Bot Genesis in Carrara

cd832cd832 Posts: 10
edited December 1969 in New Users

Hello,

I'm just wondering if Bot Genesis can work in Carrara. Has anyone been successful in importing this model or successfully using it within Carrara?

I know Genesis characters work fine, but I really like and want to use a Bot Genesis character within Carrara. I have not been successful in my efforts and tried seemingly everything to get the character to work right.

I tried importing and also tried to use it from within Carrara itself (all the Bot Genesis elements show up in the program).

Using it within, the parts don't attach properly to the figure.

Importing cause a bunch of issues depending on what format you export to.

Importing as a .obj gives the best result, but I can't seem to animate or pose it.

Importing .FBX causes some joints to break apart among other things, not to mention some materials turn black and you can't apply new materials to it.

I think I tried everything, but I guess I'm just wondering if I'm wasting my time trying or if someone has been successful with this.

Thanks!

Comments

  • bighbigh Posts: 8,147
    edited December 1969

    cd832 said:
    Hello,

    I'm just wondering if Bot Genesis can work in Carrara. Has anyone been successful in importing this model or successfully using it within Carrara?

    I know Genesis characters work fine, but I really like and want to use a Bot Genesis character within Carrara. I have not been successful in my efforts and tried seemingly everything to get the character to work right.

    I tried importing and also tried to use it from within Carrara itself (all the Bot Genesis elements show up in the program).

    Using it within, the parts don't attach properly to the figure.

    Importing cause a bunch of issues depending on what format you export to.

    Importing as a .obj gives the best result, but I can't seem to animate or pose it.

    Importing .FBX causes some joints to break apart among other things, not to mention some materials turn black and you can't apply new materials to it.

    I think I tried everything, but I guess I'm just wondering if I'm wasting my time trying or if someone has been successful with this.

    Thanks!

    try -
    load it in DS save as scene ( duf )
    then open scene in Carrara .

  • cd832cd832 Posts: 10
    edited March 2015

    Thank you for responding.

    That was one of the things I tried initially.

    Two things happen when I do it that way.

    The mechanical 'joints' separate from the model (see bottom of feet in attached picture). This I think I solved by manually putting them back where they belong. It seemed to work anyway. The joints seem to stick with the figure as I pose it.

    The bigger problem when I import from a DS .duf is that the materials disappear rendering the model 'black' (see attached picture). Now I tried to add new material within Carrara, but it only is able to apply to certain sections of the model. Other sections just won't allow me to apply any material at all (even though you should be able to). I don't know why this is. When I import the model as an .obj, I'm able to apply material perfectly and it looks great, however, as stated, I'm unable to animate it.

    Otherwise I think this method is the best, but it looks terrible when you can't apply new material to it properly.

    BotGenesisCarrara.jpg
    1920 x 1080 - 486K
    Post edited by cd832 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,591
    edited December 1969

    I do not have it but if it works like the V4 droid it uses a feature not found in carrara but can be fixed by exporting saved poses and animations with it in DAZ studio.
    Save poses on it as duf files to load on it in carrara it will take all the extra bits in account.
    Good luck.

  • cd832cd832 Posts: 10
    edited December 1969

    Thanks Wendy. I just tried to save and export in both pose and animation .duf and it still gives me the same two problems. Again, the main one is I can't apply material to certain sections of the model when I should be able to.


    Importing .obj: Imports properly. Can apply material on all sections. Looks great, but I can't pose or animate.

    Importing .duf: Imports, but joints breakaway and can't apply material in certain sections, however I can pose and animate.

    Importing .fbx: Not sure what's going on. A mess.

    I've also tried importing/exporting out of other 3d software to no avail.

    A bit frustrating.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,591
    edited December 1969

    not having it I cannot help any more, I have had similar unsolvable issues with a few other DAZ only figures and props though sadly
    only solution in to work in DAZ and export an obj for render
    for animation it is trickier, compositing one way, Carrara can use a png image series with alpha on a plane

  • cd832cd832 Posts: 10
    edited December 1969

    Thanks for helping. I appreciate the try.

  • bighbigh Posts: 8,147
    edited December 1969

    cd832 said:
    Thank you for responding.

    That was one of the things I tried initially.

    Two things happen when I do it that way.

    The mechanical 'joints' separate from the model (see bottom of feet in attached picture). This I think I solved by manually putting them back where they belong. It seemed to work anyway. The joints seem to stick with the figure as I pose it.

    The bigger problem when I import from a DS .duf is that the materials disappear rendering the model 'black' (see attached picture). Now I tried to add new material within Carrara, but it only is able to apply to certain sections of the model. Other sections just won't allow me to apply any material at all (even though you should be able to). I don't know why this is. When I import the model as an .obj, I'm able to apply material perfectly and it looks great, however, as stated, I'm unable to animate it.

    Otherwise I think this method is the best, but it looks terrible when you can't apply new material to it properly.

    same for me - sorry
    will try some more later

  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    If exporting as .obj works (but un-posable)
    Then maybe for now (until you can get this solved)
    Pose the bot the way you want it in Daz, then export the posed bot as an .obj and import into Cararra.
    If doing multiple scenes, then just go back to Daz, re-pose the bot, send back to Cararra as obj into your new scene.

    That's all I can think of since I don't have the bot or Cararra.

  • cd832cd832 Posts: 10
    edited December 1969

    Thanks all for the help.

    Apparently there is no workaround for this problem, however I discovered that Bot Armour for Genesis 2 exports well (but still doesn't export materials along with it which might be normal?).

  • cd832cd832 Posts: 10
    edited April 2015

    Solved it!

    After many frustrating attempts to get this to work properly, I found what was wrong, so here's what you need to do to get Bot Genesis to work in Carrara.

    1. Load All Bot Armor from Carrara Content tab under Genesis (Clothing). Move displaced Bot Genesis parts to their proper place (see photo above. Displaced parts at feet). They'll stay once you put them back where they belong.
    2. Apply Carrara shader of your choice on Bot Armor BEFORE adding Genesis Figure. If you add the Genesis figure, then the armor, you won't be able to apply shaders (I don't know why).
    3. After applying shaders, add Genesis figure.
    4. Fit each Bot Genesis part to Genesis figure. The Armor still won't look 'fitted' yet.
    5. Save and Close.
    6. Open saved file and now the figure should be perfectly fitted and shaded. You can also animate and pose.

    EDITED: You don't need to uncheck Protect Topology. Just do steps above. Saving, closing then opening after 'fitting' the armor is what 'corrects' it.

    I haven't found a way to use Bot Genesis materials yet (an error comes up when you try to use them), however the Carrara shaders work fine for me.

    Post edited by cd832 on
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