Fenric’s Change Bone Visibilty Plugin

Fenric’s Change Bone Visibilty Plugin

Fenric has many plugins available for Carrara. I think that most are now available through the DAZ 3D store, now that he’s added a bundle product there containing many of those that were previously only available at his Fenric’s Fox Den Trading Post.

One such plugin called “Change Bone Visibility” is incredibly simple to use, but enormously helpful if you ever plan to animate any of the newer DAZ 3D figures, since the invention of Genesis and the Triax rigging system. When loading such figures into Carrara, the skeleton of the rig can become quite bothersome.

Using the tool is fast, and a major time and headache saver. The tool is only available at the Fox Den Trading Post at the time of this writing, and is only five US dollars!

FernicBoneVis1A

First of all, when we wish to ‘shape’ the figure, we need to have ‘Actor’ selected, which highlights these bones. The highlight often obscures our view of the figure’s face so much that it becomes a real burden to dial in specific details.

The other problematic area comes when right-click selecting to key-frame joint rotations by hand. Right-clicking directly on the bone in question removes that body part from the choice of selections in the right-click menu, as shown in the illustration below. We never want to actually select the Wireframe, which IS available in the list. We want the actual part.

FernicBoneVis1B

Also as shown in the illustration is the same right-click menu from the same spot of right-clicking after using Fenric’s Change Bone Visibility tool:

EDIT > Fenric > Change Bone Visibility

Notice how the “Wireframe” option is no longer within the list? That’s exactly what we want! But also notice how clean and easy to work with our Genesis has now become, without the bones being visibile!

What is that you’re asking? “Can’t we just do this without buying a plugin?” The answer is “Yes, but not without its risk”.

To change bone visibility, you must select each bone in turn and, in the Effects tab, deselect “Display Wireframe When Attached”, a check box near the top of the panel. While this might sound simple, each time we perform this, it causes Carrara to to something that creates a lengthy pause, locking up Carrara until the wait is over… and this can occur for each bone, which makes for a lot of tedium.

I prefer to pose each finger joint for each major pose. You’ll often notice a lack of this operation in animations where the animator ignored doing so – which causes the hands to look unrealistically stiff. So I would need to perform this for each joint of each finger as well. I’ve even actually had Carrara crash before I’ve finished changing the bone visibility by hand like this.

I gave Fenric my five bucks at his Den, and downloaded the plugin.

Once installed, the entire procedure is instantaneous with no lag or pause from Carrara at all… so I now know that Carrara loves this tool as well!

ERC MADE EASY – Enhancing Facial Realism

ERC MADE EASY – Enhancing Facial Realism


Fenric has created for us a very powerful animation automation tool with the Carrara ERC plug-in. As such there are some great advanced examples available on the Internet that at first make it appear very daunting. However, the core concept of ERC is very simple; thing A moves thing B or more accurately thing A controls/modifies thing B. ERC is basically acting like the string between a puppet and its human master.

In the Carrara world the master can be anything that can be animated using the keyframe sequencer. For example this could be the arm of an evil sorcerer in our scene. The puppet can be, once again, anything that can be animated using the sequencer. In our first example let’s say the puppet is a chair in our scene. I can use ERC to magically levitate the chair whenever our character raises his arm (yes, this is a truly evil sorcerer). To do this I would simply connect our string (ERC) from the shoulder rotation of our sorcerer to the Z-axis position of the chair. Now whenever our evil sorcerer raises his arm, our chair flies up into the air and off our screen. Not exactly what we had in mind; we were going for some low altitude levitation. To fix this, ERC allows us to do some fancy things with our string. It allows us to change the degree by which the arm movement changes the chair movement. So we can tell ERC that we want our arm to move the chair only a small fraction of how much it was moving it before, even though our arm movement will remain exactly the same.

But wouldn’t it be simpler to just animate the arm and then separately animate the chair? Probably, but it made for a good example. One of the real indispensabilities of ERC is in the animation of things that are associated with each other on a repetitive basis. Let’s look at a face for example. When we move something on our face it typically causes other parts of our face to move as well. When I raise my eyebrows I get big wrinkles on my forehead. When I smile, same thing, my eyes wrinkle. Unfortunately I find this association to be far more desirable on my 3D characters than on myself and while I can’t do anything about me, I can use ERC to emulate these associated facial movements on my Daz characters.

For a basic implementation I like to add forehead wrinkles and a slight top eyelid movement driven by the eyebrow keyframe animation. (ERC enhancement on the left)
b-erc

I also add cheek puff (under eye wrinkling), eye squinting and ear movement driven by the smile keyframe animation. (ERC enhancement on the left)
a-erc

Daz characters have an abundance of morph parameters that can control virtually all aspects of the face allowing us to get very detailed with our automated animations by setting up an ERC modifier to control anything we want; from anything we want.

erc5Additionally, because Carrara shaders can be animated, we can create an effect that mimics fine wrinkles on our characters face. We could setup a face bump map using the regular bump map and a second bump map with additional wrinkle lines and then use an ERC modifier to mix between the two as our controlling parameter (mouth movement) changes.

CONTINUED on the NEXT PAGE

Move to Camera plugin by Fenric

Move to Camera plugin by Fenric

Prolific plugin creator Fenric has released another helpful Carrara addon called MOVE TO CAMERA, and that is exactly what it does: selected items in the Assembly Room hierarchy are moved directly in front of the current rendering camera.

