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Carrara F.A.Q (Last Updated: 2024 Dec 21 9:55 pm)

 

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Subject: Poser To Carrara


Graviton ( ) posted Sat, 08 February 2003 at 9:30 AM · edited Sun, 22 December 2024 at 7:45 PM

When I export a Daz figure from Poser & import it into Bryce the Head has the tounge, eyebrows, teeth etc...seperated so they can easily be deleted if i dont want them. In Carrara however the head parts appear as all one in the vertex modeller so i cannot simply delete parts. Does anyone know how I can import the figure in Carrara with all the head parts seperated like in Bryce?

Anytime I see something screech across a room and latch onto someone's neck, and the guy screams and tries to get it off, I have to laugh, because what is that thing?


mateo_sancarlos ( ) posted Sat, 08 February 2003 at 3:27 PM

The default wavefront.obj import (facet meshes, create only one object) does what you say. So check "Create one object per group" instead. The problem with this option is that all the body parts that use the same skin texture map will now be separate objects, making it a nightmare to re-texture the arms/hands and legs/feet, for example.


Graviton ( ) posted Mon, 10 February 2003 at 1:48 AM

The "create one object per group" option does not seperate the head parts as Bryce does, only the eyes are seperated from the rest of the head. I wish to play with the mesh of the face without the teeth, eyebrows & tongue complicating the procedure.

Anytime I see something screech across a room and latch onto someone's neck, and the guy screams and tries to get it off, I have to laugh, because what is that thing?


bijouchat ( ) posted Mon, 10 February 2003 at 3:44 AM

Attached Link: http://www.castironflamingo.com/

you have to export what you want from your figure, when you export from Poser. also, there's a utility, Grouper, that will let you group by material making things easier to texture (available at the attached link). That way you can separate the teeth, tongue, etc so your head is just one mesh. However that's not going to work if you want to do morph targets on the head for use in Poser, FYI.


mateo_sancarlos ( ) posted Mon, 10 February 2003 at 5:01 PM

Import the file as a vertex object, then open the head in the modelling room. You may be able to select the groups for the tongue and teeth there, although you won't see them in the assembly room.


bijouchat ( ) posted Mon, 10 February 2003 at 5:18 PM

they aren't separate groups on the P4 nor the Mil people figures, the meshes are separate but grouped together, you'd have to explode them to delete, and you run the risk of messing up the uvmapping completely when you open it in the modelling room. So that's not going to work, more than likely. Grouper is the best way to go, and the easiest way... he can delete the unwanted groups in Carrara as he's used to in Bryce then. :)


Graviton ( ) posted Tue, 11 February 2003 at 4:25 AM

Unfortunatly Grouper is PC only & I am Mac user. I can delete parts in the vertex modeller but it is increadibly difficult & time consuming as there are so many verticies to pick out of a complicated looking mesh. But thanks for trying guys.

Anytime I see something screech across a room and latch onto someone's neck, and the guy screams and tries to get it off, I have to laugh, because what is that thing?


bijouchat ( ) posted Tue, 11 February 2003 at 6:17 AM

oh, that sucks... I wish there was a grouper for mac, I really do. :(


mateo_sancarlos ( ) posted Tue, 11 February 2003 at 2:10 PM

file_45124.jpg

If you're using Mac OS and can't use Grouper in Virtual PC, try the following to separate the teeth, tongue and other materials from the head: 1. In Poser, select the head of the cr2 file, and export as wavefront (check all options except "weld body parts" and "as morph target"). 2. Export head.obj/head.mtl to a folder that contains all the texture files and bump maps. 3. Import the head.obj file into Carrara, using default options for wavefront (except use vertex primitives, not facet meshes, and one object per group). 4. Select the head in the assembly room. You'll see there are no groups for the teeth, tongue, eyebrows or other materials. 5. Go to the modelling room and select vertices by polymesh (see attached image). All the materials will be selectable by their respective vertex assignments. Delete or rename as desired.

You'll see that there are no groups coming in from Poser, but now you can rename them as groups in Carrara based on the material names, which are assigned by Poser to specific vertices.


bijouchat ( ) posted Tue, 11 February 2003 at 2:44 PM

ahh, interesting... does it keep the uvmapping or not? I've had problems taking objects into the modelling room and losing the uvmap.


mateo_sancarlos ( ) posted Tue, 11 February 2003 at 10:56 PM

Bijouchat, you're right - if you want to use the original texture, you can't make gross alterations in the mesh, which probably includes converting a facet mesh to a vertex object. If I recall right, that operation increases the polygon count.
But try importing as a vertex object; that should allow you to retain textures and go into the modelling room. I've noticed that Carrara is compliant in that minor changes to a mesh will not destroy the mapping, but major alterations will destroy the correspondence of the UV coordinates, and the object will then turn black in the texture room.


Graviton ( ) posted Wed, 12 February 2003 at 6:40 AM

Thanks for the instructions Mateo, youv'e completely solved my problem.

Anytime I see something screech across a room and latch onto someone's neck, and the guy screams and tries to get it off, I have to laugh, because what is that thing?


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