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https://w.atwiki.jp/lsl_japan/pages/30.html
イベント attach attach(key id) このイベントはオブジェクトがアタッチ(装備)される(アタッチメントにする)かアバターーからデタッチされると発生します。 アタッチ(装備)されると変数idにはそれを装備したアバターのキーが格納され、そうでない場合はNULL_KEYが格納されます。 Example default { attach(key attached) { if (attached == NULL_KEY) // object has been detached { llWhisper( 0, "Why hast thou forsaken me?" ); // etc. } else // object has been //attached// { llWhisper( 0, "I m stuck on you, " + llKey2Name(attached) ); // etc. } } } 注意:on_rez()とattach()が両方使われる場合は、常にon_rez()ハンドラが先に立ち上がります。 注意:オブジェクトがデタッチされてインベントリに戻されるとき、 デレズされる前にアタッチイベントを実行するために割り当てられるCPUサイクルは限られています。 デレズが起きる前にアタッチイベントの中の全てのコードが完了する保障はありません。 特に、llSetPos()関数のような負荷の高い操作はスクリプトが早く途中で中断される原因になるかもしれません。以降のコードがタイムリーに実行することを阻害します。 スクリプトの実行はルートプリムだけで子プリムを実行しないでください。 最終更新2008/02/12 written by CrystalR Runo@Secondlife
https://w.atwiki.jp/tsukune/pages/18.html
The Document Window Changing Views The Working Box Object Preview Sequencer Tray Properties Tray Scene Preview
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Changing Rooms Assemble Model Storyboard Texture Render
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デフォルトのファイル・フォーマットを選択するには、 1.File ⇒ Preferences 2.プルダウンからFile Formatを選択 030-10.jpg 3.ファイルを開くときのデフォルト言語を選択します。選択肢は、Carraraの言語、西側言語、日本語、です。 (以前の版のCarraraで保存されたファイルを開くときに使うオプションです)
https://w.atwiki.jp/tsukune/pages/104.html
Ambient Light Specific Lights Viewing Lighting Effects
https://w.atwiki.jp/tsukune/pages/2.html
メニュー トップページ メニュー Welcome to Carrara Welcome What s New in This Version Installation About Your Documentation Technical Support Carrara Overview(Carraraの概要) Carrara Overview Creating Scenes Using the Scene Wizard Using the Landscape Wizard Creating an Empty Scene Opening an Existing File Carrara’s Rooms Assemble Room Model Room Storyboard Room Texture Room Render Room Carrara Interface Elements Carrara Menus Carrara Tools Document Window Browser Tray Properties Tray Sequencer Tray The Interactive Renderer Displaying the Carrara Application Windows Setting up Carrara(Carraraの設定) Setting Carrara Preferences Setting Application Preferences Setting General Preferences Setting UI Effects Preferences Changing Keyboard Shortcuts Setting Imaging and Scratch Disk Preferences General Scene Settings Preferences Setting Units of Measurement in the Properties Tray OpenGL Preferences File Format Preferences Interface Settings Preferences User Interface Color Preferences 3D View Preferences 3D View Color Preferences Modeling Room Preferences Shader Editor Preferences Shading Room Preferences Resetting Application Preferences Adding Objects Assemble Room Overview Assemble Room Menu Commands and Tools Working with the Common Tools Customizing Tool Locations 3D Object Manipulation Tools Camera Tools 2D View Tools Using the Document Window Displaying Multiple Camera Views Using the Working Box Object Bounding Boxes and Projections Choosing the Acrive Plane Changing the Working Box Aligning the Working Box to an Object Aligning the Working Box to Specific Coordinates Returning the Working Box to its Origin Changing the Grid Choosing a Preview Mode Using the Properties Tray Choosing Interactive Renderer (3D Preview) Settings Using the Sequencer Tray Editing Your Scene’s contents Undoing Operations Redoing Operations Saving Your File Closing Your File Using Content Files The Browser Tray Showing and Hiding the Browser Choosing Your Display Mode Using the Browser File Menu Displaying File Information Deleting Files Duplicating Files Editing Files Adding Folders Removing