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Old 18th October 2007, 16:51   #1 (permalink)
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[Carrara]Problems with C5 files in C6

Hi,

I've been having problems with older files opened into C6. Enclosed is a screen capture of one file opened in C6. Some of the bones, I think mostly the ones at the ends of the chains, are huge and rotated the opposite direction that they should be. Also, either the Camera position or zooming of the Camera is way off (I zoomed back out for this screenshot) I think because I have two Cameras and one was zoomed in on the original file, it's zooming the second one into the same level.

I'd rather use C6 if it turns out to be less buggy than C5, so any help with converting my older files would be appreciated.

-Carl
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Old 20th October 2007, 05:55   #2 (permalink)
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I had a problem looks like this before.
So I had asked Daz bug tracker, and I got an answer.

Support said----(quote)

In C5, although bones were not supposed to handle non uniform scaling, it still had an effect. In C6, non uniform scaling is not propagated onto the children (it just offsets them which can be useful to make an arm longer for example).

Fortunaletly, there is a simple work around (done in C5):
- set the time to 0 and select Bone_pelvis
- open the motion method so you see the keyframes of the scaling
- delete all the XYZ Scaling and Scaling keyframes after time 0
- in the properties, set the non uniform scaling to 100,100,100, and the scaling to 50.
- save the file and reload it in C6. The animation is now the same.

-----(end of quote)

He said "Scaling to 50" because in my file, non uniform scaling had been set to 50,50,50.
I think this depends on original file settings.

This work around worked and my file was fixed.
I hope this helps or could be some kind of hint.
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Old 20th October 2007, 17:10   #3 (permalink)
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Thank you so much; I'll give that a try!

I didn't even know that I'd scaled the hands non-uniformly, that was not smart of me!
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Old 21st October 2007, 22:29   #4 (permalink)
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I tried it but it doesn't work for me.

First, there's no Pelvis bone; there is a hip bone at the root so I used that.

There were no scaling keyframes to delete after time 0

Not sure about this the scaling part. they were all already set to 100, and when you say set scaling to 50, what do you mean, the uniform scaling? When I set that to 50 it just returns to 100.

When I load into C6 all the fingers are going every which way and scaling is all off.
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Old 21st October 2007, 22:34   #5 (permalink)
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I found a workaround...

I think I found a workaround. For each bone, under the "effects" tab, you have to set it to "Display Orientation" instead of "automatic" or "Show Endpoint" The skeleton doesn't look the way it normally would, but all the bones appear tiny and at the correct angles.
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Old 22nd October 2007, 03:07   #6 (permalink)
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I'm sorry that scaling trick didn't work for you.
I think they were different problem and I misunderstood it.

But I'm glad to hear that you found your work around.
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