Some Props like Rifles get turned into cubes after re-loading a scene

(Re-)Loading a scene, turns some objects/Props into cubes. It doesn't matter if those objects come from Carrara (or were saved as car file) or if they come from Poser/DazStudio Content.

In my case it was rifles and a bracelet - all officially bought at Daz3D.

Somehow it also only affects some Props that get attached to Genesis 2 Male. While working in the scene, and using props, all is OK. I save, no error there as well. Then I reload the scene a day later, and some items are suddenly cubes because Carrara could not read or load that stuff properly.

I also tried an old trick, where you change the modeller forth and back - did not help here. Used to work wonders when textures went havoc.

Anyone got an idea why that happens?  Never had that with the older Carrara Version. Only with the latest build.

 

 

 

Comments

  • I've heard of it before, but I don't know the solution. I use C7.2 Pro and have not had this issue. I worked with C8.5 Pro for awhile and didn't have the problem either.
  • Yes I have been getting this with parented smart props on genesis 2 as well

    thought it must be user error

    now I think it is duf file related

  • StezzaStezza Posts: 8,050

    I get it Frequently with props I make for the Carrara challenges when parented with something else.. I just put it down to Carrara error.

  • DartanbeckDartanbeck Posts: 21,533

    Yeah, I've only got it with Genesis 2 as well - like dynamic hair and stuff.

  • DiomedeDiomede Posts: 15,165
    edited December 2015

    I've twice had a box replace an object when reloading a big project.  Both times the problem object was related to dynamic hair.  Once it was the hair itself.  The other it was the hair cap upon which dynamic hair was growing.  Don't know if it is related to the hair function or if that was just a coincidence.

    Post edited by Diomede on
  • DartanbeckDartanbeck Posts: 21,533

    I think that, at the time, I thought that it had to do with how I had the stuff nested into the scene. After reading Fenric's comments in another thread about never parenting a rigged item to another rigged item, I think that there may be some situations that make the loader see things as they're not (as something other than what they are) which makes it unable to load it as what it thinks that it is... if that makes any sense.

  • MistaraMistara Posts: 38,675

    wuh oh, i been parenting conforming hair to the head of figures hair wasnt designed for

  • DartanbeckDartanbeck Posts: 21,533
    MistyMist said:

    wuh oh, i been parenting conforming hair to the head of figures hair wasnt designed for

    Try grouping instead of parenting.

    When I create my people, animals, monsters, vehicles, interior designs, etc., I always follow a similar process:

    Load in my content:

    Each time I load in Contenet from the Content Tab I immediately go Edit > Consolidate Duplicate Shaders, and then optimize the shaders for Carrara

    If I load in content which conforms to other content, I follow the same procedure as above and leave it in the list, just below the figure it's conformed to - not inside of it

    As soon as all of my conforming clothing is loaded and optimized, I select all of the clothing items in the instances tray and Group (Ctrl + G) them and name that group "Clothing". Then I select the clothing group, the figure, and anything else that is conformed to that figure and Group that, and name it the name that I will call this character, or whatever it is.

    Also in that group is a set of cameras, one for the face close up, and another of the whole figure, each named "(unique character's name) Face" and "(unique character's name) Full" respectively, as well as a nice little highlighting light rig that I use on all main figures, but not background people. 

    Now I save that into my browser.

    =============================================================================

    It becomes a huge benefit to use groups in this fashion as it provides much more control for animating, hiding, all sorts of things, including the wonderful ability to put all of that stuff into a single item of the instances tray.

  • HeadwaxHeadwax Posts: 9,986

    Nice work flow dart.

    yes parenting one figure to another sometimes gives me crashes in 8.1 

    for me, having a figure in a group , then loading clothing for that figure outside of the group, means it won't conform until I place the new clothing within the group. 

    I imagine you are using fenrics shader doctor to customise the shaders for carrarararara ?

  • MistaraMistara Posts: 38,675

    but grouping will let the non conformed hair move with head?  
    don't know how to convert to prop hair without losing morphs

  • Well, there are always exceptions due to scene requirements. Sometimes you just need to parent stuff.
  • DartanbeckDartanbeck Posts: 21,533

    Right. Fenric's comment was regarding "Rigged" (or Conforming) Items being then parented (dragged onto the hierarchy) to a FIgure (Rigged model) causing issues with files not opening correctly after saving. Parented props, like guns and hair, are supposed to be parented.

     

    head wax said:

    Nice work flow dart.

    yes parenting one figure to another sometimes gives me crashes in 8.1 

    for me, having a figure in a group , then loading clothing for that figure outside of the group, means it won't conform until I place the new clothing within the group. 

    I imagine you are using fenrics shader doctor to customise the shaders for carrarararara ?

    Thanks!

    Hmmm... I bet it's the fact that the clothing I've saved was already in the group before I dragged it into the browser to save just the clothes being the difference as to why I've never had that problem. I'll take entire clothing (outfit) combinations in their "Clothing" group and drag them into the Browser for that character. Just dragging the group back into Carrara in a scene with that specific character in the scene often does all of the conforming upon the load. But sometimes it doesn't and I have to do that myself. But even with the character in a group, it should still show up in the list of things you may conform to.