Folders Updating Folders Updating Folders Browser Tabs Browser Tray Scenes Tab Browser Tray Objects Tab Browser Tray Shaders Tab Browser Tray Clip Tab Browser Tray Misc Tab Browser Tray Artwork Tab Using Content and Runtime Folders Adding Runtime Folders Using Content Runtime Folders Adding Content Special Notes Using Environmental Primitives Creating Terrains The Filter Layers List The Terrain Properties The 3D Preview Creating a Custom Terrain Filter Reference Generators Filters Advanced Generators Terrain Shading Creating Plants General Properties Manipulation Mesh Settings Trunk Properties Branch Properties Leaf Properties Tree Shape Parameters Experts Plant Parameters Creating Clouds Volumetric Clouds Light to Use The Shape Panel General Properties Panel The 3D Preview Volume Clouds Old Volumetric Clouds Fire Primitive Creating Fountains Creating Fog Creating Oceans Import/Export Importing 3D Objects 3D Studio (3DS Import) 3DMF Import Biovision BVH Import DAZ Studio (DAZ format) DXF Import DirectX Import Filmbox FBX Import LightWave (LWO Import) WaveFront OBJ Import Poser Native Import Importing Poser Cameras (CM2/CMZ) Importing a Poser Character (CR2/CRZ) Importing Options in the Properties Tray Conforming Clothing Importing Poser Hair (HR2/HRZ) Importing Poser Lights (LT2/LTZ) Importing Poser Props (PP2/PPZ) Importing a Poser Scene (PZ3/PZZ) Realviz XML Import SynthEyes(TM) Import TrueSpace Import CAD Formats Other Formats Exporting 3D Objects 3DS Export 3DMF Export Adobe After Effects Export DXF Export DirectX Export Kaydara FBX Export ShockWave3D Export VRML Export Wavefront OBJ Export Exporting 3D Objects VET (Viewpoint Experience Technology) Export Exporting a Scene Previewing a Scene VET Export Options Getting Results VET Animators VET Interactors Current Limitations Modeling Objects Using Primitive Tools Using Geometric Primitives 3D Primitive Tools Sphere Primitives Cube Primitives Cone Primitives Cylinder Primitives Icosahedron Primitives 2D Primitive Tools Planes Creating Infinite Planes Shading Infinite Planes Splat Primitive Creating Text Objects Creating Particle Systems Editing Particle Settings Basic Particle Settings Particle Shape and Quantity Particle Placement Particle Life Particle Shading Particle Emission Advanced Particle Settings Particle Physics Particle Spawning Previewing the Particle System Shading the Particle System Working with Particles in 3D View Using the Blur Object Effect on Particles Vertex Modeling Overview Vertex Modeling Concepts The Vertex Modeling Window Opening the Vertex Modeling Window The Vertex Modeler 3D View The Drawing Plane Setting Preferences for the Vertex Modeler Working with the Modeling Window Showing and Hiding Planes Changing the Active Plane Changing the Drawing Plane Changing Your Point of View Previewing Objects Vertex Modeling Basics Using the Vertex Primitives Inserting 3D Vertex Objects 3D Spheres 3D Cubes 3D Cones 3D Cylinders Polyhedrons 3D Grid 3D Rectangle 3D Oval 3D Polygon Inserting 2D Vertex Objects Drawing Polylines Converting Closed Polylines to Polygons Drawing Interpolated Curves Drawing Curves Drawing Rectangles Drawing Circles Working with Selections Selection Tools Vertex Modeler Selection Modes Choosing a Selection Mode Selecting Vertices Selecting Edges Selecting Adjoining Edges Selecting Polygons Selecting Objects Soft Selections Viewing Selection Statistics Selection Menu Commands Saving Selections Restoring Selections Working with Named Selections Hiding Selections Deselecting Items Using the Properties Tray Selection Tools