Clinton's
Carrara Plugins


27-November-2004

10-December-2007 completely untested t3d and ase plugins for carrara 6
03-August-2007 fixed animation type limitation on Carrara4 and Carrara5 PSK exporters, increase poly count
22-July-2007 Added Carrara 5 versions, found serious limitation in psk exporter
19-March-2005  Fixed PSK export to work with Karma Authoring Tools
04-February-2005 Unreal Compatible Skeletons added
23-January-2005 PSK/PSA Export plugin added
05-December-2004 Carrara 4 T3D exporter now exports polygons instead of just facets(triangular faces)




LizardMan with BVH skeleton inside Carrara 4



lizardman.wmv
LizardMan inside Unrealed
Click the picture to see the walking animation(224K wmv format)


ase/t3d Export Completely untested ase and t3d exporters for Carrara 6.  These may or may not work and there will be no further updates to any of the plugins.
  untested ASE exporter for carrara6
  untested T3D exporter for carrara6
   
PSK Export The PSK export plugin will write an Unreal compatible skeletal mesh object along with a corresponding PSA animation file.  This plugin will only work with Carrara version 4 and the generated files can be read by Unreal2, Unreal Tournament 2003 and 2004.


PSK for Carrara5 unzip the DAT, MCX and TXT files into "C:\Program Files\Eovia\Carrara 5 Pro\Extensions"

download PSKmcx for Carrara4

download PSKdta for Carrara4

see bottom of page for Unreal Skeleton downloads
Copy the DTA and MCX files into your extensions folder, "C:\Program Files\Eovia\Carrara 4 Pro\Extensions".
Select the root bone, the topmost bone of the hierarchy and choose Export in the file menu.  Choose PSK as the file format and save it.  A PSA(animation) file will also be written to the same folder and will be named "Carranim.psa"
Limitations, Rules and Notes:
1. The skeleton must be attached to a single polymesh object.
2. The mesh object must be made of triangles only.
3. All the bone names must be unique.
4. The skeleton must not be scaled at any time.
5. Maximum of 8 textures(Built in characters usually use 2 textures).
6. BVH import adds a space to bones names.  Be sure there are no extra spaces at the end of the PSK file name or Unrealed will not import it properly.
7. The UV editor must be used to get good results in texture translation.
8. There is no progress bar when exporting.
9. Maximum of  48000 vertices and  48000 triangles.
10. Maximum of 500 bones.
11. Unreal2 Engine limited to 4 bone influences per point/vertex.
12. To import several animations into Unrealed use the "Merge sequences into existing" option after renaming the animation inside Unrealed.
13. BVH import - do NOT scale the skeleton on import, but use the scale from the bvh file.  The bone names must be unique.
14. Aug 2007 Now works with constraints and IK.
15. text log file called "PSKexportLog.txt" is generated
16. The animation play range determines the frames that will be exported.
17. Mesh at frame 0 is taken as the default pose.

PSK/PSA file is used to create characters and vehicles for the Unreal game engine.
download PSK source code




T3D Export
The T3D export plugin will write an Unreal brush or map file for use with the Unreal game editor.  It should work with Deus Ex 1 and all versions of Unreal editors.  Texture UV information is not exported, but this can be adjusted in the game editor.


T3D for Carrara5 unzip the DAT, MCX and TXT files into "C:\Program Files\Eovia\Carrara 5 Pro\Extensions"
download T3Dmcx for Carrara4

download T3Ddta for Carrara4

The Carrara 4 exporter only works on vertex objects at this time.

download T3Dmcx for Carrara3

download T3Ddta for Carrara3

     Download the appropriate version of the plugin. Copy the DTA and MCX files into your extensions folder, "C:\Program Files\Eovia\Carrara 4 Pro\Extensions" or "C:\Program Files\Eovia\Carrara Studio 3.0\Extensions".  To write a brush file select the object and then save it/export it as a T3D format file.  To write a map file deselect all objects and save as a T3D format file.  Single object, brush, export does not support hierarchical structures, so no grouping is allowed.  Map export does support grouped objects. 
     The object textures are jumbled when imported into Unreal editor.  The procedure for fixing the textures is as follows:
1. if using your own texture have it loaded into mylevel first
2. select a surface and then right click on it and select "all surfaces adjacent"
3. right click again and choose - surface properties - alignment - face - "align"
4. choose the "pan/rot/scale" tab
5. select a single face and rotate it by 45 until it looks good(repeat for all faces)
Brushes can be created inside the Unreal Editor, so this plugin would be used for objects that would be too difficult to create using UnrealEd.
download T3D source code


ASE Export
The ASE export plugin will write an Unreal compatible ASE file for staticmesh creation in the Unreal game editor.  It should work with Unreal2, Unreal Tournament 2003 and 2004.


ASE for Carrara5 unzip the DAT, MCX and TXT files into "C:\Program Files\Eovia\Carrara 5 Pro\Extensions"
download ASEmcx for Carrara4

download ASEdta for Carrara4



download ASEmcx for Carrara3

download ASEdta for Carrara3
Download the appropriate version of the plugin. Copy the DTA and MCX files into your extensions folder, "C:\Program Files\Eovia\Carrara 4 Pro\Extensions" or "C:\Program Files\Eovia\Carrara Studio 3.0\Extensions".  Select a simple, non hierarchical object, no groups allowed, and export it.  Texture information will only be read from the selected object.  All geometry in the scene will be exported and objects with special names will import into unrealed as collision objects.
Static mesh brushes cannot be created inside of UnrealEd and are an important part of level creation.  Generally speaking brushes create the space and staticmesh brushes create the detail in an Unreal level.
download ASE source code

Click here to see the notes I took while getting the SDK to work with MS Visual Studio NET 2003.  The notes are worded as if an ASE export plugin is going to be written with the sample DXF code as the template.




Test object inside Carrara with 6 distinct texture maps




Test object brush before and after texture correction inside UnrealEd
Test object ASE imported as a staticmesh inside the Unreal Editor


Carrara format Unreal compatible skeletons for use with the built in Unreal animations

AlienMaleA
AlienMaleB
BotA
BotC
BotD
EgyptFemaleA
EgyptMaleB
JuggFemaleA
JuggFemaleB
JuggMaleA
JuggMaleB
MercFemaleA
MercFemaleC
MercMaleA
MercMaleB
MercMaleC
MercMaleD
NightFemale
NightFemaleA
NightMaleA
NightMaleB
Skaarj3
Skaarj4
Skaarj10
Skaarj
Skaarj_Skel
SkaarjUT2004

UDNFemale UDNMale





right click and choose "save as" to download




I can be contacted via email -  iclint at mindspring dot com