..but any of the multi-control sliders don't - ie to close the eyes I have to move each eye separately the one to do both at the same time doesn't nor do any of the other multi-sliders like the one to change the features to Afraid or Angry - I have to find each feature and do it myself. Any more brilliant ideas, please
Selina
This is the first I've heard of this stuff.
Really? I've been using V4.2 in Carrara for years and all morphs work as expected. Strange.
Back in the day, we had to load (and this only had to be done once - period) Victoria 4 into Daz Studio and, when doing so, select everything in the Powerloader, then click Okay. I don't even think she needs to be saved. It just fixed a problem where saving morphed V4 would result in morphs not working when reopened (in Carrara).
So for that, we'd just need to
Make sure we have Victoria 4 Power Loader installed
Open DS, load V4
Power Loader pops up automatically at that point
Select everything
Okay
it was broken later in the DIM files and morphs ++ does it
I broke it again recently adding new morphs and fixed it using my old Figures, Characters and avatars DVD files
I did put in a support ticket but it was deemed solved as I never managed to track down what file exactly is broken in DIM, it affects Poser too
nice blinks, timing blink rates a tricky bsiness, patience (sings guns n roses)
You all probably know this sort of thing already, but for those who might not:
I'll use Dracons Wake Dropship as my example, since its what brought me to write this.
Okay this marvelous ship has working landing gear but due to how it's set up, the hydraulic cylinders that operate them don't automatically work properly, and rotating them individually by hand would be a big, time-consuming pain in the rump. So don't do that.
Instead, we'll set it all up to work the way the awesome Nightshift3D set it up to work in DS/Poser. Ready?
When we lower the landing gear, we'll be exposing the problem: two halves of the cylinders, the upper and lower (not following along in the correct position).
Select one of the Upper cylinders
Go to the Modifiers tab and add (+) "Point To"
In the resulting dialog, choose the Lower cylinder that corresponds to the gear we're working on
Done with this Upper cylinder
Select the Lower cylinder that we just pointed to
Go to the Modifiers tab and add (+) "Point To"
In the resulting dialog, choose the Upper cylinder that corresponds to the gear we're working on (the one we just finished earlier)
Done with this landing gear section
Repeat the above process for all remaining landing gear
Some other figures might have working suspension with the same issue. Just apply the above process that makes sense for what's going on.
NOTE: If "Point To" has wacky results at first, try different + or - axis selections within the Point To modifier until you get the appropriate response.
in DAZ studio save a duf animated pose preset, I don't think I tried that one or even if I have it but for DZfires cyborgs and Jacks Carnival Carousel it works.
in DAZ studio save a duf animated pose preset, I don't think I tried that one or even if I have it but for DZfires cyborgs and Jacks Carnival Carousel it works.
Cool! Does that make it all work, even in intermediate positions? That was one thing I love about adding the Point To, when ever we move the main landing gear, everything just follows nicely. I actually learned this information from DZFire years back when he was responding to someone's query! ;)
in DAZ studio save a duf animated pose preset, I don't think I tried that one or even if I have it but for DZfires cyborgs and Jacks Carnival Carousel it works.
Cool! Does that make it all work, even in intermediate positions? That was one thing I love about adding the Point To, when ever we move the main landing gear, everything just follows nicely. I actually learned this information from DZFire years back when he was responding to someone's query! ;)
the error box i got was for genesis...the ones that came with carrara
are you loading genesis from the daz content library?
your message says cr2, you might be loading the poser dson version?
whwn you ad the daz folders doublr check you added them as a daz content folder and mot as a poser runtime folder. in the prompt box there a lil yellow bit to highlight in selecting your choices
i have been using carrara for years now, ..it's just the genesis characters that i am new to
i tried when genesis first came out..and went back to the 4rth gen characters, and previous, because i couldn't get them to work
There are a few tricks to the Genesis figures but I use them more than M4, V4, A3. Worth the effort to learn, and there is a new plugin that reduces file size.
so...why do the figures turn completely black, when i add a material?
They don't have any texture files in the shaders, happens with some of the materials, Why - don't know.
