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Re: Carrara & FBX

Re: Carrara & FBX

2005-04-06       - By pmiinalainen

 Back
Reply:     1     2     3  



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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