Looping from a Selection Ring from Selection Selecting Between (or Select Connect) Inverting the Current Selection Shrinking Selections Growing Selections Working with Vertices and Edges Using the Magnet to Attract Vertices Repositioning Vertices Numerically Deleting Vertices Adding Vertices Welding Vertices Using the Weld Command Using the Weld Tool Using the Target Weld Tool Linking and Unlinking Vertices Deleting Edges Deleting Polygons Detaching Polygons Advanced Edge Tools Quick Fillet Extract Around Extract Along Move Along Working with Objects Transforming Objects and Selections The 3D Manipulator The Move Manipulator The Scale Manipulator The Rotate Manipulator The Universal Manipulator 3D Manipulator Properties Moving Objects to the Drawing Plane Converting Spline and Metaball Objects Duplicating Objects Duplicating Objects with Symmetry Replicating Objects or Selections Aligning Objects Flipping Objects Checking Object Properties Editing Selection Properties Using an Image as a Model Basic Vertex Modeling Functions Changing an Object s Definition Subdividing an Object Tesselating Objects Decimating an Object Triangulating and Untriangulating Polygons Cleaning Topology Triangulating Non-Planar Faces Triangulating N-Gons Removing Duplicate Points Merging Coplanar Faces Creating and Filling Holes in an Object Closing a Curve Extracting Edges from Curves Modifying the Polygon Normals Flattening Objects Adding Thickness to an Object Offsetting an Object’s Surface Filleting Vertices or Edges Using the Bridge Tool Working With Subdivision Surfaces Subdividing a Polymesh Edge Creasing Symmetrical Modeling Displacement Painting Showing, Hiding and Deleting Displacement Using the Displacement Painting Tool Exporting Your Displacement Map Using Morph Targets Defining a Morph Area Creating Morph Targets Editing Morph Targets Animating Morph Targets in the Model Room Animating Morph Targets in the Assemble Room Using Morph Targets on DAZ/Poser Figures Creating Figure Morph Targets Editing Figure Morph Targets Exporting Figure Morphs Importing Figure Morphs Vertex Modeling Techniques Carrara’s Construction Tools Extruding Cross-Sections Dynamic Extrusions Normal Extrusions Parallel Extrusions Irregular Extrusions Regular Extrusions Path Sweep Lathing with Polygon and Polyline Profiles Lofting with Polyline Cross-Sections Creating Organic Models Ruled Surface Coons Surface Gordon Surface Double Sweep Surface Using Boolean Operations Boolean Unions Boolean Intersections Intersection Surface 1 Intersects Volume 2 Surface 2 Intersects Volume 1 Surface 1 Intersects Surface 2 Boolean Subtractions Volume 2 Cut by Volume 1 Volume 1 Cut by Volume 2 Surface 1 Cut by Volume 2 Surface 2 Cut by Volume 1 All Parts All Parts of Object 2 All Parts of Object 1 Using the Cut Tool Shading Vertex Objects Creating Shading Domains on a Vertex Object Specifying an Object s Mapping Mode Setting a Predefined Mapping Setting a Custom Mapping Editing Custom UV Values The UV Editor 3D View The UV Editor 2D View The UV Editor Edit Panel The UV Editor Projection Panel The UV Editor Display Panel Spline Modeling Overview Spline Modeling Concepts Choosing a Spline Modeling Technique The Spline Modeling Window The Spline Modeler 3D View The Drawing Plane Cross-Section Planes The Sweep Path The Extrusion Envelope Setting Preferences for the Spline Modeler Opening the Spline Modeling Window Working with the Modeling Window Resizing the Modeling Box Changing Your Point of View Previewing Objects Spline Modeling Tools and Techniques Spline Modeling