The topic of 3D Animation is enormous and there are many software applications available to provide the tools needed to get your 3D models into motion, rendering them to some sort of viewable file. Although I was taught how to model using 3DS Max, introduced to Maya Ultimate, and had a short run with Poser, I haven't really spent enough time animating in any of these to truly comment on their ease of use or quality of results. But one thing that I really can comment on is the fact that Carrara is an animator's dream come true! No matter what you've learned or what application you've learned to do it in, we are very lucky to have such power in such an affordable piece of software. While talking about affordability, one could compare Carrara's retail pricing fairly evenly with Smith Micro's Poser Pro, except that it's almost impossible to pay full price for Carrara, which cannot at all be said for the other. To me, while I must admit that the latest Poser Pro looks to have some very inviting new feature that continue to beg me to purchase it, it just seems like an off-balance comparison. Carrara, again... to me... being a hands-down better bang for the buck. But I didn't come here to say which is better. That wouldn't be fair - as both are incredibly reasonbly priced for anyone choosing to get into this realm - and both have an enormity to offer that makes them vastly more valuable than what one must pay for the license of use. Like Head Wax pointed out to me, it's great to have both - as he uses Poser Pro as the ultimate Carrara plug-in. I'm inclined to follow him in that endeavor. Perhaps soon.
Animation Features
Carrara has its Sequencer tray to work in for manipulating where you place key frames, what you set the tweeners to do, adding and blending the powerful NLA clips and poses, etc., and I find it to be more comfortable to work in than any other key frame editor that I've seen or used. The new keyMate and grapgMate plugins for DAZ Studio, by GoFigure, seems to give a similar usage to DAZ Studio users, which looks very cool. Unfortunately I doubt that I'll ever know for sure. Although I am fully gearing up to use DAZ Studio Pro as a strong, essential part of my Carrara workflow, key framing animations is not part of that!
Using the sequencer, you will notice that we have the ability to add keyframes for a multitude of different things within Carrara scenes. Changing shaders, modifiers, scene effects... making things change over time is such an easy thing to do in Carrara - without having to learn any sort of special, technical jargon. Most of how it works just makes perfect sense simply by looking at it - changing what you wish to change where you want it to change in the timeline. Carrara's interface is actually more helpful to me than a good book for other software. By the time I learn what the modifiers does to my mesh, I can already assume ways in how I can change it along the timeline.
Beyond all of that, Carrara has many, many automated animation features built right in to it. The Realistic Sky Editor includes methods of putting clouds in motion automatically. Fire, Ocean, Fog, Volumetric Clouds (amongst other things) have animation settings built into them. Just fill in the worksheet and, again... everything just seems to make perfect sense, and Carrara will do the rest. Truly amazing are the effects that you can apply in this manner to plants made using Carrara's Plant Editor! Adding rustle and wind strength and directions can also be changed along the timeline.
Carrara's Texture Room includes shader options to allow for various things to happen to Particles emitted as well. I think that it would be a fun experiment to collect many different versions of Carrara to see how some of this might have evolved over time - and what was just already here from the start. Version 6 (or was it 7?) including Non-Linear Animation (NLA) features is something that I am forever grateful about.
NLA (Non-Linear Animation) controls are such a fast and easy way to work with animation sequences in different ways. Once you create a NLA Clip you may add that to your character in the sequencer and stretch, reverse, loop, or otherwise change the clip data. You can make various clips that work together, use tem to transfer data from one character(or anything, for that matter) to another and save these clips into the browser for future use. We can easily experiment with blending one clip into another - having them overlap... it opens up a wide range of non-destructtive ways to work with animation.
Target Helpers and IK can play a huge role in what happens in your animations. They can even override the data in a NLA Clip - which seems to be otherwise nigh/impossible! It's a fairly straight-forward endeavor of having this follow that and placing that where it needs to be, while making sure to have IK set on this to control what happens between it and its parent. Follow that sentence through, and you'll have it, as cryptic as it might sound!
Tutorials and other Information
There are a number of good tutorials available on the subject of animation. In my opinion, not enough good things can be said about the generous, valiant effort by our resident Cripeman as far as his services of increasing our understanding what Carrara has to offer. So much that I decided to work on indexing his lessons in a convenient table of contents for Carrara users to have at their fingertips: Cripeman Tutorials Index
Amoung that list are a few of special interest that I feel a strong urge to share with anyone reading this article:
Below: Special Presentation: Eadward Muybridge - Grandfather of Animation
Below: Creating Motion Paths
Below: Compositing Tips
Below: Exporting Animated Poses from Poser to Carrara
There are many, many more useful video tutorials by Cripeman. I believe that I have all of them in the Cripeman Carrara Video Tutorial Index, even though I still haven't organized the videos on the bottom of the index yet - but they are all named - so it's still easy to use.
Further, my older article: AniMating in Carrara, has some tips and tricks on how I use aniBlocks to help create animations beyond their original, intended motions. The article also includes several links to some more great video tutorials, including some from Jonny Bravo and instructionals from GoFigure on using aniMate 2 to your advantage in getting the most out of your aniBlocks - great stuff that I strongly recommend.
Finally, before I conclude this introduction, I really must include Mike Moir's Walk Cycle Creation Videos to show his endeavors in creating his walk cycle on the man model he made and rigged all in Carrara. The first one is all about setting up the model... ahh... I have it all explained in that post. The whole thread is a great read - I just linked to the video index post I made.
The big thing to me is the fact that, as powerful as Carrara truly is, it is also so incredibly simple for any and all of us to use! Sure... I am, very much, the DAZ 3D Carrara poster boy... always cheering it on as my favorite software application in the whole world... well I only do that because it's true for me. I really loved using Poser when I began animating people. There were certain, necessary features missing from it, in my opinion. That put me on a rather heart-wrenching path towards trying and find something that filled the gaps. I totally lost that battle for some time - simply because none of my searches took me to Carrara - for once I've found it, my search was over! Back then (Carrara 7 had just come out) the product pages for Carrara at DAZ 3D were much more impressive to me than what they have now. It was like looking through a Sears Christmas catalog when I was a kid... reading through all of the cool features - gazing at the WIP illustrations they had... Wow - the ability to model, automate landscape/scene creation, displacement modeling, 3d painting, super-powerful shader editor, all those animation tools... particles, physics, volumetrics... Ahhhhh! okay I'll stop for now. I'll be focussed again when I return



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the replies are formatted... If you go back and edit the original post, the formatting will stick. Sorry. I'm working on this one...
You are, however, responsible for making it as cool as it is, and I am thankful for it and many other things you've done for us - Thank you!
roject Dogwaffle is a digital paint program - not to be used in place of an image editor, like Photoshop, etc., but rather, along with it.








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