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Old 29th August 2007, 20:01   #1 (permalink)
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comic figure

I've got a probblem with the smoothed version of the a new model.
I created it in Hexagon and now want to bring it into Carrara.
The problem is, that every time I try to export it into car. file and then import it into Carrara, the edges of the clothes don't smooth correctly in Carrara...
Wha is that so and how can I avoid it?
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Last edited by JuST; 13th March 2008 at 21:03. Reason: (update)
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Old 30th August 2007, 01:56   #2 (permalink)
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The way that I have done it is to export out of Hexagon as an .obj file, open that in Carrara, choosing to bring it in as a vertex file (in the options). Once you have it in Carrara, open the file in Carrara's vertex modeler and use its smoothing controls.

Also sometimes it seems to be better in Hexagon to first drop any dynamic layers before doing the .obj export. I recommend saving your original with the full dynamic and a 2nd version with the dynamic collapsed.

C6 (I don't have it yet) may be better, but I haven't had much luck exporting out of Hex as a Carrara file and then working with that in Carrara.

.obj format seems to be the format of choice for many programs (including Zbrush)
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Old 30th August 2007, 08:45   #3 (permalink)
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The problem with the obj. import is, that it doesn't smooth correctly either.
I imported it as a vertex-thingie as you told me. But after applying the smoothness in the vertex modeler it looks like in that picture.

Do I use some wrong settings?
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Old 30th August 2007, 14:44   #4 (permalink)
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I really hope there is a way to fix that problem.
Otherwise I'd have to animate him in the smoothed version... that'll be a lot more difficult.

Nevertheless here is his skateboard. Also done in Hex.

I have to hurry up a bit, cause I don't know how much time I have left, until my baby will be born... I'd like to get this ready before that day.
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Old 30th August 2007, 15:02   #5 (permalink)
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I like that little boy
JuST its that C6 or C5...?
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Old 30th August 2007, 16:16   #6 (permalink)
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Thanks!
It's C5 pro. Do you know how to solve my problem?
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Old 30th August 2007, 18:17   #7 (permalink)
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Go to VertexModeler mark all (ctrl+A) do screen shot and post it .
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Old 30th August 2007, 18:29   #8 (permalink)
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Well..your Hex image dont have creased angles ...or at last i dont see it...In Carrara (in the vertex modeler) select your mesh (or the edges you want to become smooth)
Go to:
-Model
-Smooth Edges...
-All
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Old 30th August 2007, 20:14   #9 (permalink)
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I think that Carrara will sometimes interpret edges which define shading domains as creased edges. Select all --> Smooth will make it correct, also, check out your normals, they should all point outwards
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Old 30th August 2007, 20:14   #10 (permalink)
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Yippie.... Thank you very much Sadot!!!
It was so easy and I didn't get it myself (shame on me)! But nevertheless thanks again!
One question: what are creased angles (I feel like a noob!)?

Thank you, too, Jawra and Lone Gunman, for your attempt to help me.

So now I can go on and start the animation!
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Old 30th August 2007, 20:38   #11 (permalink)
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When edge is creased, vertexes which belong to it are "frozen" or not moved from their original position like others (I'm talking about base mesh vertexes here) in the process of subdivision, therefore forming an infinitely sharp edge.

This, however, does not have to be B&W situation only, Cinema4D, for example, has adjustable level of "sharpness" (creasing), which is very useful in non-organic modeling. This feature is app specific and it's not described in standard formats, like OBJ, for example ...

It's usually the best thing to render it in the same program in which model is made or simply smooth out the base mesh and then export it

Hope that was clear enough
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Old 30th August 2007, 21:13   #12 (permalink)
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Quote:
Originally Posted by LoneGunman View Post
When edge is creased, vertexes which belong to it are "frozen" or not moved from their original position like others (I'm talking about base mesh vertexes here) in the process of subdivision, therefore forming an infinitely sharp edge.

This, however, does not have to be B&W situation only, Cinema4D, for example, has adjustable level of "sharpness" (creasing), which is very useful in non-organic modeling. This feature is app specific and it's not described in standard formats, like OBJ, for example ...

It's usually the best thing to render it in the same program in which model is made or simply smooth out the base mesh and then export it

Hope that was clear enough
Yeap thats it
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Old 31st August 2007, 09:21   #13 (permalink)
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Interesting!
I never came across that I think... wonder how I got my Violet model smoothed in Carrara without this knowledge?
Seems to be elemental stuff to know!
Thank you both!
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Old 31st August 2007, 14:03   #14 (permalink)
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Ok another problem.
As I used to set the Violet-pose without IK-Chains and I now want to make it through the complete way, I need some help again.
I read that it is much easier to set up a pose with IK-Chains...
Is there some trick how to move the IK-targets so that it is easy to set up a pose?
In my opinion it's really hard to set a pose like that... the knees won't bend and the shoes always deform to one side... and I never got the arms and legs move to the side I want them to move.
I have to move the targets up, down, left and right.... am I right? Do I have to rotate them, too? Where is the clue?
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Old 2nd September 2007, 20:01   #15 (permalink)
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Ok... I think I managed the posing process half-decent.
Now I need help with the render-setup.
The BG should be white and the shadow slightly blue and blurry... How can I achieve that?
Here's my temporary result:
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Old 2nd September 2007, 20:51   #16 (permalink)
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Very nice work, do you think his head is a little too big?
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Old 2nd September 2007, 21:45   #17 (permalink)
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i know an easy way to do that... but you need Combustion/After Effects or any sofware that can read .rpf files -maybe PshpCS3 can read that....





The two scenes have the same enviroment map but one uses a grayscale version -
My output format its RPF with -Objet Index- checkbox selected



The white background...in the plane use a 0-10000 value dont use a white color

The original C5Pro file its attached , and also the enviroment map -as a separate shaders- you can save externally and then use it as enviroment map in the background channel of the scene
BTW yeah! that little image its the one i use as enviroment map 64X48 pixels
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Old 3rd September 2007, 13:35   #18 (permalink)
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@behzad: No, I don't think so.

@Sadot: Looks cool so far... only problem: which program can read those .rfp files?
Photoshop CS3 can't. How do you use those files yourself?
And do you save two different renders and then import them both as rfp into a program?
Sorry again for those noob questions!
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Old 3rd September 2007, 14:54   #19 (permalink)
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Quote:
Now I need help with the render-setup.
The BG should be white and the shadow slightly blue and blurry... How can I achieve that?
I believe you could use shadow catcher for the background and exported as a PSD file with alpha channel. Then in photoshop use hue/saturation to colorized it.

Not really sure about the blurred shadow, I'm stump

FYI: Ive edited the alpha(added white)
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Old 3rd September 2007, 15:22   #20 (permalink)
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Sorry the file name its RPF (Rich Pixel Format)
Combustion and AfterEffects can read that formats

Its the best way because you can separate all the objets -maybe you have 10000 objets in your scene,,,well you can create 10000 diferent layers and edit one by one if you want

RPF image in Carrara

Same image in G-Buffer view in combustion
You can see that each objet have a diferent "layer" color....I was working in a tutorial for Carrara and Combustion/AfterEffects but how many users have that programs here....? Hmmm...I´ll finish that later


http://forums.polyloop.net/3d-work-p...ion-c5pro.html
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