    Shader Doctor is one of the very few Fenric plugins that I don't own. I have Advanced Shader Tweaker and at least one other that came via his site for shader tweaking, and then a few more for other things. But... no... I do all of my character shader tweaking individually because I actually use Multiply (and many other functions) in the color channel for various things and I tweak by hand each highlight, shininess, bump, etc., specifically for each shader. ExtruD (remember him?) taught me fairly early in my learning stage that even the slightest adjustments in anything Carrara can make a huge difference. He said that while we were playing with fog effects for fun together, but he said it as I have because he meant it truly across the board - even realizing that some things in Carrara are exactly the opposite. But I really enjoy going into every single shader and running my mind around how I want it to behave against what I'll be putting it through in my scenes. 

    It's funny how it works - Sharing shaders can be a funny thing because everybody uses a different method of lighting and render settings. Shaders have everything to do with those things. My shaders are set up for speed rendering. Not just minimizing bloat from unneccesary settings, but also tweaking things like how intense the bump is - or even making a custom bump map as well, because too high of a bump intensity looks really weird at Object Accuracy of 2, for example. After Phil came into the forums with his Gamma Correction = 2.2, and after (finally) seeing the light and switching permanently to that Linear Workflow philosophy (with additional twisting of the arm by Jeremy Birn), I've found that most of my shaders worked just fine with that render style, but further tweaks to them made them even that much better. 

    But aside from that "Shader Doctor" and MDD for Carrara, I thnk I have most, if not all, of the rest of the Fenric Collection, and when I built my workstation and started playing in Carrara before those plugins were installed, it just felt wrong right away! That's how much I enjoy having them in my kit!

    Now I want to continue collecting most of those DCG plugins as well. I love Sparrowhawke's as well. 

  • Rhian-SkybladeRhian-Skyblade Posts: 223
    edited December 2015

    I noticed it doesn't happen always. Btw. sorry for my late reply. Got caught up in working on displacement maps *sigh* I hate those lol.

    I had it happen on normal imported Object Files, now too.  It only happens when I am using "delete unused objects". Deleting unused Objects was part of my scene cleanup before saving the file - to remove fragments of deleted Items/Chars/Objects.

    Btw. could someone pls give me the link to the Bug-Site for Carrara. It appears the old one, I had (Mantis thingy) doesn't work anymore O_o

    Post edited by Rhian-Skyblade on
  • DartanbeckDartanbeck Posts: 21,533

     

    Btw. could someone pls give me the link to the Bug-Site for Carrara. It appears the old one, I had (Mantis thingy) doesn't work anymore O_o

    DAZ 3D Help Desk

    The link in the middle is where you file a support ticket

  • ChoholeChohole Posts: 33,604
    edited December 2015

     

    Btw. could someone pls give me the link to the Bug-Site for Carrara. It appears the old one, I had (Mantis thingy) doesn't work anymore O_o

    DAZ 3D Help Desk

    The link in the middle is where you file a support ticket

    Adding to that info.  When it is a bug report then the dept that  you send it to is Tech Support and mark it Bug Report, please.

    Post edited by Chohole on
  • Chohole said:

     

    Btw. could someone pls give me the link to the Bug-Site for Carrara. It appears the old one, I had (Mantis thingy) doesn't work anymore O_o

    DAZ 3D Help Desk

    The link in the middle is where you file a support ticket

    Adding to that info.  When it is a bug report then the dept that  you send it to is Tech Support and mark it Bug Report, please.

    It's easier to mark it bug report than to try and replicate a string of Yosemite Sam style epithets in just plain text. ;-)

  • MistaraMistara Posts: 38,675

    when dragging an obj into the browser tray, does it turn into a carrara format, like, change into a vertex model.

    is it better to save all the poser props i'm using to the browser tray, and then use those in my master scene file before saving?

    so like, if i drag Aiko 3 to the browser tray, does she remain a poser figure like wrapped inside .car code, or is she truly converted to vertex parts?

     

    thanks smiley

  • DartanbeckDartanbeck Posts: 21,533

    Dragging into the Browser creates a .car file, yes... but, no... it doesn't auto-convert anything. Primitives will remain primitives, vertex objects remain vertex objects, etc.,

    The main reason to establish a workflow of saving to the browser is to save your optimizations - like shaders, lighting and whatever you've done in Carrara. Make an NLA clip of an animation that you like? Save it to the browser's Clip tab so you can use it again. Saving shaders saves a lot of time and work. Modifiers, lights, effects, scenes... it's all great to keep in optimized form if you plan on using it again some day.

  • I do that all the time with Props (saving them as Car Object incl. Shader and so on) - though that doesn't help with the problem, that as soon as I "remove unused objects" that most of them get turned into cube the next time I load the scene ^^

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