Tools and Techniques Creating Shapes and Objects Working on the Drawing Plane Inserting Primitive Shapes Drawing Shapes Editing Shapes Breaking Apart Text Objects Working with Shapes Importing 2D Shapes Grouping Shapes Scaling Shapes Moving Shapes Rotating Shapes Beveling Shapes Centering Selections Setting Object Properties Setting Surface Fidelity Working with Cross-Sections Creating and Removing Cross-Sections Generating Intermediate Cross-Sections Moving Among Cross-Sections Displaying Cross-Sections Centering Cross-Sections Compounding Shapes Filling and Emptying Cross-Sections Modeling with Multiple Cross-Sections Numbering Shapes Disconnecting Cross Sections Setting Skinning Options Twisting An Object Adding Bevels to a Cross-Section Working with the Sweep Path Drawing a Sweep Path in 3D Cross-Sections and the Sweep Path Translation vs. Pipeline Using Extrusion Presets Working with Spirals The Torus Extrusion Preset Using the Extrusion Envelope Understanding the Envelope How the Envelope Relates to the Sweep Path How the Envelope Relates to Cross-Sections Using the Envelope Lathing Lathing with the Extrusion Envelope Lathing with a Circular Sweep Path Metaball Modeling The Metaball Modeling Window The Metaball Modeler s 3D View The Ghost Menu Setting Preferences for the Metaball Modeler Opening the Metaball Modeling Window Working with the Modeling Window Changing the Drawing Plane Changing Your Point of View Previewing Objects Creating Metaball Objects Inserting Blob Primitives Selecting Blobs Moving Blobs Resizing Blobs Rotating Blobs Duplicating Blobs Blending Blobs Setting Surface Fidelity Putting It AllTogether Arranging Objects Adding and Deleting Objects Hiding and Showing Objects Selecting Objects Selecting with the Manipulator Tools Selecting Objects in the Hierarchy Moving the Hot Point Dragging the Hot Point Moving the Hot Point Numerically Centering the Hot Point Viewing and Setting Object Properties Naming Objects Arranging and Scaling Objects Numerically Mirroring an Object s Orientation Positioning Objects Dragging Objects Moving Objects with the Manipulators Centering Objects in the Universe Nudging with the Keyboard Scaling Objects Scaling an Object by Dragging Scaling an Object with the Manipulators Rotating Objects Using the Manipulators to Rotate Arranging Objects with Constraints Arranging Objects Without Modifying its Children Aiming Cameras and Lights Aligning Objects Working with Objects Jumping into Groups and Editing Objects Editing an Object in a Different Modeler Building a Hierarchical Structure Navigating the Hierarchy Changing the Structure Groups and Links Grouping Objects Opening and Closing Groups Group Bounding Boxes Jumping In and Out Linking Objects Applying Constraint Properties Types of Constraints Setting Constraint Controls Controlling Constraints Directly Building Chains of Constraints Collision Detection Working with Master Objects Creating an Instance of a Master Object Objects and Masters in the Hierarchy Editing an Instance Master Object Operations Changing an Object s Symmetry The Symmetry Plane Splitting Objects Duplicating Objects Replicating Objects The Replicator The Surface Replicator Using the Replicators Using the Counter Modifiers Applying Modifiers Applying Modifiers in the Model Room Controlling a Modifier Directly Bend and Twist Bulge Explode Formula Punch Stretch Basic Deformations Offset Rotate Scale Shatter Shear Taper Complex Deformations Atomize Black Hole Dissolve Spherical Morph Spike Warp Behavior Modifiers Bounce Point At Shake Spin Track