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

 

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Subject: Morph Targets


CaptainJack1 ( ) posted Mon, 09 March 2009 at 10:26 AM ยท edited Sun, 12 July 2026 at 2:24 PM

Is there a way to use an external editor (say, Hexagon or Wings) to edit the vertices for a morph target out of the model room in Carrara? I've played around with the save button in the morph window, but I can't figure out a sequence of steps that will do the trick.

I'm using Carrara Pro 7.1, on 32 bit Windows Vista.

Thanks in advance for anything you care to share. 😄


Tashar59 ( ) posted Mon, 09 March 2009 at 5:42 PM

export as .obj with groups if it has them.
import into what ever modeling software you want ( scaling on import and export may be required depending on software )

do your thing and then export back out as .obj and load morph to your what ever it is.

If you have an .obj that has groups. You may need to use uv mapper to save the uv's and weld the object to use in some modeling software then when your don you put it back into uvmapper and apply the saved uv's. this will give you your morphed groups to then use.

I think you can even get the DS that's free and import your object to DS that has a hexagon bridge that you can then create your morphs and then bridge back to DS and you can go on from there. Export as a Pz3 with the free poser exporter or I think as an .obj but I don't use DS to know all the export options, just what I have read.


CaptainJack1 ( ) posted Mon, 09 March 2009 at 8:55 PM

I'm not sure I'm picturing that right... When I import the changed OBJ, don't I get a new model? How do I tell it to apply the changes in the imported model to the original model? I feel lilke I'm missing a step. But then, I'm easily confused.

I've never used Daz Studio, but I could take a look at it. You can never have too much software. 😄


Tashar59 ( ) posted Mon, 09 March 2009 at 10:25 PM

Let's do some simple things first.

load a cube in carrara. Subdivide it a couple of times so you have a few verts to play with and export it as an .obj. make sure you saved the subdivided cube as an .obj or in your browser or as a scene. You want to use the original to add the morph to.
Import it into what ever modeling software you want to use. Move the verts around how ever you want. Export as .obj.
Now load your original back into Carrara and then load your morph to that. It should work as a normal morph with dials and all.

Also let me know what your using for modeling software. If it's Hexagon or Wings3d I can give you the Import/Export % for those two as I have posted them in those forums here and with my hex tutorial at Poserpros.


Tashar59 ( ) posted Mon, 09 March 2009 at 11:19 PM

I mis-understood your question. I thought there was a way to import a morph into carrara. There is with Cr2 and pz2 but I can't seem to find a way to just import that .obj as a morph.

There must be a way and can't find it.

So ignore everything I said because it only works for all my other software including modo, if I wanted to. Not that I would, modo makes, uses and exports them just fine for me. LOL.


Tashar59 ( ) posted Mon, 09 March 2009 at 11:45 PM ยท edited Mon, 09 March 2009 at 11:47 PM

I started a thread at DAZ to see what comes up. You can keep an eye on it if you want, I cant get a link to work so you'll have to check the Carrara forum yourself.


CaptainJack1 ( ) posted Tue, 10 March 2009 at 6:16 AM

Thanks, I appreciate it. I'll check over there, and I'll keep digging around in the software. 😄


CaptainJack1 ( ) posted Tue, 10 March 2009 at 11:51 AM

Just wanted to follow up here with what I found so far... When I clicked the "Save" button that appears when you edit the morph, I originally thought that it only saved in Carrara format. I looked more closely (always a good tip...) and found that it would also save in OBJ format. I saved in that format, and imported the OBJ into another modeler. Only the morph area came in. I edited it, saved it back to an OBJ file, used the Load button in Carrara to bring in the morph, and it worked.

I'm not sure if any of the OBJ import/export options are better or worse for this kind of thing, I'll have to do more experimenting. Initially, I used all the default options.

When I made the selection to define the morph area, I selected faces, edges, and vertices all at the same time, which may make a difference in the OBJ file that gets output.

Also, when editing the morph, I didn't modify any of the edges or vertices in the morph area that are shared with faces of the object that are not in the morph area; dunno if that would make it hiccup or not.

Still going to play with it, but this is more or less workable.

Wouldn't say no to being able to dynamically link to Hexagon in the future, or to have any other improvements in the pipeline, of course. 😄


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