Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)

14446484950

Comments

  • BrianP21361 said:

     It doesn't seem to be projecting the morphs onto the dress when I conform it to G8F. Is it because it's a DForce item? Any ideas on how to fix it?

    yes

    try using the transfer utility on it but bear in mind the legs will do weird stretching on the skirt 

    you could use the transfer utility to rig it to a different nondforce skirt with posing bones and/or morphs

  • Wendy,

    I'm going to try the second suggestion. I just have to fuind a suitable skirt. 

    Thank you!

  • Bunyip02Bunyip02 Posts: 8,613
    edited December 2023

    Lord of the Deep - https://www.daz3d.com/lord-of-the-deep

    I converted this Beastie to blended weight, but it still did not work in Carrara.

    Workaround

    Open DAZ Studio and load the Beastie

    Click on File Tab, then Export, export as Poser CR2 File (*.cr2)

    Cr2 Export Options - click on Accept

    You will get a message Non-Runtime path found, don't click on Choose Path just yet, and take a screenshot of the message so you can find the obj location.

    Open File Explorer - In your Runtime - Geometries folder create a Lord of the Deep folder

    Back in DAZ Studio - Click on Choose Path in the message, go to the file location you just created

    An Error Packaging zip message will pop up, click OK

    Open File Explorer again - Go and find the obj at the location of the screenshot, copy the obj file to your Runtime - Geometries - Lord of the Deep folder

    Go back to DAZ Studio, open the cr2 file and save as a Scene Subset file. This is required if you want to use the Pose files that come with Lord of the Deep as I could not get them to work with the CR2 file.

    Open the Scene Subset file in Carrara and apply a pose - have fun !!!

    Lordofthe Deep location obj.png
    1327 x 688 - 349K
    Post edited by Bunyip02 on
  • good to know as I own him but not used him yet yes

  • DiomedeDiomede Posts: 15,169

    Thank you, Bunyip.  Will have to keep the CR2 option in mind more generally.  

  • Bunyip02Bunyip02 Posts: 8,613
    edited December 2023

    The dial movements are not working, the DUF poses that come with the critter work, and of course you can manually rotate the joints.

     

    Lord of the Deep 2 movement.png
    2263 x 1033 - 412K
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613
    edited March 23

    Case of the Naked Trees.....

    A number of landscapes that I have bought have a problem with the leaves for vegetation.

    They are duf files and when they load they do not have their Alpha/Opacity maps for the leaves.

    When I load the required maps, the result in the renders is that they become invisible.

    Have tried a number of ways to adjust the maps but they always render invisible.

    Also tried replacing the leaf textures with other leaves but still render invisible.

    Any thoughts on workarounds ?

    Render of trees with original setup shader and alpha mapped shader

    Shader setup

    Naked Tree 1.png
    3224 x 1033 - 525K
    Naked Tree 2.png
    3222 x 1035 - 655K
    Post edited by Bunyip02 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,213

    UV wrap uncheck in vertex room

  • Bunyip02Bunyip02 Posts: 8,613
    edited March 23

    Woohoo - Case of the Naked Trees solved !!! Thanks Wendy !

    Naked Tree 3 Solved.png
    2260 x 1035 - 614K
    Post edited by Bunyip02 on
  • DiomedeDiomede Posts: 15,169

    I always forget to try the UV issue.  Thanks, Wendy.

  • StezzaStezza Posts: 8,061
    edited March 27

    took a bit of work but managed to get Predatron's Bizzle/Cowboy into Carrara after modifications.. yes

    had to use the DS plugin to load the tail, boots and feet transfer to blended weight.. then duplicated each one and converted to object then transfer utility on each model to the corresponding object then save as scene subset.... phew.. smiley

    result so far after nticking UVs 

    Bizzle.png
    800 x 600 - 436K
    Post edited by Stezza on
  • DartanbeckDartanbeck Posts: 21,569

    BrianP21361 said:

    I purchased MightyMite DForce Dress for G8F and I'm putting it on G8F Carrara Beta with RawArt Massive Morphs in Carrara (first image). I loaded it in Studio changed the rigging then saved it as a scene subset. The dress looks fine in Daz Studio (second image) but has severe poke through in Carrara (first image). I've tried exporting by itself and with G8F and got the same results. It doesn't seem to be projecting the morphs onto the dress when I conform it to G8F. Is it because it's a DForce item? Any ideas on how to fix it?

    In DAZ Studio, it's taking advantage of an amazing little feature called "Mesh Smoothing".

    Mesh Smoothing allows the object to smooth itself, but we can also ask it to smooth against anything else in the scene - in most cases for clothing - the figure it's conformed to.