Waves Circular Wave Linear Wave Wave Smart Pack Morpher Noise Deformer Using Formulas in Carrara Creating Formula Objects Creating Formula Items Formula Controls Editing Formulas Formula Operators Constants Animatable Input Parameters Variables Using Scene Effects Ambient Atmosphere Cloudy Fog Distance Fog Realistic Sky Using the Realistic Sky Atmosphere Editor Sky Using the Sky Atmosphere Editor Backgrounds and Backdrops None Bi Gradient Controls Color Controls Formula Controls HDRI Controls Map Controls Movie Controls Flash Controls Casting Shadows on Background Objects Adding Sound to Your Scene Setting Cameras Cameras for Viewing and Rendering Creating and Setting Cameras Creating a Camera Setting Camera Properties Carrara s Cameras The Conical Camera Conical Camera Lenses Distortions of the Conical Camera The Isometric Camera The Spherical Camera Working with Multiple Cameras Changing Views Selecting a Camera Positioning and Aiming Cameras Camera Navigation Tracking Dollying Panning Banking Pointing a Camera at an Object The Point At Command The Point At Modifier Controlling a Camera Directly Saving and Using Camera Positions Cameras and Rendering The Camera s Field of View Viewing the Production Frame Setting the Production Frame Safe Area Using the Depth of Field Effect Setting Lights Lighting Concepts Three-Point Lighting Other Lighting Arrangements Working with Lights Setting Light Properties Setting Common Light Characteristics Viewing Lighting Effects Carrara’s Light Types Anything Glows Bulb Lights Distant Lights Moon Light Shape Lights Spot Lights Sun Light Tube Lights Setting up Environmental Lighting Setting Master Lights Characteristics Shadow Options Enabling and Disabling Shadows on Objects Raytraced Shadows Shadow Buffers Positioning and Aiming Lights Positioning Lights by Dragging Pointing a Light at an Object The Point At Command The Point At Modifier Controlling Lights Directly Using Gels Blinds Options Formula Options Gradient Options Map Options Light Effects Using the Preview CrossScreen Glow Nebula Pulsator Stars VarioCross Light Cone Light Sphere Lens Flare Working with Shaders Shading Thinking about Textures as Shaders What are Shaders? How Shaders Work Master Shaders The Object Surface Shading Domains The Texture Room The Shader Tree Editor Previewing the Shader Navigation in the Tree Wizard Multiple Editors Shader Preview Window Layer Tools Managing Shaders Previewing Shading Learning from Existing Shaders Shading Objects Shading an Entire Object Shading Part of an Object Objects with Multiple Shading Domains Layer Shaders Using Layer Shader Tools Working with Layers Layering How Layer Shaders Interact Editing Layer Shaders Mapping Shaders Texture Maps More on Master Shaders Modifying the Default Shader for a Scene Creating and Editing Shader Trees Shader Structure and Content Shader Tree Shader Channels Shader Components Basic Components Operators Function Components Lighting Models Mapping Components Layers List Component Layer Components Reference Shader Component Multi-Channel Shader Multi-Channel Mixer Shader Using Other Components as Functions Building and Editing Shaders Editing Master Shader Names Navigating the Shader Tree Editing the Shader Tree Shader Recipes Chrome Ice Pine Beach Ball Shader Channels Reference Color Alpha Texture Map with Alpha Channel Highlight and Shininess Bump Reflection Transparency Refraction Glow Subsurface Scattering Displacement Mapping Using Subdivision with Displacement Shaders Using Texture Maps for Displacement Shader Transforms Shader