1. Click on Actor
2. Click on Shading Tile to bring up shaders.
3. Double click on shader to open
Quick check shows that the textures did not load.
4. Locate the DUF file and open in a text editor.
5. If you get a pile of gibberish don't panic - the file needs to be uncompresses/unzipped.
6. Click on folder and unzip/uncompress.
7. Click on the unzipped/uncompressed file and open in a text editor
8. Locate the file path of the texture files
9. Open the folder to view the files
10. Change from none to texture map
11. Click on folder to locate the file needed
12. Click on the file needed. You can also add the bump or normal map to the Bump, and any other texture maps you feel can go into the respective slots
the AoA shaders seem to be the worst culprit, iray not as bad just misses extra maps like bump opacity etc
DZdefault works but often with an extra colour in diffuse
if I am going to save a material preset in DAZ studio for Carrara I convert to DAZdefault by clicking on the DZdefault shader with all my surfaces selected first.
You may want to focus on the parts about morphed characters and Carrara-specific shaders. Don't get overwhelmed by the rest, just refer to that when you get interested in those other topics.
"go to shader tab in properties tray, drag and drop a saved global Carrara shader for that genesis+ figure on to the multicolored sphere at the top of the properties tray"
Your copy of Carrara 8.5 should have come with Carrara specific shaders for Michael 5 and Victoria 5 (genesis 1). These are found in folders under the Shader tab in the browser tray at the bottom of the interface. The term global is used because the shader contains info for each shader domain of the figure, not just one material zone. As you acquire more figures and characters, I recommend you create and save your own global shaders. So, in starting a scene, you load Michael 5 (or whatever) directly in Carrara from your content browser. It loads with Studio optimized shaders, not Carrara optimized shaders. You could adjust each material zone one by one (limbs, face, ...). Or, you can drag and drop a global shader that adjusts all in one step. However, to do so, you must have a global shader created and saved first. Just a one time step for each new figure / character set that you acquire.
Comments
nice blinks, timing blink rates a tricky bsiness, patience (sings guns n roses)
Thanks Misty!![smiley smiley](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
You all probably know this sort of thing already, but for those who might not:
I'll use Dracons Wake Dropship as my example, since its what brought me to write this.
Okay this marvelous ship has working landing gear but due to how it's set up, the hydraulic cylinders that operate them don't automatically work properly, and rotating them individually by hand would be a big, time-consuming pain in the rump. So don't do that.
Instead, we'll set it all up to work the way the awesome Nightshift3D set it up to work in DS/Poser. Ready?
When we lower the landing gear, we'll be exposing the problem: two halves of the cylinders, the upper and lower (not following along in the correct position).
Some other figures might have working suspension with the same issue. Just apply the above process that makes sense for what's going on.
NOTE: If "Point To" has wacky results at first, try different + or - axis selections within the Point To modifier until you get the appropriate response.
Now get in there and set up the shaders how you want them and store this wonderful, working figure to your browser! ;)
there is another way
in DAZ studio save a duf animated pose preset, I don't think I tried that one or even if I have it but for DZfires cyborgs and Jacks Carnival Carousel it works.
Cool! Does that make it all work, even in intermediate positions? That was one thing I love about adding the Point To, when ever we move the main landing gear, everything just follows nicely. I actually learned this information from DZFire years back when he was responding to someone's query! ;)
good tips guys/gals
more to remember... eeeek!![smiley smiley](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
well you could save NLA clips
the carousel working??
love the drop ship thanks.
amother fun thing fo animating ships, is getting the lights to blink for animation![smiley smiley](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
well the horsies dont move in carrara but if you save them moving in DAZ studio in an animation it will load and move them in Carrara
i have had trouble with all genesis, and poser 9 on up figures
just learnt it has conditional geografts
poser 9 has it's own weight mapping version not compatible with ds or carrara.
you could try exportint poser figure as collada. you'd need to manually add the rotation limits.
the 1 poser character i'd like to use in carrara is Mki 3. somewhere in the universe is a Fenric script for Miki 3.