  • DartanbeckDartanbeck Posts: 21,569

    To counter this, there are several options - Carrrara's modeling tools by the first that I would suggest. Just load the whole thing in the default pose and work the mesh to fit and still look nice.

    Philemo was working on a fantastic plugin that I no longer know where to find - NoPoke, which ended up being abandoned for the VDW <> Carrara Bridge, which is Amazing for making clothing fit.

    Fit Control Absolutely ROCKS!!! The morphs won't work directly in Carrara, but I believe that, if you turn off Mesh Smoothing in DS, then loaded Fit Control and adjusted the clothing to fit and nudged a few dials that you might like to be able to use in Carrara, then use Fit Control to remove unused morphs, then save to the library for Carrara use, you'll have some really nice adjustment morphs to use during your Carrara experience. Just pick the correct Fit Control for the correct figure and go to town!

    For my DAZ Studio experience, I bought Mesh Grabber Bundle (Win) (MacOS) to be my Carrara modeling tweak for within DAZ Studio. The really fun side effect of using that is that we can use it no matter how the character (figure) is posed and still be able to save the changes as a morph - also no matter what shapes are dialed up on the figure. It's a really nice mesh tweaker. Again, that's something you'd do in Studio first, then save for Carrara use.

  • DartanbeckDartanbeck Posts: 21,569

    Stezza said:

    took a bit of work but managed to get Predatron's Bizzle/Cowboy into Carrara after modifications.. yes

    had to use the DS plugin to load the tail, boots and feet transfer to blended weight.. then duplicated each one and converted to object then transfer utility on each model to the corresponding object then save as scene subset.... phew.. smiley

    result so far after nticking UVs 

    Beautiful turnout!!! Kudos!

  • BrianP21361BrianP21361 Posts: 808

    Dartanbeck said:

    To counter this, there are several options - Carrrara's modeling tools by the first that I would suggest. Just load the whole thing in the default pose and work the mesh to fit and still look nice.

    Philemo was working on a fantastic plugin that I no longer know where to find - NoPoke, which ended up being abandoned for the VDW <> Carrara Bridge, which is Amazing for making clothing fit.

    Fit Control Absolutely ROCKS!!! The morphs won't work directly in Carrara, but I believe that, if you turn off Mesh Smoothing in DS, then loaded Fit Control and adjusted the clothing to fit and nudged a few dials that you might like to be able to use in Carrara, then use Fit Control to remove unused morphs, then save to the library for Carrara use, you'll have some really nice adjustment morphs to use during your Carrara experience. Just pick the correct Fit Control for the correct figure and go to town!

    For my DAZ Studio experience, I bought Mesh Grabber Bundle (Win) (MacOS) to be my Carrara modeling tweak for within DAZ Studio. The really fun side effect of using that is that we can use it no matter how the character (figure) is posed and still be able to save the changes as a morph - also no matter what shapes are dialed up on the figure. It's a really nice mesh tweaker. Again, that's something you'd do in Studio first, then save for Carrara use.

    Thanks Dart. I'll try those.

  • Bunyip02Bunyip02 Posts: 8,613
    edited May 2

    HH Ankylosaurus works after converting to Blended Weight in DAZ Studio - https://www.daz3d.com/hh-ankylosaurus

    EDIT - Works without converting to Blended Weight !!!

    HH Ankylosaurus Texture Add-On - was not able to convert to Blended Weight, might be a Geoshell - https://www.daz3d.com/hh-ankylosaurus-texture-add-on

    EDIT - Basic Materials work, it is the MatShell that is not working

    HH Ankylosaurus issue 1.png
    2744 x 1042 - 600K
    Post edited by Bunyip02 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,213

    with geoshells I just add the textures using an operator or layer, usually have to try several options depending on the textures provided, if they are png with alpha, have cutout opacity maps etc

    the other alternative is conforming a second instance of the figure to the first and offsetting the mesh

  • Bunyip02Bunyip02 Posts: 8,613

    WendyLuvsCatz said:

    with geoshells I just add the textures using an operator or layer, usually have to try several options depending on the textures provided, if they are png with alpha, have cutout opacity maps etc

    the other alternative is conforming a second instance of the figure to the first and offsetting the mesh

    Hmmm, jpg's. Will have to experiment another day .....

  • Bunyip02Bunyip02 Posts: 8,613
    edited May 2

    Death Stalker - https://www.daz3d.com/death-stalker

    When posing things such as teeth and claws are being left behind in their original position.

    Tried Blended Weight conversion as well, still had the same problem.

    Did a render in Carrara by saving a pose in DAZ Studio and exporting it as an obj, then imported the obj into Carrara.