Components Reference Color Pickers CMYK Sliders Color Mixer HLS Wheel Lab Sliders RGB Sliders RGB Wheel Web Colors Choosing Components Common Shader Components None Color Color Gradient Flash Shader Index of Refraction Single Channel Texture Map Using Color Images as Texture Maps Black & White and Grayscale Images as Texture Maps Value Operators Add (+) Curve Filter Mixer Multiply (*) Overlay Subtract (-) Functions Pattern Functions Bricks Caution Checkers (and Stripes) Formula Gradient Plank Shader Psychedelic Scanlines Spherical Gradient Squares Tile Wires Natural Functions Cellular Fire Lumber Yard Marble Snow Spots Water Ripples Water Waves Wood Terrain Distribution Projection Mapping Cylindrical and Spherical Mapping Shader Flat Mapping Shader Parametric Mapping Environment Functions Slope Elevation Noise Functions Fractal Noise Noise Noise Factory Turbulence Hair Layer Components Animating Animating What is Animation? Animatable Properties Steps to Creating an Animation Animation Principles Simplifying Your Scenes Motion and Timing Principles Squash and Stretch Lag and Overlap Arc vs. Straight-Line Movement Secondary Motion Anticipation and Follow-through Exaggeration Timing Compression Key Frame Animation Tweeners Animation Features of the Sequencer Tray Hierarchy List Collapsing/Expanding the Hierarchy Displaying Specific Time Lines in the Hierarchy List Frame Rate Selector Time Information Allocated Time Elements of the Time Line The Time Ruler The Current Time Bar Time Scale and Frame Rate Key Frames and Tweeners in the Sequencer Tray Key Frames and Tweener Markers on the Time Line Key Frames and the Hierarchy Overlapping Key Frame Markers Animation Preview Controls Animation Preview Tips Storyboarding Features of the Storyboard Room Working with Key Frames and Tweeners Changing the Number of Key Frames Changing Frames per Second Displayed Changing the Camera Creating Explicit Key Frames Adding Key Frames Editing the Time Line Editing Key Frames Deleting Key Frame Markers Changing the Timing of Key Frames Duplicating Key Frames Nudging Key Frame Markers Stretching a Series of Key Frames over Time Key Frame Actions Using Tweeners What is a Tweener? Applying the Tweener Bezier Tweener Discrete Tweener Formula Tweener Linear Tweener Noise Tweener Oscillate Tweener Spline Tweener Graph Editor Mini-graph Editor Graph Editor Editing Key Frames in the Graph Editor Editing Tangents Tangent Presets Half-tangents Editing Tangents Control Points Notes on Tangents Additional Animation Features Animation Techniques Explicit Motion Method Animating with Rotation Duplicating Relative Motion with Groups Rotoscoping Synchronizing Movie Frames with Animation and Looping Motion Paths Creating Motion Paths Moving the Motion Path Modifying Motion Paths Editing Points Banking and Aligning Objects Motion Path Coordinate System Non-Linear Animation Creating an Animation Group Track and Clip Menu Commands Using NLA Tracks Adding NLA Animation Tracks Animation Track Properties Using NLA Clips Creating Editable Clips Adding Animation to Editable Clips Clip Properties Creating Master Clips Using Existing Master Clips Blending Animation Clips Physics Physics and Key Frames About Key Frames in Physics Applying Physics to an Object Physics Controls Physics Effects Adding Forces to the Scene Units of Measurement for Forces Directional Force and Effects Point Force and Effects Damping Force and Effects Torque Force and Effects Flow Force and Effects Physics Settings Animating in Other Rooms Animating an Object s Shape Animating an