if all else fails I chop stuff up in the vertex room and save parts
I do a lot of that as well. In fact, some parts of previous generation conforming items disappear completely after being auto-fit to Genesis - like wings and such. I'll often turn that stuff into a vertex object (Thanks to Fenric's Unlock!) and chop it up to save as individual props that I can manipulate by hand. Fun (and useful) stuff!
I think it was you (Wendy) who got me started on doing all of that. Thanks for that!
If you can't. you should be able to use Fenric's Unlock Figure, then select "Actor" or "Model", line in the hierarchy and then Animate > Detach Skeleton
This will wreck the figure and turn it into a prop. Luckily you can import another!
With that done, select the Model and drag it out of the hierarchy - so it's on its own.
With it selected, go to the model room and select only the ramp - then invert selection - delete
You should now have only the ramp
==================================
Now bring in a fresh copy of the vehicle. Make the ramp invisible via shading domains. If it shares domains with other parts of the figure, go into the model room and select the whole ramp, all of it, and give it a new shading domain (Global Tab > Add > "do you want?" = Yes) and then apply an invisible shader to that domain.
Set the hotpoint of your previously created Ramp-only object at the bottom hinge (or wherever you want, actually - it's yours now!) and arent it to the vehicle.
May be a repeat, but I had trouble with some stuff for 3DUniverse Gramps.
Gramps loaded fine from the Runtime (Poser format) but the MAD Labcoat was screwed up. The mid section was all twisty. I checked the model in vertex modeler and looked fine, but when I went to the vertex modeler animation mode, the labcoat mesh was all twisty. Various attempts to use the Zero options in the animation tab all failed.
Workaround
I loaded the MAD labcoat for Gramps in Daz Studio.
I chose edit figure rigging (convert figure to weight)
** I chose triax for the weight **
I saved as a support asset (duf file) in the Studio preset hierarchy.
New carrara scene, loaded Gramps from Poser format runtime, loaded the converted labcoat from the duf format folder, and seemed to work fine.
May be a repeat, but I had trouble with some stuff for 3DUniverse Gramps.
Gramps loaded fine from the Runtime (Poser format) but the MAD Labcoat was screwed up. The mid section was all twisty. I checked the model in vertex modeler and looked fine, but when I went to the vertex modeler animation mode, the labcoat mesh was all twisty. Various attempts to use the Zero options in the animation tab all failed.
Workaround
I loaded the MAD labcoat for Gramps in Daz Studio.
I chose edit figure rigging (convert figure to weight)
** I chose triax for the weight **
I saved as a support asset (duf file) in the Studio preset hierarchy.
New carrara scene, loaded Gramps from Poser format runtime, loaded the converted labcoat from the duf format folder, and seemed to work fine.
yep.. quickest fix takes about 5 seconds... happens with Santa and the goat as well
Comments
SO I have played around with it abit more and I can export from Studio as a CR2 or collada and all morphs other than the ramp work.
I have to save it as a OBJ with the ramp down for it not to distort the mesh as the ramp is opened.
If I want to animate it I will have to export it with the ramp at verying levels of down.
I do a lot of that as well. In fact, some parts of previous generation conforming items disappear completely after being auto-fit to Genesis - like wings and such. I'll often turn that stuff into a vertex object (Thanks to Fenric's Unlock!) and chop it up to save as individual props that I can manipulate by hand. Fun (and useful) stuff!
I think it was you (Wendy) who got me started on doing all of that. Thanks for that!
First - That's one helluva nice render, chickenman!
Second - so, once in Carrara, can you select the ramp in the hierarchy and rotate it? Should be able to.
If you can't. you should be able to use Fenric's Unlock Figure, then select "Actor" or "Model", line in the hierarchy and then Animate > Detach Skeleton
This will wreck the figure and turn it into a prop. Luckily you can import another!
With that done, select the Model and drag it out of the hierarchy - so it's on its own.