Screen Shot 2013-11-04 at 1.50.23 PM

This release raises the total number of plugins offered on Fenric’s web store to eleven, several are free.

In my tests the base of the objects were moved more or less to sit directly in view of the render camera. Interestingly, the objects did not appear to be positioned in relation to their hotpoint, and some items were moved near to, but not directly in front of the camera. Clearly the purpose of the plugin is to make finding and repositioning objects in your scene easier, and should be helpful to anyone who creates large scenes with many objects.

A trial version of MOVE TO CAMERA is available on Fenric’s Downloads page and will work for about 10 minutes before timing out. The plugin license can be purchased for $5
http://fenric.com/wordpress/downloads/

Advanced Shader Tweaker plugin by Fenric

Advanced Shader Tweaker plugin by Fenric

We all love the convenience of Poser content in Carrara but tweaking every shader is a tedious task, especially when it is the same settings over and over: reduce the shiny highlights, remove the extraneous color multiply… . Shader tricks that control settings in Poser often have no equivalent in Carrara, leaving a trail of “junk DNA” in the shader tree. Meanwhile, common settings like the bump and shininess values for a figure’s “skin” are scattered across multiple shaders…. We’ve come to accept that the benefits of content outweigh the inconvenience of manually translating each of Poser’s shaders by hand, one by one.

But no more! Fenric has released his ADVANCED SHADER TWEAKER plugin which adjusts many multi-shader values all at once!

AdvancedShaderTweaker

  • remove color multiply
  • remove extraneous alpha operations
  • Highlight value
  • Shininess value
  • Copy texture to bump
  • Bump amplitude value
  • Texture Filtering: Sampling, Gaussian, Fast MipMap
  • Enable Blurry Reflections
  • Reflection strength
  • Reflection bounce depth
  • Reflection fresnel
  • Transparency depth
  • Index of Refraction
  • SSS Translucence
  • SSS Reflection
  • SSS Fresnel
  • SSS Refraction
  • SSS Intensity
  • Translucency Value

The usual suspects are addressed directly in the Assembly Room so you can tackle the most common problems immediately as you load items into your scene.

It works by selecting the model (or models) to have the shaders adjusted for, and select the “Advanced Shader Tweaker” option from the “Fenric” menu, located under the main “Edit” menu. All the model’s shaders are adjusted at once.

FenricEditAST

If you hold down the “shift” key while choosing the menu option, then the tweaker will start in “texture filter” mode, where only the texture filtering options will be displayed. Finally, a fix to Carrara 8.5’s insistence on changing every texture shader to Fast Mip Map!

ASTtexturefiltering

The plug in is available now and costs only $10. A free trial version is available to download, and will operate for 10 minutes before automatically being disabled.
http://fenric.com/wordpress/downloads/

In order to enable full functionality, a license key must be purchased at Fenric’s store.
http://www.fenric.com

Updated plugins for Carrara by Fenric

Updated plugins for Carrara by Fenric

Fenric has just updated three of his plugins for Carrara, details below:

Blending Mode Shader 1.1
This adds a “Fade” slider that allows you to adjust the strength of the effect, favoring either the top or bottom layer. It also enables non-color shaders to be used.

Enhanced Shaders 1.1
This corrects the issue where non-color shaders (value or black and white) did not have any effect.

Shader Doctor 1.2
This adds the ability to hold down ‘Shift’ while launching the Shader Doctor to display a dialog box that allows you to optionally specify the highlight, shininess, and bump amplitued. Check the box next to the value you wish to change. Any un-checked boxes are processed as usual.

More info in Fenrics store:
http://fenric.com/wordpress/store/products/

 

Fenric’s Poser Weight Map Injector plugin

Fenric’s Poser Weight Map Injector plugin

Dear Carraraists,

 

3drendero reports that there is a new plugin available by Fenric that will help you import and handle new Poser figures in Carrara 8!

Here is what 3drendero says:

 

One of the best Carrara plugin developers, Fenric, has just released a
new free Carrara plugin called Poser Weightmap Injector.

“This is a pair of utilities to facilitate importing weight-mapped
Poser figures into Carrara.
This is a multi-step process, and is not guaranteed to work for every figure.
Instructions are included in the ZIP file.”

Download from: http://fenric.com/wordpress/store/products/poser-weightmap-injector/
Requirements: Weightmapped Poser figure like Miki4 or TylerGND, Poser
Pro 2012 SR2 and Carrara 8 (unknown if earlier Carrara versions are
supported)
Some useful tips from Fenric and renders from Orion_Uk are available
in this thread at Daz3D, especially for the new Miki4 and TylerGND
figures:
http://www.daz3d.com/forums/viewthread/8494/

Miki4 and TylerGND are free for a limited time for Poser9/Pro2012 customers at:
http://www.contentparadise.com/productDetails.aspx?id=21987
http://www.contentparadise.com/productDetails.aspx?id=21989

Other commercial plugins from Fenric at the Daz3D store:
http://www.daz3d.com/shop/fenric
Other free plugins and items from Fenric at ShareCG:
http://www.sharecg.com/pf/full_uploads.php?pf_user_name=Fenric