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Old 27th October 2007, 21:10   #21 (permalink)
Ray Harryhausen Maddness
 
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Hi TaNoFF,..

No-no,.. that okay, me and rickei was keeping ourselves entertained while your was gone (haha). So let me try to get back in focus here, no disrespect toward rickei but yea the jaw and bone lips wasn't cutting it like I would of imagine it to be.

So those bone parts where throw out i'm am planning to restart over again, so i'm just wondering here, can I sent you the head morph file to take a look at it? Also how can I bring in more of the head parts into the vertex modeler room? Oh one last thing where do I need to go to hide the half section (the back area) of the vertex head?
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Old 27th October 2007, 22:42   #22 (permalink)
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Hi 3dguy,

Yes, go ahead and send me the file.

I don't think you can bring two objects into the modeler at the same time in Carrara. That is a shame I whish there was a way to do that. Or maybe there is, but I haven't figured it out yet.

To hide any part of your model Select the area first then from View menu press on Hide Selection. The short-cut key is Ctrl+\.
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Old 27th October 2007, 23:18   #23 (permalink)
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Originally Posted by TaNoFF View Post
Hi 3dguy,
I don't think you can bring two objects into the modeler at the same time in Carrara. That is a shame I whish there was a way to do that. Or maybe there is, but I haven't figured it out yet.
TaNoFF - If you have the respective Vertex Modeler windows open for the objects you want to combine, you can select one object, copy, then select the window that contains the object you want to add to, and then paste. Or did you have something else in mind and I'm missing the point?

John
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Old 28th October 2007, 01:34   #24 (permalink)
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Hi TaNoFF,..

No-no,.. that okay, me and rickei was keeping ourselves entertained while your was gone
too funny


youre right TaNoFF, only one object in the vertex room at a time. maybe in v7


I'm not sure 3dguy, but this may call for some weight painting to control the facial areas, unfortunately I cant give any good tips on doing that. It could also be a matter of topology, and edge loops around the mouth area... I wish I could contribute more, but animation is just not my department.
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Old 29th October 2007, 07:03   #25 (permalink)
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Okay i just uploaded my head (excuse th pun-haha) onto rapidshare chk your pm.
Hi everybody!!! Wuss-up Ricky!
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Old 29th October 2007, 20:18   #26 (permalink)
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John,
what I want is to be able to bring more than one object at a time from assemble room to modeler room to manipulate. Lets say I have a head model with two eyeballs in it. I want to be able to move the vertices around the eyeball, using eyeball as a reference.

rickei,
I hope they get that feature added soon.

3dguy, Here is what I ended up with, using morph targets and animating the model.
I' made a short tutorial showing haw I did it.
First I have to learn how to post tutorials here, or maybe I put it on my site for download.
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File Type: avi 3dguy_H_animate.avi (67.0 KB, 7 views)

Last edited by TaNoFF : 31st October 2007 at 23:43. Reason: The video file was too big (uncompressed). I replaced it with a compressed one.
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Old 29th October 2007, 22:03   #27 (permalink)
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John,
what I want is to be able to bring more than one object at a time from assemble room to modeler room to manipulate. Lets say I have a head model with two eyeballs in it. I want to be able to move the vertices around the eyeball, using eyeball as a reference.
Ok, so how about this: In the Assembly room, double click on the head so it opens a VM window. Go back to AR and double click on the eye to open another VM window. Switch over to the VM with the eye and select all and then copy it. Switch back to the VM with the Head and paste the eye and name it so you can select it easier. Make adjustments to the head while using the eye as a reference. When done, just delete the eye. This should work, no?
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Old 30th October 2007, 03:41   #28 (permalink)
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Hi 3dguy,

I was able to shrink the tutorial video to an up-loadable size. As you can see I have used your morph targets rather than create new ones.
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Old 30th October 2007, 23:37   #29 (permalink)
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Ok, so how about this: In the Assembly room, double click on the head so it opens a VM window. Go back to AR and double click on the eye to open another VM window. Switch over to the VM with the eye and select all and then copy it. Switch back to the VM with the Head and paste the eye and name it so you can select it easier. Make adjustments to the head while using the eye as a reference. When done, just delete the eye. This should work, no?

WOW John,

You are a genius!
It sure works fine.
Thanks a lot for the tip!
I'm so happy now.
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Old 31st October 2007, 03:02   #30 (permalink)
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It's a bit cumbersome but it works. Glad to help
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Old 31st October 2007, 08:08   #31 (permalink)
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Hi TaNoFF,

Man that does look great but can I ask this... has the eyes been replaced? They kinda look a lot better in your rendering setting also your stage light look a lot more polish then mine.

Btw is there anyway to enlarge the working box in C6.02?

Last edited by three3dguy : 31st October 2007 at 08:36.
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Old 31st October 2007, 16:50   #32 (permalink)
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Hi 3dguy,

Yes, the eyes were one that I was working on.It wasn't completed but I used it and I didn't place it in there properly. As far as the light, I think I may have moved the light into a different position.

I did finally finished the eye and used it in your head model. I made a small animation and moved the eyes about (check the video below).

I also sent you the link to download the CAR file with the new eyes. One thing I haven't figured out yet is that my eye texture didn't get saved. If you look at the eyes in the video you'll see the texture is not there. I'm including a picture of what it should look like (see below).

I don't know how to increase the size of your work area in Carrara. I know you press F6 in Hexagon 2.2.

Thanks for the info and the link on the morphing scripts. I'll check them soon.