Object s Shape Animating Vertex Objects Animating Metaball Objects Animating Environmental Primitives Animating Object Motion Cloaking an Object Animating Shaders Animating Shaders with the Multi-Channel Mixer Rotoscoping in Non-Color Shader Channels Animating with Modifiers Types of Modifiers Character Animation Working with Bones The Bone Tool Selecting a Bone Changing the Size of a Bone Working with Joints Orienting Joints Automatically Orienting a Joint Manually Working with Skeletons Attaching a Skeleton Detaching a Skeleton Restoring Bones to Their Original Positions Inverse Kinematics Tracking an Object IK Terminators IK Chains Representation of IK Chains Limitations of IK Chains IK Target Editing the Bones Influences Using the Weight Painting Tool Editing the Influences with the Weight Painting Tool Weight Painting on DAZ/Poser Figures Saving Modified Weight Maps Loading Modified Weight Maps Editing the Influences Over One or Many Vertices Examples of Influence Dynamic Hair and Fur About Dynamic Hair Step 1 Add Hair to an Object Managing Density Maps Step 2 Create Hair Groups and Grow Regions Adding Hair to Selected Shading Domains Adding Hair to Selected Shading Domains Step 3 Assign General Hair Properties Setting Hair Length, Thickness, and Rendering Quality Naming, Hiding, and Showing Hair Groups Controlling Hair Segments and Hair Count Guide Hairs Options Parting and Grouping Hair The Hair Toolbar and Tool Tab Symmetrical Hair Styling Common Tool Settings Density Add Tool and Density Remove Tool Density Paint Tool Hair Length Tool Brush Tool Screen Mode Options Surface Mode Options Straighten Tool Screen Mode Options Surface Mode Options Selection Mode Options Hair Cut Tool Push Tool Smooth Tool Curl Tool Clump Tool Reset Shape Even Hair Segments Drape Symmetrize Paint Selection Tool Add Guide Hair Tool Remove Guide Hair Tool Dynamics Tab Dynamics Properties Simulation Forces Assemble Room Hair Properties General Properties Hair Properties Using Hair Shaders and Presets Controlling Hair Color with Shaders Styling Hair with Shaders Creating Hair on a Human Figure Rendering Rendering About Rendering Steps Before You Render Using the Render Room The Render Tray Batch List Current Scene Selections Batch Queue Selections The Image Window The Properties Tray Rendering the Current Scene Rendering from a Batch List Rendering Preferences Network Rendering Setting up a Network Rendering on a Network Troubleshooting Network Rendering Using Post Render Filters Rendering with an Aura Rendering with Glare Motion Blur Using Motion Blur Vector and 3D Motion Blur Motion Blur at time 0 Cartoon Rendering Getting started with Toon! Rendering Effects The Rendering Procedure Enhancing the Rendering Speeding up Rendering Computer System Optimization Selecting Output Settings Image Size Rendering Camera File Format The Alpha Channel Name File G-Buffers G-Buffer Options Choosing Movie Compression Settings Macintosh Compression Options AVI Compression Options Rendering Statistics Scene Info Rendering Progress Animation Progress Renderer Statistics Rendering Engines Draft Renderer Photorealistic Renderer Ray Tracing Settings Gamma Correction Global Illumination Sky Light Indirect Lighting Ambient Occlusion Area Light Sources Irradiance Maps Load/Save Irradiance Maps Settings Troubleshooting Global Illumination Speeding up Global Illumination Caustics Overview Settings Misc Settings Non-Photorealistic Renderer Overview Basic Concepts NPR Parameters Global Parameters Layer Parameters Appendix Glossary Tutorials Setting up Your Workspace Creating a New Tree Tutorial Aligning Objects Tutorial Duplicating Objects Tutorial Compound Shapes Tutorial Twisting Tutorial Bevel Tutorial Drawing a Sweep Path in 3D Tutorial Spirals Tutorial Working with a Circular Sweep Path Tutorial Using Negative and Positive Blobs Tutorial Create a Teddy Bear Tutorial Overlay Tutorial Environment Tutorial Grouping Tutorial Creating a Motion Path Tutorial Applying a Force to an Object Tutorial Animating Shaders Tutorial Character Animation リンク @wiki @wikiご利用ガイド 更新履歴 取得中です。
