Tunesy opened this issue on Feb 02, 2006 ยท 5 posts
Tunesy posted Thu, 02 February 2006 at 3:46 PM
In the C5P pdf it says: For instance, if you import a Poser character into Carrara, it will create the model of the character and also attach a skeleton to it and import all morph targets. You can edit all this directly in Carrara. Well, thats fine, but what about adjusting translations and rotations if you want to animate Poser figures within Carrara? So far Ive been able to import a figure and get to its morph targets but I havent been able to figure out how to do basic figure element trans and rots. Its probably right under my nose but I havent been able to find it in the C5P pdf so far. Thanks for any help.
Message edited on: 02/02/2006 15:47
MarkBremmer posted Thu, 02 February 2006 at 4:10 PM
Indeed. ;) Check out the Bones/IK sections.
Tunesy posted Thu, 02 February 2006 at 4:21 PM
...I remember now. Been a while since I did those tuts of the wacky lady in the manual ;) Frankly it's a helluva lot easier to just animate in Poser. Now I remember why I never animated figures in Carrara ;) I love Carrara but it never has been strong on the character animation side of things.
Message edited on: 02/02/2006 16:21
Tunesy posted Thu, 02 February 2006 at 4:30 PM
...I'll give animating characters another go in Carrara though. It might be that I didn't give myself enough time to adjust to the interface before. Sometimes all that takes is a little time.
ren_mem posted Thu, 02 February 2006 at 5:28 PM
Yeah, I can just move things in D|S, but needed to set up ik chains so I put it off. I don't think it's too bad...just need to take the time. My bigger issue is not being able to reuse movement cycles. Someone mentioned grouping skeletons w/ objects so I wonder if you can have a sort of generic skeleton. Really need a bit more info on IK efficiency. I think everyone would like that.
No need to think outside the box....
Just make it
invisible.