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I have this problem constantly (C2) with models undergoing significant mods. Rarely, errant normals are normal (pun intended) after the file is closed and reopened. Mostly seems a result of emptying and refilling polys. Other data structures, such as named polys, seem to have no impact. Mysterious and maddening. Jeff
Thread: Desperate for Help | Forum: Carrara
Desperate, Since C2 files are text files, you can obviously modify anything you wish... if you fully understand the stuff. There is too much to explain, but essentially, various data structures in the file "point" to each other. Some structures are general classes, others are instances of those classes. If you find a pointer (name) in one of your instances, for instance (no pun), and find no corresponding class definition, then you have found a nil poiner... it points to nothing. This is so general as to be useless. Much study of the data structures is required to successfully modify the text files. Good luck, Jeff
Thread: Bone rattlings. | Forum: Carrara
You've probably noticed that when setting influences for a range of vertices the results are relative and not absolute. When specifying influences for a single vertex, the results are absolute. Unfortunately, the only way to be certain of any vertex's exact influences is to examine it individually. Although influences may appear to be removed for all vertices in a range specification... this is only apparent. I apologize if you have already considered this. I would like to know if the problem persists after exhaustive examination of individual vertex specs. Jeff Reid
Thread: Bones are moving out of the mesh!!! | Forum: Carrara
Guten morgan Herr Benjamino, While the bones are supposedly attached, double click on any listed part of the model within the hierarchy. This would validate whether it is indeed in primitive vertex format. If the part opens in the vertex modeler... click on any polygon to activate the properties button for bone influences. When that button is available it will display all bones specified to influence regions you have selected. If none of this happens, then the bones are not attached and, most likely, the model is not in vertex format. Hope this helps you diagnose the problem. Jeff Reid
Thread: light question | Forum: Carrara
Shaders can illuminate individual objects via the "glow" setting in various ways subtle and gross. Try specifying a very dark color in the glow channel... it gets bright quickly since it adds to environmental lighting.
Thread: Creases in model | Forum: Carrara
Carrara stores qualities (or lack thereof) for each edge in a model. Unless you create small features via small (short) edges, you won't be able to have sharp edges specified in small areas. One caveat... you can simulate sharpness with extremely small smooth edges at the expense of rendering time. Sharpness or smoothness is an artifact of the rendering process. Your model is simply a guide for the rendering engine: the model "specifies" sharpness or smoothness in the tonal averaging portion of the rendering pipeline. Boolean works well with completely enclosed spaces. Your models to be operated on should not have any holes. UV mapping will be destroyed, however. Suggest procedural shaders for any boolean objects. Good luck.
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Thread: flippy normals | Forum: Carrara