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3 Dimensional Chat / Poser animations to DB Pro

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BatVink
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Posted: 1st Jun 2007 14:55
Anyone have any advice on this one? Poser exports multiple files for animations, which is a real pain. It will export 3DS or Obj to name two. I have come to realise that 3DS is no good, as it doesn't contain animation data and thus cannot be appended in DB Pro to make one model.

The other issue is that I have Action 3D reducer to get this model down to a manageable size, but obviously it woulkd be better to reduce one animated model than 20 separate poses!

Seppuku Arts
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Posted: 1st Jun 2007 15:01
There aren't many file formats that will carry on animation data, if 3ds is no good and you don't have .x I doubt you're going to find you'll export so easily to DBP...If you could post all of the file formats Poser does export to, I'll comment on them - incase one of them can offer a solution.

The other solution is to animate it yourself in something as cheap as Milkshape - as poser is really a composition tool to either provide renders for lazy 3D modellers or simulate certain scenes...there is also a market in poser for our pixel perverts.

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BatVink
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Posted: 1st Jun 2007 15:12 Edited at: 1st Jun 2007 15:13


The reason why I'm using poser is because I'm exporting facial expressions and phonemes. The work involved would be far too complex any other way.

I was going down the APPEND OBJECT route, but fell at the first hurdle because DB Pro said there was no animation data to append.
If I could somehow merge the expressions from each 3DS frame into 1 model, I would be sorted.

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indi
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Posted: 1st Jun 2007 15:13
bvh files worked in DBC from poser 3, If lee carried the same functions over they will work for the pro
I had a martial art demo stick figure bvh running in DBC many years ago.

BatVink
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Posted: 1st Jun 2007 16:26
A lot of solutions that I've seen have involved exporting the object, exporting the bvh, then painstakingly putting the 2 back together.

Unfortunately the pipeline for this project requires a more efficient process.

Seppuku Arts
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Posted: 1st Jun 2007 16:33
You might get lucky with DXF - but you'd obviously need to convert it. See what ones are compatible with your main 3D app and see how well they come out, poser will need to be able to have some pipeline with other 3D applications, so I'd assume there is a means to import it as an animation to major 3D apps. (Which is why I have a hunch DXF may have a chance, try VRML as well if that don't work)

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BatVink
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Posted: 1st Jun 2007 16:54
I've been using Blender, maybe I should reinstall TrueSpace (4) and see how that manages.

I also looked into Morph targets in Anim8or, but that left me more confused.

Roxas
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Posted: 1st Jun 2007 17:01
And have u tried WaveFront Obj? I not sure does it hold animation data but its supported almost all modellers and exporst textures and etc well.. With animation i havent tried it..


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Seppuku Arts
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Posted: 1st Jun 2007 19:20
Quote: "maybe I should reinstall TrueSpace (4) and see how that manages."


I'm sure it wouldn't hurt to.

Quote: "I also looked into Morph targets in Anim8or, but that left me more confused."


Indeed, but the downside with Anim8or is that it doesn't export animations (or at least at version 0.9 it couldn't)

Quote: "And have u tried WaveFront Obj?"


I don't think that carries animation data, it keeps polygon and material data. But it's worth trying every possibility.

I can only see animating them yourself as being the only solution, but I'm sure that's not good for your workflow, but use a generic bone structure and animate it, then apply different models in Truespace. (Although I found TS 5.2's rigging/animation tools very buggy on my system, so I don't know how TS4 is with your system.)

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rolfy
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Posted: 1st Jun 2007 22:35
Quote: "I can only see animating them yourself as being the only solution"

Have to agree with that,
The obj. export,this method is for exporting many meshes for use as morph targets.
If you crunch these you will lose all your matching vertex info needed for morphs.
The bvh contains figure motion and I dont think it has any face morph info.
You would probably be better to create your own facial morphs from the one mesh in your modeling prog instead of reducing a high poly head from Poser,reducing one of these down to a manageable size will leave all sorts of mesh artifacts,unless it's your own model and you rigged in poser.

vorconan
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Posted: 2nd Jun 2007 01:48
Couldnt you convert the lightwave file?
Seppuku Arts
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Posted: 2nd Jun 2007 12:37
I think .lwo files are just object files, I don't think they carry animation data when you consider their purpose in lightwave, moving from Lightwave modeller to the main package where are you would animate.(Lightwave has it's modeller separate from the rest for some reason) Anyway, it's worth a try.

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Posted: 2nd Jun 2007 13:31 Edited at: 2nd Jun 2007 13:32
Is it possible to pull posers rig to blender and then rig your models there? Seems to me that there has to be a file containing the animations for poser, or I could be completely wrong and all it is is a simple character rig..

Sorry if I sound like I have know idea what I am talking about, animation is not my strong point yet.


Cheers,
Dave


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