down to the foot you could use one to the knee, then from the knee to the heel and then use another to control the foot rotation (using a human figure for this example - horses don't have feet, I think).
wayne k
guam usa
Message edited on: 12/22/2005 16:35
I figured it was possibly an IK thing...hadn't gotten that far before, the eovia tutorial didn't include detailed info on custom joints and left me hanging. The 3dxtract ezine I am checking out seems much better. Another reason to get a plugin or compatibility w/ DAZ Studio. I'll need to spend some time w/ this, wanted to play with bvh also. That is alot of work w/ no reusability in carrara.:( With the power pose plugin in D|S you can move figures quite easily to tween animations w/ no distortion. It is also reusable..tho of course w/ limits. You just position the figure. However,there is movement tweaking that you can't do much of in D|S yet. You can create a simple movement in a couple of minutes max.I think it is daz format only, but since there is poser formats in there I need to look at that closer.I wondered because my previously rigged figure I made w/ no IK (I am pretty sure) did not distort the mesh, but moved w/ constraints on...must be the type of constraints? Cause w/ constraints on I couldn't move the daz figure.Thanks for the help.
No need to think outside the box....
Just make it
invisible.
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I just brought the daz milhorse into c5pro demo and it comes in w/ bones, but the bones don't want to move. Other bones from carrara rigs work. Anybody have any suggestions.Still playing with options, but I don't understand.
No need to think outside the box....
Just make it invisible.