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Old 6th October 2007, 06:48   #61 (permalink)
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Originally Posted by three3dguy View Post
SO is there someway to compile all those part of that (lwo) object file down to a single master into one object file?
When you import an OBJ file, there is an option at the bottom of the dialog box to "create only one object". That option is there for many other import formats as well.

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Old 6th October 2007, 09:24   #62 (permalink)
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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.

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Hi Thomas,..

Hopefully i'm somewhat clear explaining this to you, my problem is I did a import lightwave object file into (carrara pro 6) and it have many parts in this object file. SO when I do a click onto the root of that particular object file i'm am transfer to the modeling room but with out the object file. There nothing showing up in the modeling room to work with.

Now I did click into the parent sub tree of the many parts from the (lwo) object file and I was successfully able to go into the modeling room and do a convert to vertex for each separate individual part in the sub tree but that not allowing me to use the weight paint function or setup the model properly. Also the weight paint is in a disable mode because there only a sub part of the parent in the modeling room.

SO is there someway to compile all those sub-part of that (lwo) object file down to a single master into one object file?
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Old 6th October 2007, 14:26   #63 (permalink)
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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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Old 6th October 2007, 18:07   #64 (permalink)
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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.
If the parts look good now in C6 and you just want to combine them, you can export the group to an obj file and re-import it as one object. (I think there's also a plug-in that combines several VMs into one too.) You can also copy-paste from one VM to another, but depending on how many parts you have, that could be tedious.

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Old 6th October 2007, 19:25   #65 (permalink)
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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.
  1. A Side note is needed here:
  2. I, Myself has never work in/Light Wave app.
  3. I only use this format to bring in textures inside Carrara
The reason why the lwo object wasn't import into Carrara as a single object because there was many busted parts in the model that needed to be fixed.

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?



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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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Old 6th October 2007, 20:37   #66 (permalink)
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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?

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If the parts look good now in C6 and you just want to combine them, you can export the group to an obj file and re-import it as one object. (I think there's also a plug-in that combines several VMs into one too.) You can also copy-paste from one VM to another, but depending on how many parts you have, that could be tedious.

Eric

Last edited by three3dguy; 7th October 2007 at 04:17.
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Old 9th October 2007, 19:59   #67 (permalink)
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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.

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Old 19th November 2007, 22:35   #68 (permalink)
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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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Old 20th November 2007, 00:30   #69 (permalink)
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I'm sorry, but i didn't check the animation part in C6 yet, then, I can't answer you..
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Old 2nd January 2008, 19:00   #70 (permalink)
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Hi guys , is there any chance of seeing this tutorial with pictures, as on my computer it shows none ?? Thank you in advance
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Old 9th January 2008, 15:01   #71 (permalink)
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images will be back in a couple of days
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Old 13th January 2008, 09:12   #72 (permalink)
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fixed. Sorry for the problem
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Old 13th January 2008, 16:58   #73 (permalink)
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Thank you Thomas ,looking forward to rigging with some help from your tutorial.........
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Old 3rd March 2008, 05:00   #74 (permalink)
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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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Old 6th March 2008, 00:19   #75 (permalink)
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Hello,

Thanks for the great tutorial!

Once you have your skeleton organized, is there any way of inserting a bone in between existing bones?

cheers
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Old 19th March 2008, 01:07   #76 (permalink)
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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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Old 19th March 2008, 03:45   #77 (permalink)
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Thanks Eric

So simple the wayou describe it!

Much appreciated.

cheers
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Old 21st March 2008, 00:05   #78 (permalink)
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Thank you very much!
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Old 24th April 2008, 00:37   #79 (permalink)
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Hey I love this tutorial and just came back to review it but it seems that the pictures are gone. I was hoping you could repost them if it is not too much trouble.
Thanks,
Trevan
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Old 28th May 2008, 06:32   #80 (permalink)
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wow the image server host is still down?
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