    Death Stalker posing problems 1.png
    2544 x 1031 - 607K
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,613
    edited May 2

    HH Ravager Drone - https://www.daz3d.com/hh-ravager-drone

    Has one limb each side with the other limbs per side also in that position.

    Again tried Blended Weight, with same result.

    Looks like another obj export/import job !

    HH Ravager Drone problem with limbs 1.png
    2266 x 1031 - 308K
    Post edited by Bunyip02 on
  • DartanbeckDartanbeck Posts: 21,569

    WendyLuvsCatz said:

    with geoshells I just add the textures using an operator or layer, usually have to try several options depending on the textures provided, if they are png with alpha, have cutout opacity maps etc

    yes  Me too. That or a multi-shader mixer

  • Bunyip02Bunyip02 Posts: 8,613
    edited May 3

    Royal Eastern 2 for Dragon 3 - https://www.daz3d.com/royal-eastern-2-for-dragon-3

    Comes in several parts, all parented together in DAZ Studio.

    I deleted the DForce Hair and the Ball

    Unparented the Tendrils and converted to Blended Weight, saved as Scene Subset

    Unparented the Dragon Wingless and converted to Blended Weight, saved as Scene Subset

    Converted the Royal Eastern Dragon 2 to Blended Weight, saved as Scene Subset

    Loaded the Royal Eastern Dragon 2 Blended Weight into Carrara and posed it.

    Loaded the Tendrils into Carrara, and fitted to Dragon 3. Click on Actor and set the Royal Eastern Dragon 2 morph to 1. Tendril Morphs are in EDragon2_Tendrils.

    Loaded the Dragon Wingless Blended Weight into Carrara, and fitted to Dragon 3. Click on Actor and set the Royal Eastern Dragon 2 morph to 1.

    RoyalEastDragon 2 Tendril morphs 1.png
    2833 x 1036 - 928K
    Post edited by Bunyip02 on
  • BrianP21361BrianP21361 Posts: 808

    I purchased Cyclops Phoenix Five V1 Outfit for Genesis 8 Male at Renderhub. I loaded it in Studio changed the rigging to blended weights and saved it as a scen subset. It loaded into Carrara OK and rendered fine (first image) until I fit it to G8 then the uv map gor corrupted (second image). I tried looking at the map and unticking uv's but it didn't change. The uv and mapping look really strange (last image with white box pasted over the texture). Normally when I see this it's because of a geoshell. Is there a way to tell (in Studio) if something is a geoshell? I tried saving as a scene, character, wearable, etc and all had the same results. Wendy 

    Earlier in this thread Wendy suggested adding the texture as a layer or operator. Does that mean multiplying or adding the image to the color channel or adding an entire layer?

    Any help is appreciated. 

    Not Parented.png
    1500 x 1125 - 195K
    Parnted.png
    1500 x 1125 - 279K
    Screenshot 2024-05-30 at 6.55.05 PM.png
    4428 x 2388 - 771K
  • StezzaStezza Posts: 8,061

    Just wondering if in DS you loaded g8 for Carrara then added the suit to it changing weights then save the scene as a subset .. also untick UVees in Carrara 

     

    as I don't use DS I'm not sure how a geoshell is identified. 
     

     

  • BrianP21361BrianP21361 Posts: 808

    Stezza,

    I tried all of those. 

    Thanks for trying though.

  • StezzaStezza Posts: 8,061
    edited June 1

    What I do when things don't work in Carrara is load in DS then set the item to low and export as obj

    then import it still in DS and usually try one of two things

    1. Transfer rigging from original item

    or

    2. Transfer rigging fro g8 to item

     

    then export them as you do and see if it works in Carrara. 
     

    wink

    Post edited by Stezza on
  • BrianP21361BrianP21361 Posts: 808

    I'll give that a try and let you know if it works. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,213

    breaking my resolve to stay away because I need to help fellow Carrararians heart

    Geografts break the UV mapping not Geoshells

    the latter is just a sort of instanced mesh that can have different UVs, you can use shader operations or layers instead or conform a second figure to the first fot Geoshells

    this is behaving like a Geograft for which one workaround is to conform it to an item of clothing instead preferably full body in rigging (not necessary mesh) and hide that clothing (don't parent it to it) I simply create my own using the transfer utility and a small item from a different generation chosing bodysuit in autofit and save that as a support asset clothing 

  • BrianP21361BrianP21361 Posts: 808

    Wendy,

    Thanks for breaking your silence. That sounds like it might work. I'll give it a try and report back. 

  • BrianP21361BrianP21361 Posts: 808

    Wendy,

    That worked perfectly.Thanks very much!!!!

    Brian

    Cyclops Phoenix G8M Posed.png
    1500 x 1125 - 176K
Sign In or Register to comment.