https://w.atwiki.jp/tsukune/pages/50.html
The Camera s Field of View Carrara s Cameras The Conical Camera Conical Camera Lenses Distortions of the Conical Camera The Isometric Camera The Spherical Camera
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Setting Application Preferences Carrara起動時のデフォルト動作を設定します。 1.File ⇒ Preferences(プリファレンセス) 2.プルダウンメニューからApplication(アプリケーション)を選択します 030-1.jpg 3.チェックボックスのOn/Offで起動時のオプションを設定します。 New Document on Launch (ニュー・ドキュメント・オン・ラーンチ) Carrara起動時に自動的に新しいドキュメント製作に入ります。 Skip New Document Dialog (スキップ・ニュー・ドキュメント・ダイアログ) Carrara起動時に新しいドキュメント製作のダイアログを出さないようにする。 Check DAZ 3D News (チェック・ダズ・スリーディー・ニュース) Don’t Show the Same News Twice (ドント・ショウ・ザ・セイム・ニュース・トゥワイス) 一度表示したDAZニュースを再び表示しないようにします Check for Updates (チェック・フォァ・アップデーツ) Carraraのアップデートが出ているかどうかをチェックします。 Don’t Show the Same Update Twice (ドント・ショウ・ザ・セイム・アップディト・トゥワイス) 同じアップデート情報を再び表示しないようにします。(訳注:処々の事情により敢えてアップデートせずに使用継続する場合などにチェックします) Skip Tips at Startup (スキップ・ティップス・アト・スタートアップ) Carrara起動時にTips(豆知識)を表示するのをやめます。 Maximum Undo Levels (マキシマム・アンドゥ・レヴェルス) 取り消しの最大回数を1から64の間で指定します。
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Setting General Preferences Carraraの動作全般の設定を行います。 1.File ⇒ Preferences(プリファレンセス) 2.プルダウンメニューからGeneral(ジェネラル)を選択します 030-3.jpg 3. チェックボックスのOn/Offで起動時のオプションを設定します。 Show Clock (ショウ・クロック) チェックすると主ツールバー領域に現在時刻を表示します。 Show ToolTips (ショウ・ツールティップス) マウスカーソルがツールの上空を通った(ホバーした)とき、ツールの簡単な説明が表示されます。 Toolbar Hot Keys are Sticky (ツールバー・ホットキーズ・アー・スティッキー) ホットキー(キーを押し続けている間だけ機能するキー)を、ショートカット・キー(一度押すと、離しても機能が切り替わったままになるキー)扱いするようになります。 Full Screen Mode (フルスクリーン・モード) Carraraがデスクトップ全面を占有表示します。 Graphics Tablets Compatibility Mode (グラフィックス・タブレット・コンパチビリティ・モード) Carraraでグラフィック・タブレットを使うときにチェックすると便利です。 Language (ランゲージ) Carraraで表示する言語を英/仏語から選べます。 Multiple Monitor Settings (マルチプル・モニター・セッティングス) 複数のディスプレイ装置を接続している場合、マルチモニター機能を利用できます。モニター・アイコンをクリックするたび、Carraraで使う/使わないが切り替わります。使うよう指定すると灰色がつきます。 Split Big Screens in Two (スプリット・ビッグ・スクリーンズ・イン・トゥ) Windowsとビデオドライバの組み合わせの中には、デュアル・モニタとしての利用できず、ひとつの大きなモニタとしての利用しか許さないケースがあります。このオプションをチェックすると、そうした環境でもCarraraでデュアル・モニタとして利用できます。
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ワークスペースのセットアップ ワークスペースは、ウィンドウ、トレイ、ツールのレイアウトに関係します。Carraraソフトウェアのウィンドウのいくつかは、あなたの作業の仕方に合わせてカスタマイズすることができます。続くセクションでは、Carraraワークスペースのカスタマイズ方法を解説します。 340-1.jpg This is a sample workspace configuration for Carrara. ウィンドウとトレイの表示/非表示: Windows を選択し、表示/非表示にしたいウィンドウ、トレイの名前を選択します。開いているウィンドウには、それぞれチェックマークがついています。メニュー項目は以下になります。 Assemble アセンブルルームへ移行します。 Model モデルルームへ移行します。 Storyboard ストーリーボードルームへ移行します。 Texture テクスチャールームへ移行します。 Render レンダールームへ移行します。 Maximized Window Mode シーンウィンドウの最大化、リサイズ可能ウィンドウ表示。 Full Screen Mode Carraraのアプリケーションウィンドウの最大化、リサイズ可能ウィンドウ表示。 Hide Application Carraraのアプリケーションウィンドウの最小化。 Sequencer シーケンサートレイへの移行(選択されていない場合)、トレイアクティブ時の表示/非表示。 Properties アプリケーション右側のプロパティトレイの表示/非表示。 Browser ブラウザトレイへの移行(選択されていない場合)、トレイアクティブ時の表示/非表示。 Render Scene レンダールームへの移行し、シーンのレンダリングをスタートします。 トレイのハンドルをクリック・ドラッグしても、トレイを開けることができます。 トレイのハンドルが隠れていたら、ウィンドウメニューで表示させてください。 340-3.jpg Click and drag tray handles to open or resize windows and trays.