DAZ 3D-Gizmoz launches Game Developer Kit
by DAZ-Pro · in General Discussion · 06/03/2010 (9:36 am) · 4 replies
A couple of different threads have talked about DAZ 3D changing its licensing so that game developers can use DAZ 3D assets. And there were questions about the nature of the models being too high resolution or too high in poly count to be used in games. In the last couple of weeks DAZ 3D announced a "Game Developer Kit" developer.daz3d.com/i/shop/itemdetails/?item=10675 that now allows you to bring those models into DAZ Studio, reduce the polycount using the Decimator, then combine, scale, and size the textures into a single texture image using the texture atlas tool and then export via FBX or COLLADA.
With the new tools and licenses, this really should now be a quick and cost effective way to get high quality yet customized 3D characters and assets for your games.
With the new tools and licenses, this really should now be a quick and cost effective way to get high quality yet customized 3D characters and assets for your games.
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#2
06/03/2010 (8:00 pm)
Beautiful ! Well done ! Did you get the kit or just the decimator ? Are the animations from a Daz pack too ? I read that the Kit only exports to FBX ? Or does it export directly to collada ? Is the model in the video exported directly to collada and used in torque ? Basically i'm asking whats the pipeline like to get it into torque. This is a really exciting piece of news ! Sorry for the large number of questions !
#3
We have all 3 plugins at BAG: Decimatrr, TextureAtlas, and the FBX exporter.
The Victoria 4.2 Quickstart figure in the T3D video above was a direct DAE export from Daz3D. I believe[although not 100%] that Jondo exported a Daz3D animation[AnimateLite] 'block' for the run sequence.
We've been using Poser for years, as we feel it is a very good character creator/animator. The weighting schema is a breeze to deal with, or at least we find it easy to deal with.... Daz3D has taken the best of what Poser offered in the way of Character Creation, and added to it a very intuitive workflow which leaves Poser in the dust wondering what just breezed by...lol. Lot's of content and developers!
Feel free to contact us at BrokeassGames.com for any Daz3D related questions, :).
rex@brokeassgames.com
06/04/2010 (3:05 pm)
Daz3D has a native Collada exporter in the UI without a plugin purchase. It also has the Autodesk FBX 'suite' of exporters which are part of the plugin product. BVH is also exported; as well as OBJ without the plugin products.We have all 3 plugins at BAG: Decimatrr, TextureAtlas, and the FBX exporter.
The Victoria 4.2 Quickstart figure in the T3D video above was a direct DAE export from Daz3D. I believe[although not 100%] that Jondo exported a Daz3D animation[AnimateLite] 'block' for the run sequence.
We've been using Poser for years, as we feel it is a very good character creator/animator. The weighting schema is a breeze to deal with, or at least we find it easy to deal with.... Daz3D has taken the best of what Poser offered in the way of Character Creation, and added to it a very intuitive workflow which leaves Poser in the dust wondering what just breezed by...lol. Lot's of content and developers!
Feel free to contact us at BrokeassGames.com for any Daz3D related questions, :).
rex@brokeassgames.com
#4
06/29/2010 (9:41 am)
A MAC version of the Decimator is now available and a new feature was added (at no extra cost) to allow relative decimation on a surface-by-surface basis. That means that users call allocate more of their overall poly budget to the head or face and less to the torso or limbs depending on their particular needs.
Torque Owner Rex
BrokeAss Games
Hi fellow developers out there! Above is an example of a Daz3D game licensed character inserted into T3D!!! This was a first protoType/proof of concept of the character and the new tools from Daz3D are great! Imagaine polycrunching a figure, without having to reweight the entire figure!.... Whoo Hoo, is what I say! :)
Thanks Daz3D!!