With it selected, go to the model room and select only the ramp - then invert selection - delete
You should now have only the ramp
==================================
Now bring in a fresh copy of the vehicle. Make the ramp invisible via shading domains. If it shares domains with other parts of the figure, go into the model room and select the whole ramp, all of it, and give it a new shading domain (Global Tab > Add > "do you want?" = Yes) and then apply an invisible shader to that domain.
Set the hotpoint of your previously created Ramp-only object at the bottom hinge (or wherever you want, actually - it's yours now!) and arent it to the vehicle.
Boom! Mic drop!
I just found another video I rendered in Carrara 8 years ago
dunno if should grab the deep sea eagle in the sale
there is an aniblock for it
https://www.daz3d.com/deepseas-eagle
even converted to Blended Weight, the Combine Harvester doesnt work
I might have to split an obj into parts or try animating it in DAZ studio first
so my crop of dynamic hair has to wait
I grabbed it very very cheap in that sale well under $2
installed Farm Simulator 19 on my PC free from Epic games but not played it yet so not learnt how to virtually harvest corn or wheat!
OK can manually turn the bones
I made a motion path and started my simulation
did this set animated convert over smoothly https://www.daz3d.com/walks-animation-collection-michael-8 ??
the skipping looks funny, is like deadpool skipping
I don't own that one
They not aniblocks. is duf files. should be better than aniblocks. hopefully don't need a bake step.
if anyone has trouble with LaPara Palace Balcony Ps try deleting the mtl files from the geometry folder. sometimes carrara don't like it.
cute. cute transition effect.
even converting to blended weight the header fork won't rotate
in vertex room under animation WP brush it's weighted to the bone, the bone turns not the mesh
obj import with the split options and quotations for maps from DAZ studio is useable
I rebuilt the hierachy and added spin modifiers
May be a repeat, but I had trouble with some stuff for 3DUniverse Gramps.
Gramps loaded fine from the Runtime (Poser format) but the MAD Labcoat was screwed up. The mid section was all twisty. I checked the model in vertex modeler and looked fine, but when I went to the vertex modeler animation mode, the labcoat mesh was all twisty. Various attempts to use the Zero options in the animation tab all failed.
Workaround
I loaded the MAD labcoat for Gramps in Daz Studio.
I chose edit figure rigging (convert figure to weight)
** I chose triax for the weight **
I saved as a support asset (duf file) in the Studio preset hierarchy.
New carrara scene, loaded Gramps from Poser format runtime, loaded the converted labcoat from the duf format folder, and seemed to work fine.
a lot of their stuff needs constraints turned off
yep.. quickest fix takes about 5 seconds... happens with Santa and the goat as well
yes goat is not horny
I uncheck the restraint icon in tbe top bar
bought this for the bell tower https://www.daz3d.com/chesterhaven
no way to ring the bell >.<
deconstruction surgery
another case of being suckered in by cobblestones dohh
Thanks for the constraints tip, Wendy and Dave.
Will try to remember next time.
Misty - Does TangoAlpha's Hemlock Folly have a bell?
Doesnt list one https://www.daz3d.com/hemlock-folly
thanks though
tempted by the greebles
afraid
https://www.daz3d.com/greeble-city-blocks-04
I spent all day trying to save and render those mangroves by Martin Frost
just ran out of RAM even loading the 5 trees
update, looked in the plugin DAZ studio as far too heavy to look in vertex room and one bush
Total Vertices :
2,418,706 / 2,418,706
Total Triangles :
2,160,565 / 2,160,565
Total Quads :
0 / 0
Total Faces :
2,160,565 / 2,160,565
Total Lines :
0 / 0
yeah only workaround is find something else, I would not want to render that in anything!
One of the mangroves took over 12 minutes to load into the scene. A bit heavy !
yeah I got 5 in eventually but it was using all my RAM so rendering got nowhere I gave up
the decimator thing any help?
not really, looking at the mesh its all the polygon leaves
thanks for the info... I'll stay clear of that one
a kewl lookin critter in fg
https://www.daz3d.com/camezard-hd-original-creature
i reckon is one for the hd plug in,
should be possible to make it work?