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3 Dimensional Chat / exporting low poly models with boned animation from poser? how?

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Duffer
21
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Posted: 24th Jan 2006 13:32
believe you me, short of buying 3d studio max and either GestureMax, Body Studio or Motion Builder, i've tried everything. Poser can only export either bvh of animation (skeleton only) or a series of obj or 3ds etc - one for each frame but with seperate sub objects for hip, r shldr etc....

I want to cover this series of obj files (one for each frame of bipedal walking for instance) and/or bvh into the one .3ds or .x as a clothes horse for games....

does anyone have any inkling of how to do this without shelling out £3K + for the software mentioned in the top paragraph?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Duffer
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Posted: 24th Jan 2006 13:46
anyone?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Joe Cooning
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Posted: 24th Jan 2006 15:04
Poser is designed more as an art package, not for game models. What you can do is try and find a program to converet the sequences of 3ds files to an md2 file, But that's the most I can offer short of telling you just to buy some animation package.

Duffer
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Posted: 24th Jan 2006 15:16 Edited at: 24th Jan 2006 17:45
@ joe - thanks anyway - anyone else?...

anyone?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Duffer
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Posted: 24th Jan 2006 23:00
ping?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Joh
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Location: Malaysia
Posted: 24th Jan 2006 23:19
Give fragmotion a whirl.
http://www.fragmosoft.com/

I have not tried what you intend, but it support import/export of various formats including poser bvh. The demo is fully functional as I remember. It still is buggy (version 0.7) but its about $20 and still usable.

What I would do is, from poser, export a static mesh as obj and the animation as bvh. Import the obj into fragmotion, create a skeleton following the hierarchy as a bvh. The rigging is going to be painful as you have to manually select vertices and assign them to bones (other methods are planned for next version). Merge the bvh and apply it to the skeleton. Theoretically, should work.
The admiral
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Posted: 25th Jan 2006 05:54
Anything i export from frag motion comes out all retarted looking and messed up what are the correct settings and stuff??

The admiral
Duffer
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Posted: 25th Jan 2006 16:37
@ Joh,

Thanks for that - have downloaded the demo and will give it a whirl - nice that it both imports and exports .dbo....

If I knock out 3ds as frames (each frame an object with group data ie. neck, l shoulder etc) but no skeleton and use qdata to shove all the frames together into one md2 will it work and would I get an animation - if so, how? there would have been no skeleton data pushed into the process - would it be an animation by mesh deformation? is that what md2 is about? please explain anyone and forgive my ignorance...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Duffer
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Posted: 25th Jan 2006 17:03
@ Joh,

Also, when you say 'other methods are planned for the next version' could you expand on that.... call me lazy but the current method (which I tried in Milkshape - and failed) is unattractive - can fragmotion do what GestureMax has done but on the cheap - ie. so long as you're talking about an unadulterated poser model exported as obj or 3ds then import poser bvh and attach skeleton automatically without the heartache? is this on the cards? if not, what other methods might make the whole process seem more attractive?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Megaton Cat
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Location: Toronto, Canada
Posted: 25th Jan 2006 18:15
No matter how many times I hear "Boned" when refering to a game chaacter, I always giggle anyway.

Darkbasic MADPSP
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Posted: 25th Jan 2006 20:13
um no comment

@Duffer

gmax is still free from turbosquid and it is possible to get quake exporters to it works with dbp

where i went on holiday to
www.portaventura.es and also http://themepark.nl/ubbthreads/showflat.php?Cat=0&Board=UBB7&Number=661483&page=0&fpart=all
Dodic
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Posted: 25th Jan 2006 20:22
Quote: "gmax is still free from turbosquid and it is possible to get quake exporters to it works with dbp "


so , dbpro reads md2 ?

and also guys at descreet say that it is FORBIDEN to use in ANYTHING except already made games that formats are for (egz: md2 , quake2)

So , i think that it is forbiden to use in your game , i CAN NOT be sure , but it is forbiden to convert it to 3ds or x and then use it in db for your game (i asked that).

my posts have been read or opened
times !
Joh
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Posted: 25th Jan 2006 22:34 Edited at: 25th Jan 2006 22:36
Duffer:
1. Yep. md2 is mesh deformation.
2. Currently there is also an "auto assign to nearest bone". Fragmotion also has a 3D Paint tool, I think Fragmo is working on painting vertex wieghts. There have been other suggestions but I think this would be easier to implement first. As far as something like GestureMax, I wouldnt think so, which is what makes it unique. Its not impossible but alot of work for an application specific feature, in comparison to all the other bugs that need to be fixed .

What poser models are you using? Some of them have some insane poly counts, or are you using your own models?

Megaton Cat:
Boning models is not funny, its hard work.

Dodic:
DBPro supports MD2 and MD3, but I have not used it myself.
Pincho Paxton
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Posted: 26th Jan 2006 00:45
Somebody once made a demo using bvh Poser models in DB Classic. It worked quite well. I think it is too technical for most people.

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