Filter: Safe | Tue, Jul 14, 3:13 PM CDT

Renderosity Forums / Carrara



Welcome to the Carrara Forum

Forum Coordinators: Kalypso, Anim8dtoon

Carrara F.A.Q (Last Updated: 2026 Jul 11 2:50 am)

 

Visit the Carrara Gallery here.

Carrara Free Stuff here.

 
Visit the Renderosity MarketPlace - Your source for digital art content!
 

 



Subject: Poser morphs in Carrera 5 Pro?


rickthedude ( ) posted Sun, 19 February 2006 at 5:18 PM · edited Tue, 14 July 2026 at 1:20 PM

Hello I was wondering if anyone could help me?. I want to make morphs for poser5 in carrera, I have a question on the correct import/export settings when bringing in the mesh as an obj. into carera and then exporting back out to use in poser. any help would be appriciated.


Letterworks ( ) posted Sun, 19 February 2006 at 7:52 PM

file_327662.jpg

rick I've done a little work on this for clothing maybe I can help. One thing I recommend id look into one of the programs or python routines that let you import entire figures as morphs rather than try to create them across multiple groups. The later can be done but is very finicky. I use the routine in Dimension3D's Poser Tool Box here in the Rosity Market place, but I believe ther are several others. You'll also want a copy of UVMapper, either the free one or the Pro version, (a tool of MANY uses). With such a routine I load the Poser geometry file into UVMapper and resave it after WELDING Duplicate Vertices. Then use that geometry file in Carrara. Poser soesn't care if the geometry file is weled or not it splits the groups when it loads them. Import the welded gemetry file into Carrara, I've attached a copy of the settings I use. After you make your changes EXPORT the .OBJ file to a temp directory (or whereever) and use the morph creation tool as it's directions indicate. If you do elect to import the Poser object as seperate groups you'll have to Export each group seperately and load it into the Poser group by hand. It's also tricky since you have to be sure that ALL of the vertices at the joint of the groups match up, or you'll have tears show up in Poser. I hope someone will jump in with other techniques. This probably isn't the easiest but it does work for me. mike


ominousplay ( ) posted Mon, 20 February 2006 at 12:44 PM

I have a question. I am trying to test a poser male figure - one of the 6 or 7 that came with Poser4. I want to do all renders in Carrara5pro, so I created a file with model in Poser, saved, and opened file in Carrara as (the other, not Transposer) so I could use bones to position and morphs. All went great, except I want to add my own props and clothing in vertex room to the model so the bones will control clothing as well. What is the best way to do this? And adding texture maps... I see if I move the model to the vertex room to add clothing, the options change in model room - I still have morphs, though reset, and I have access to UV for the face (want to add details to face, bump map wrinkles, etc.), but I am not sure if this is the "best" way to do it.

Never Give Up!


Letterworks ( ) posted Mon, 20 February 2006 at 5:15 PM · edited Mon, 20 February 2006 at 5:15 PM

ominousplay,
Unfortunately I am a infant with Carrara's native motion control tools. I use it primarily as a modelling tool and have ignored it's other capabilities, which I am just now starting to learn.

Hopefully one of the other members will jump in with an answer.
mike

Message edited on: 02/20/2006 17:15


ominousplay ( ) posted Mon, 20 February 2006 at 5:38 PM

I can answer some of my own question, since asking I've been playing around... I pulled over the model (pz3file) and then converted it by opening it in the vertex room. There I could add clothing, make more morphs, etc. But I think one trick is to remove the skeleton when adding morphs... I only say this after having some crash/ freeze issues after trying to add morphs to a boned model. I still want to know other's ideas on how they attack this issue.

Never Give Up!


ominousplay ( ) posted Mon, 20 February 2006 at 5:38 PM

I can answer some of my own question, since asking I've been playing around... I pulled over the model (pz3file) and then converted it by opening it in the vertex room. There I could add clothing, make more morphs, etc. But I think one trick is to remove the skeleton when adding morphs... I only say this after having some crash/ freeze issues after trying to add morphs to a boned model. I still want to know other's ideas on how they attack this issue.

Never Give Up!


ren_mem ( ) posted Mon, 20 February 2006 at 7:19 PM

I mentioned to ominousplay in the other thread that D|S can be good to help out here, because some things are so easy and quick in there. You can also get the morph loader plugin which is handy for loading a morph in D|S from an obj, the dformer also lets you adjust/make morphs(however, I don't use these yet even tho I have one(dformer) and will most likely be getting the other). Currently, not doing any morphing.

No need to think outside the box....
    Just make it invisible.


ren_mem ( ) posted Tue, 21 February 2006 at 7:52 AM

Ominousplay, I think one major problem you are going to have w/ D|S and your situation is w/ rigging. You can't rig in D|S and it will only accept daz or poser format rigs. Obj will come in, but no rigs.Since it really supports rigs, but has no tools for this I expect riggin will be arriving shortly. However, that may not help w/ your own rigged creations. I truely hope that carrara can support D|S files or the other way around. They are supposed to be partners, but neither of the formats is widely supported.If you could convert it to a poser rigged character it could probably read it.Carrara says their file format is difficult, probably all the information it includes.

No need to think outside the box....
    Just make it invisible.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.