  | | | Re: Carrara & FBX | Re: Carrara & FBX 2005-04-06 - By pmiinalainen
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Hmm... Don't have time and patience to try to figure out yet another workaround. Hope eovia will update the fbz interface next.
petteri
--- In Carrara@(protected), "Andrew" <awbenson99@(protected)> wrote: > > If I remember correctly, Blender can import and export FBX files. You > might want to try this route if you have the time or interest in > experimenting with round-arounds. > > AWBenson > > > --- In Carrara@(protected), "pmiinalainen" > <petteri.miinalainen@(protected)> wrote: > > > > It is really frustrating that i can't fully take advantage of mb > > with carrara. If we had only limited export without animation, that > > would be good... but with animation, it would be marvellous. > > > > I can see that your method is as wild and experimental as mine. I've > > partly lost interest in trying to export/import stuff as it's > > generally too difficult. I don't have poser 5 and i'm not planning > > to get it, so that route is off the limits for me. > > > > It's sad that brian never released that plugin. > > > > Are you using mb 5.5 or have you upgraded to 6? I sent a message to > > alias and made inquiry about upgrade price. Their website listed > > only one price, no upgrades... If that is the case, it's the end of > > the road for mb > > > > petteri > > > > > > --- In Carrara@(protected), "whkguamusa" <guamauto@(protected)> wrote: > > > > > > > > > > > > Hi petteri, > > > > > > I'm think we are in the same boat with levels of success. > > > > > > With Carrara4 only accepting fbx-bvh and no export, there is no > > > simple, direct bridge between it and Motionbuilder. > > > The work a round that I have used is by way of bvh and poser (5). > > > > > > It goes like this: > > > Load one of Poser's figures that is close in size to your Carrara > > > figure. > > > Turn off all the IK and zero out the figure with the joint editor. > > > Export the figure out to bvh. > > > Load the Poser generated bvh into Motionbuilder. > > > What you get is the poser skeleton and no mesh objects. > > > Characterize the skeleton so that it will accept animation (both > > > direct control through the IK-FK rig and retargeted motion from > > > another character) > > > Load one of the motionbuilder characters from the library that is > > > also close to the size of your Carrara figure. > > > Animate the MB figure using the IK-FK rig or drag and drop motion > > out > > > of the library onto it's story line. > > > Once you have it moving the way you want, set the bvh skeleton > > > control to "Character Input" so it follows the animation of the MB > > > figure. > > > From there you need plot the keyframes from the MB figure to the > > > bones of the bvh skeleton. > > > Once that's done select all the branches of the of the bvh > > skeleton > > > from the hip down to the last finger or toe bone and export it out > > to > > > bvh. > > > Import the mb-bvh file into Carrara. > > > You should now have a skeleton with a lot ( a whole lot) of > > keyframes > > > attached to it. > > > It's then a matter of fitting the skeleton to your Carrara figure > > and > > > skinning it. > > > If everything went right your character should animate just like > > the > > > motionbuilder figure. > > > > > > What can go wrong? A bunch of stuff. > > > Scale between the 3 can be a problem - Poser 5 should be set to > > > autoscale on bvh export (poser 4 does not have this option) > > > Using the MB proxy figure you can't get a good idea of the > > problems > > > you will end up with when the motion it transferred to your figure > > > back in Carrara. Things like arms or hands passing through other > > body > > > parts and getting props to work is a lot of trial & error. > > > The skeleton needs to be facing the positive Z axis in MB to > > > characterize correctly. > > > When exporting out the bvh with the keyframes baked onto the bones > > > don't send the reference node with them (the node right above the > > hip > > > node) If it comes in, the skeleton ends up looking like it was run > > > over by a truck. > > > A better way to work would be to send the bvh skeleton out of > > > motionbuilder in the t-stance with no keyframes, before you add > > any > > > animation to it. In Carrara fit your figure to the bvh skeleton > > > without any animation then save the file. > > > That way you can use the "append" option in the Carrara bvh > > importer > > > to add animation without having to do the skinning more than once. > > If > > > the animation is no good you can just reopen the saved file with > > your > > > figure in the t-stance and try again. > > > > > > You can see that this is not really a "workflow". > > > In some cases it would be a lot faster to just keyframe in Carrara. > > > > > > Getting things set can take a good deal of time but once you have > > it > > > working correctly Carrara has a path open to a pretty big library > > of > > > motion all across the net > > > I can detail the steps that are not clear with some screen caps if > > > needed. > > > > > > mdc > > > > > > > > > > > > One note: > > > With Carrara3 I had access to Brian Retford's unfinished bvh plug- > > in > > > so I could skip the round trip to Poser, but it never made it to > > > market and there is no update for C4. > > > > > > > > > > > > > > > > > > > > > > > > --- In Carrara@(protected), "pmiinalainen" > > > <petteri.miinalainen@(protected)> wrote: > > > > > > > > Could you consider making a very brief and basic tutorial which > > > would > > > > cover basics on following > > > > -importing your own character into mb > > > > -attaching some stock animation into that > > > > -export from mb > > > > -import in carrara > > > > > > > > i've had varying levels of success with this myself. > > > > > > > > i've seen some of your animations and would really appreciate if > > > you > > > > could share some pointers and insight of your workflow? > > > > > > > > cheers, > > > > > > > > petteri > > > > --- In Carrara@(protected), "whkguamusa" <guamauto@(protected)> > > wrote: > > > > > > > > > > > > > > > --- In Carrara@(protected), "bjj8026" <bjj8026@(protected)> wrote: > > > > > > > > > > > > Does anyone have experience importing FBX into Carrara? > > > > > Yes. > > > > > I would like to know after importing an FBX file into Carrara, > > is > > > the > > > > > rigged character also imported or do I have to redo it again > > in > > > > > carrara. > > > > > Yes and no you don't have to redo it. The figure will come in > > > with a > > > > > skeleton skinned to the mesh. No texture support yet. No > > morphs. > > > > > > > > > > Also are animations imported as well? > > > > > > > > > > Yes. > > > > > > > > > > > > > > > mdc
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