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Old 1st November 2007, 02:49   #33 (permalink)
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Thank again TaNoFF for the car download i'll take a deep look at your morph setup.
Also take a peek at this below link and a quick quote post relating to morph targets.

http://www.highend3d.com/maya/tutori...ter/276-4.html


If I understand what you're asking, then yes it's quite possible ... Just export the figure as a wavefront.obj, being sure to check the morphs and skinning option. Then re-import it, selecting "vertex object" in the import dialog, and you should be good to go.

I think you can do it without the export/import step also in the modeling room by using the "convert to other modeler" option in the edit menu. As ed says, it may snap back using that method. If so, try going to animation mode first (in the modeling room), then convert to other modeller. After you've done that, then convert back to vertex and you should have a posed, non-functional vertex object. However I think the option I just described will nuke your UVs and shading domains.


So I checked this out, and now you can export a deformed mesh and then re-import it. There are even options for dealing with exports as morph targets. I think this is great, so here's how I think the workflow would look like:

- bone a face to get you close to the morph you want,
- import into your favorite modeler to fix the mesh & make it the way you need to see it
- re-import the fixed mesh as a morph target

I'll be back later on tonight after looking at your work and figure out a way on how to fix the texture in the model chin area. SOoo get ready for me to send you the chin fix model and thank again TaNoFF!
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Old 2nd November 2007, 01:55   #34 (permalink)
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I'm still looking at some resolutions for the texture stretch-ing problems. Brb.
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Old 2nd November 2007, 07:16   #35 (permalink)
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Thanks 3dguy for the link. Very good information on animation. Unfortunately Carrara doesn't have those capabilities. I also think there may be a bug in the program as far as morph target animation is concerned. I made a short video to describe the problem (see below).
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Old 2nd November 2007, 17:49   #36 (permalink)
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Hi TaNoFF,..

Well that is the main reason why I had posted (already) in your thread (about morphing problems) & dealing w/bones rigging it even get worser to manage. I also had post this in another forum. Maybe that why your allowed to save morph (but with no animation morph) targets (if you decided to well you receive bad results like in your video). My only conclusion that I came up with is to hide your main character head and replace it with your deformed head and morph from that head. Then takeout your main character head (uno 1) from hiding then (w/the 2nd) deform head ani-expressions back into invisible mode and work from there.

Of course this also means a lot of replacing deform heads are needed to make this work properly. Unless somebody can explain to me a better method this look like the best approach.

Checkout Bone-Based Mouth Setup:
http://www.dirtyoldtoon.com/tutorial...utorial_01.htm
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Old 2nd November 2007, 18:41   #37 (permalink)
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I also like this free app this is not a plug or a ad seeing we all work in Pix Format

Sequence 911 is a multilanguage (English/French) utility that allows you to rename and renumber a list of file forming a sequence. It allows you to preview your images before selecting them, specify different destination names, reverse a sequence, enumber, renumber and move, renumber and copy image sequences into the same or different destination, and even checks for missing files.

http://www.highend3d.com/downloads/t...me_pad/87.html
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Old 24th November 2007, 00:44   #38 (permalink)
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New! Wink 2.0 build 1050 for Windows released!
Introducing Wink...
Wink is a Tutorial and Presentation creation software, primarily aimed at creating tutorials on how to use software (like a tutor for MS-Word/Excel etc). Using Wink you can capture screenshots, add explanations boxes, buttons, titles etc and generate a highly effective tutorial for your users.
Here is a sample Flash tutorial created by Wink. Click the green arrow button to start viewing it. -------->
(More tutorials created by Wink users and companies can be found at the User Forums.)

This is a good example of how you can create tutorials in Wink, by capturing screenshots, mouse movements and specifying your own explanations with them. And all this in a standard Windows-based UI with drag-and-drop editing makes it very easy to create high quality tutorials/documentation.

It is estimated that Macromedia Flash Player is installed in more than 90% of the PCs. Using Wink you can create content viewable across the web in all these users' desktops. Similar applications sell for hundreds of dollars, while Wink is free with unrivaled features. So spread the word about Wink to your friends.
http://www.debugmode.com/wink/
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Old 24th November 2007, 18:53   #39 (permalink)
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Hello everyone. I have been exploring my new Carrara 6 and I'm really pleased with its ease of use and power. I'm a newbie and learning a lot from all the experts here and else where. I thought If I tried to make a simple tutorial for newbie's like my self (if there are any), it would help me learn the program better. So I made this (my first ever) tutorial on making an animated logo using Carrara 6 Pro. http://www.3dworld2.com I would appreciate any suggestion or tips.

bijan
As you become more comfortable with version 6 I would recommend some tutorials on:

1-bones and constraints set-up
2-Setting up walk and run cycles for animation
3-All aspect of vertex modeling, from beginner to whatever level you achieve.
4-UV mapping.

Those are some of the things I myself would like to see.

As a former instructor I also recommend that when creating the tutorials you keep the general user in mind. What will help to push Carrara into an area where everyone in the 3d community will want to make an investment in the software is ease of understanding.

I know there are many intermediate and advanced users out there who may not need things explained to them, but, there are also many new users who need step by step instruction allowing them to feel comfortable and wanting to continue to use Carrara because of ease-of-use.

In my experience as an instructor, I have had the privilege of working with many professionals. I believe that super talented people sometimes don't make the best instructors, while, beginners and intermediate level user have on occasion been able to articulate there thoughts, ideas and methods in an easy-to-understand manner, knowing that the people they are instructing are looking for easy-to-understand tutoring.

Just my thoughts, with all due respect of course.
Food for thought.
Gustavo
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Old 27th November 2007, 14:21   #40 (permalink)
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Also you can grab some human head packs at this below link to get your started. Yup they all free head models!

http://www.sharecg.com/b/5/3d-Models...rds=&s=dd&pn=7
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