the error box i got was for genesis...the ones that came with carrara
that is a cr2 a Poser companion file
you need to load the duf format one under yourDAZ library people genesis not under runtime
add your library as DAZ formats
now i got it to load, how do you add morphs
in the character folder, i have satsuki when i drag it to the genesis instance, it adds a new character
also where are all the dials that show up in Daz studio?.. just basic stuff under parameter tab for full body and full head head
i don't see individual things...like cheeks , lips or any of that
so...why do the figures turn completely black, when i add a material?
are you loading genesis from the daz content library?
your message says cr2, you might be loading the poser dson version?
whwn you ad the daz folders doublr check you added them as a daz content folder and mot as a poser runtime folder. in the prompt box there a lil yellow bit to highlight in selecting your choices![smiley smiley](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
Diomede has done a starter thread which may be of help to you :- https://www.daz3d.com/forums/discussion/comment/1667681/#Comment_1667681
Thanx Bunyip02
i have been using carrara for years now, ..it's just the genesis characters that i am new to
i tried when genesis first came out..and went back to the 4rth gen characters, and previous, because i couldn't get them to work
There are a few tricks to the Genesis figures but I use them more than M4, V4, A3. Worth the effort to learn, and there is a new plugin that reduces file size.
There are also morphs under head.
They don't have any texture files in the shaders, happens with some of the materials, Why - don't know.
1. Click on Actor
2. Click on Shading Tile to bring up shaders.
3. Double click on shader to open
Quick check shows that the textures did not load.
4. Locate the DUF file and open in a text editor.
5. If you get a pile of gibberish don't panic - the file needs to be uncompresses/unzipped.
6. Click on folder and unzip/uncompress.
7. Click on the unzipped/uncompressed file and open in a text editor
8. Locate the file path of the texture files
9. Open the folder to view the files
10. Change from none to texture map
11. Click on folder to locate the file needed
12. Click on the file needed. You can also add the bump or normal map to the Bump, and any other texture maps you feel can go into the respective slots
Do the remaining shaders !!!!
Black eyes can also be a problem
https://www.daz3d.com/forums/discussion/208351/black-eyes-in-gen-2
Advice from Dart :- https://www.daz3d.com/forums/discussion/comment/4267291/#Comment_4267291
the AoA shaders seem to be the worst culprit, iray not as bad just misses extra maps like bump opacity etc
DZdefault works but often with an extra colour in diffuse
if I am going to save a material preset in DAZ studio for Carrara I convert to DAZdefault by clicking on the DZdefault shader with all my surfaces selected first.
well, i think i will create characters in daz studio, that i will use often, and save as a character..that way, it should load with textures
@invisigoth - part of a response I posted in another thread might also be of interest to you. I don't want to retype or try to excerpt just the good parts, so here is the link.
https://www.daz3d.com/forums/discussion/comment/4322436/#Comment_4322436
You may want to focus on the parts about morphed characters and Carrara-specific shaders. Don't get overwhelmed by the rest, just refer to that when you get interested in those other topics.
thanx everyone..... i have my week planned out, of reading and watching tutes
i was not trying to be ungrateful, and sorry if any of my posts came off that way
Diomede... i got confused on this part
The comment at the following link might help, or perhaps the larger discussion within which it is located.
https://www.daz3d.com/forums/discussion/comment/1667771/#Comment_1667771
Your copy of Carrara 8.5 should have come with Carrara specific shaders for Michael 5 and Victoria 5 (genesis 1). These are found in folders under the Shader tab in the browser tray at the bottom of the interface. The term global is used because the shader contains info for each shader domain of the figure, not just one material zone. As you acquire more figures and characters, I recommend you create and save your own global shaders. So, in starting a scene, you load Michael 5 (or whatever) directly in Carrara from your content browser. It loads with Studio optimized shaders, not Carrara optimized shaders. You could adjust each material zone one by one (limbs, face, ...). Or, you can drag and drop a global shader that adjusts all in one step. However, to do so, you must have a global shader created and saved first. Just a one time step for each new figure / character set that you acquire.
hope it helps.