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| Carrara tutorials Find all the tutorials for Carrara inside this forum |
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| | #61 (permalink) | |
| Extrusion ![]() Join Date: Jul 2005 Location: Rhode Island, USA
Posts: 156
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Eric | |
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| | #62 (permalink) | |
| Ray Harryhausen Maddness ![]() Join Date: Sep 2007
Posts: 45
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Thanks Eric but the model needed some major work that why I skip the option to import as one object file. So now i need to compile it down to one object file to use the weight paint function. ![]() Quote:
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| | #63 (permalink) |
| Always learning new stuff ![]() |
I'm sorry, I don't use Lw at all, then, I don't know how you can export properly your mesh. OBJ for me is the best option. The last point is that I don't know what your mesh looks like and the same for your scene tree. It's hard to answer without these informations! |
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| | #64 (permalink) | |
| Extrusion ![]() Join Date: Jul 2005 Location: Rhode Island, USA
Posts: 156
| Quote:
Eric | |
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| | #65 (permalink) | |
| Ray Harryhausen Maddness ![]() Join Date: Sep 2007
Posts: 45
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Hi again Thomas,.. Well I don't think it really matter what type of import your bring into Carrara once you pass the import option selections. and The object file is now part of Carrara environment. But please explain to me why does this matter so much so I'll have a better understanding when importing different objects files type down to a single compiled object file.
I was only working with one model object file in the assemble room there wasn't anything else in the carrara properties tray instances tab. So once again is there any way to compile these sub children in the parent tree down to a single master object file without losing the texture maps? ![]() ![]() Quote:
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| | #66 (permalink) | |
| Ray Harryhausen Maddness ![]() Join Date: Sep 2007
Posts: 45
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Okay but how do I maintain my map textures when I export to a object files. Do I need to make a separate directory with the object & map files so that Carrara will load up the object files including the map files? ![]() Quote:
Last edited by three3dguy; 7th October 2007 at 04:17. | |
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| | #67 (permalink) |
| Extrusion ![]() Join Date: Jul 2005 Location: Rhode Island, USA
Posts: 156
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(Thomas, you may want to move this discussion to a new thread since it's veering from the initial topic) 3DG, since you only have 3 subparts, I suggest you copy/paste them from one vertex modeling room to the other. If the subparts have the same coordinates, they will paste in the right position. If not, you may need to move/rotate/scale them. Then, apply a new shading domain to each subpart and, in the assembly room, drag the appropriate shader to each shading domain. If you have UV maps, they may or may not be preserved. I don't have time to test it. Eric |
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| | #68 (permalink) |
| Cube ![]() |
I first wanted to say thanks Thomas for this great tutorial. I decided to give this a go again as I had to many problems before. Has anyone done this in C6 as Im getting stuck right at the beginning where im to create the first spine bone from pelvis bone. When I create the first spine bone, the pelvis bone rotates to the left. The bone shown in this tut for the pelvis shows to be diamond shaped as if its a different kind of bone, is this where C6 changes as my penvis bone looks like all other bones? It would be so good to see this in video format, I know so many people will like to see this also. Thanks. |
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| | #74 (permalink) |
| Vertex ![]() Join Date: Feb 2008
Posts: 7
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Hello It seems this is my first post ![]() Thankyou for the excellent tutorial. I have rigged my character, but now I find I would like some more bones between the root bone and the shoulder bone. Anyway of inserting a bone between two bones in the bone hierachy? thanks in advance. |
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| | #76 (permalink) |
| Extrusion ![]() Join Date: Jul 2005 Location: Rhode Island, USA
Posts: 156
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If you haven't attached the skeleton yet, and you want to add a bone between bone2 and bone3, for example: - Select bone2 - With the bone tool, add the new bone - In the scene tree, select bone3 and drag it onto the new bone. - Then either use the "orient joint" tool to fix the orientation automatically, or lock the children and manually reorient bone2, 3, and new bone (the others should be fine). If the skeleton is already attached, I believe you'll have to detach it before you can add a bone. Eric |
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