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 !!!
took a bit of work but managed to get Predatron's Bizzle/Cowboy into Carrara after modifications..
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..
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.
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.
took a bit of work but managed to get Predatron's Bizzle/Cowboy into Carrara after modifications..
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..
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.
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
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 .....
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
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.
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?
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.
breaking my resolve to stay away because I need to help fellow Carrararians
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
Comments
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!
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 !!!
good to know as I own him but not used him yet
Thank you, Bunyip. Will have to keep the CR2 option in mind more generally.
The dial movements are not working, the DUF poses that come with the critter work, and of course you can manually rotate the joints.
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
UV wrap uncheck in vertex room
Woohoo - Case of the Naked Trees solved !!! Thanks Wendy !
I always forget to try the UV issue. Thanks, Wendy.
took a bit of work but managed to get Predatron's Bizzle/Cowboy into Carrara after modifications..
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..
result so far after nticking UVs
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.
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.
Beautiful turnout!!! Kudos!
Thanks Dart. I'll try those.
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
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 .....
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.
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 !
Me too. That or a multi-shader mixer
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.
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.
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.
Stezza,
I tried all of those.
Thanks for trying though.
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.
I'll give that a try and let you know if it works.
breaking my resolve to stay away because I need to help fellow Carrararians
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
Wendy,
Thanks for breaking your silence. That sounds like it might work. I'll give it a try and report back.
Wendy,
That worked perfectly.Thanks very much!!!!
Brian