Jaager opened this issue on Mar 04, 2003 ยท 36 posts
VK posted Wed, 05 March 2003 at 11:40 AM
Hello Jaager, I'm not sure if I understand what's your problem, but I use Carrara to make morphs, and it always works very well. To make for example a head morph, you could try this: 1. Load the figure obj in Poser, and create a head prop with the group editor. 2. Select the head prop and create a group for each inner material (teeth, tongue etc.). You don't need the material groups for the morph, but you can hide the groups later in Carrara VM. 3. Export the head prop as obj (all export options disabled). 4. Import the head obj into Carrara, using the import options: "AutoPosition" enabled (default option) "Disable Auto-scaling" disabled (default option) "Map OBJ Y to Carrara Z axis" enabled (default option) Vertex Primitives Create a Single Polymesh Create Only One Group, 5. Open the vertex object in VM. The obj group names are polygon names of the vertex object. However, the names sometimes don't show up in the "Select Named Polygons" list. If you don't see the names, save and close the document, then re-open the document and VM. Now the polygon names (the former obj group names) should be listed under "Select Named Polygons". You can easily select and hide the inner parts of the head. When you export a vertex object with named polygons from Carrara, the polygon groups become obj groups, and the polygon names become obj group names. I use this method to create multi-group obj models with blended seams (no duplicate vertices at group edges) in Carrara. You can also take two or more obj groups into the same vertex object, and preserve the vertex order of each obj group (needed for morphs). To create a morph for two adjacent body parts, for example head and neck: 1. Create a head prop and a neck prop in Poser, and export each part separately, to create two objs. 2. Import both objs into Carrara. Now you have two vertex objects. In the Assemble room, the head and neck objects are not properly sized and positioned (because of the AutoPosition/Auto-scaling options). If you wish to see the relative size and position of the parts in the Assemble room, you can deactivate both Auto options, and zoom in to see the very small objects. However, you usually don't need properly sized objects in the Assemble room. 3. Open the neck vertex object in VM, select all, and copy. 4. Open the head vertex object in VM, and paste the neck geometry. Now you have a vertex object containing two polymeshes, head and neck. This operation doesn't modify the vertex order of the polymeshes, so the morphs will work. The polymeshes are properly sized and positioned in relation to each other. 5. During the morph creation, you can temporarily add geometry (ruler lines, rotation center vertices, contour polylines etc.). Don't connect the two polymeshes, and don't connect additional geometry and one of the polymeshes. This will modify the polymesh topology (vertex order), and there's no way to restore the generic vertex order, so the morphs won't work. Be sure to delete all additional geometry, when you're finished. 6. When the head and neck morphs are modeled, still in the same vertex object in VM, select the modified neck polymesh (you can double-click a face of the neck, to select the entire neck polymesh). Cut the neck polymesh, so that the vertex object contains only the morphed head polymesh. This will be your head morph obj. 7. Open the neck vertex object in VM, delete the old neck geometry, and paste the modified neck polymesh. This will be your neck morph. 8. Go to Assemble room, and export the modified head vertex object and neck vertex object separately, to create the two morph objs.