Game Development Community

Poser Models

by Roger Ameis · in Torque Game Engine · 10/23/2004 (1:25 pm) · 19 replies

Hello,

is it possible to import a Poser-Model with the bone-sturcture?
Or with are the formats I can use to import a model with the
complet animation?

I'm new in game development and I want to know, how can
I import the animation information. Is this a mesh?

For any help, I'm very thankful.

Thank's,

roger.

#1
10/23/2004 (1:48 pm)
Pulling this stuff from memory but I thinks its close.

Poser model polygon count is high very high. So you would need to reduced those way down to the 1500-2000 poly count range to even consider using it in a regular torque.

And how that would look I couldnt tell since you would lose details.

Dont think a exporter exist for translating poser animations to torque methods.

John H.
#2
10/25/2004 (9:58 am)
I am not sure what you mean by "complete animation" do you mean a model with all the standard motions (walk run jump sidestep, etc.)?

There is no Poser exporter for Torque currently. If you want to be able to buy animations packs or use pre-built animations, I would say that Character Studio with 3DS Max is a good bet, as is waiting for the motion capture packs by Troy McFarland soon to be released by GarageGames. These will have a most common animation sequences for a variety of game types.
#3
10/25/2004 (10:11 am)
A character modeler on our team is using poser/lightwave combo.. But i think he is re rigging and adding animations in lightwave.
#4
11/02/2004 (6:37 am)
Thank's

I try to transform the poser-figure to gmax over 3ds (or maybe .obj-importer-script). Then I reduce there the polygones to maybe 5.000 or less.

Now my next question. Is it possible to import Quak3D to torque or to conect torque with GMAX??
Maybe there is a converter for GMAX to DTS?

Thank's for your help.
#5
11/02/2004 (6:39 am)
@Roger

You could try to load the Max 4 DTS exporter plugin into gMax but there is no guarentee that it will work. gMax has never been supported with Torque at any time.

Quak3d is also not supported either.

The supported applications at this time frame are: Max, Maya, Lightwave, Gamesplace, Milkshape and Blender

For Interiors you have the whopping choices of: Quark or unofficially Hammer
#6
11/02/2004 (6:41 am)
@Roger Ameis
Nope. GMax costs a lot of money to license, so it is not an official product nor is it really within the price-range of indie developers who want to release it with their products.

EDIT: Clarification
#8
11/02/2004 (10:56 am)
Be sure to read Poser's EULA very carefully. If I recall correctly, you are not allowed to use the meshes in any sort of real-time application, i.e. games.
#9
11/02/2004 (11:15 am)
I remember reading the same thing when I read the EULA long ago.. the license did not allow for the use of poser meshes in real time 3d..
#11
11/02/2004 (11:43 am)
Yup... you can't use any 3d data from Poser, Daz3D, etc model files...

However, Poser is a GREAT program for 2d stuff, especially UI stuff...

We use Poser extensively... it's main strength is tons of quality content for cheap. Recently we were featured as a story on the Curious Labs site... :)
#12
12/26/2004 (6:53 am)
So let me get this straight? You can't use models from poser in games?
Or do you mean that you can't use any of the stock models in games?
Because I can't really see what the point of Poser would be without there use.

Could someone clarify this for me?

Thanks
#13
12/26/2004 (7:05 am)
Well, if you're going to make your own models, why use Poser at all? You can't export the animations into a usable format for TGE as far as I know. Just use Character Studio in Max or something similar.
#14
12/26/2004 (7:11 am)
Ok, I was just curious.
I was under the impresion that you could only use the stock models in Poser and not import/create your own and then use poser as a way to go about changing or adding to them.

As far as your question about why not to use character studio in max... Well, thats a whole gangload of money for someone who just wants to make generic human models.

I'm learning 3d just for the sake of knowing more about it and I have to admit that I'm having a good time with it.
#15
02/05/2005 (11:44 pm)
I found this post and thought i'd correct my bad advice..Those guys are right, you cant use the models or any derived (reduced poly) mesh. I did however get a nice email from DAZ presales saying its ok to use their models to create skins for a game..
#16
02/06/2005 (9:04 am)
You can also create animation frames and do some very smooth 2D work if you were going to make a 2D character based title. Poser and the Daz Studio stuff was meant to be a strong user-friendly and community supported rendering application. Not a 3D solution for game animations.
#17
02/16/2005 (6:18 pm)
Dear Mr. Smith,

You can absolutely use any rendered output (animated sequences, still-image renders, etc) in games, promotions, whatever you like- the rendered output is yours to keep or sell. The end-user license between you, the user, and Curious Labs allows you to use Poser and all the figures that ship with it to produce art and other works of any kind as long as the final product doesn't contain any of the 3D mesh data that we have created. You may use the Poser figures to create still images, videos and even physical models; you can also create, distribute and sell modifications to the 3D geometry of the figures as long as those modifications require and do not include the original 3D mesh information (in other words, you can sell morphs and poses, but you can't modify and then resell our figures.)
Using the stock Poser figures in the game itself is another story- use of our figures in a game engine, 3D simulation environment or 3D Web site requires prior written consent from Curious Labs.

Our end-user license agreement can be found at

www.curiouslabs.com/go/company/legal
#18
02/16/2005 (11:33 pm)
The question still could be: can Poser be used to create pipeline for motion data still this is not mesh data? In theory there could be a, say, .bhv to .dsq converter, right?
#19
02/17/2005 (12:13 am)
I have just started using poser myself and have been experimenting with it for the last 4 monts or so.. What I have found is that the Models are way to high in poly's to be usable in a realtime environment, and the reduction tools in all the applications I have tried (Maya, max, etc) are not goging to get a 50,000 poly model down to 2500 effectivley.

However, if you start with a base low poly human figure, you can use Poser to render out reference poses that you can use to model your lowpoly version from.. You can also render out animation frames and then use those images as refrence to effectivley reproduce your animations on your lowpoly model. Plus you can also render out close up shots of your characters various parts and then use those images to make fresh textures for your low poly mesh.

Overall I found it best to use poser as a refrence tool and a quik way to piece together the look of the character I want.. With morphing and posing tools it works very well for getting reference images.. Better than trying to get someone to Stand Still for the camera..and it servs multi purpose functions over hand drawn poses.

Also I have been trying to import the .bvh data into Motion Builder, which could then be brought back into maya ar max as framed skeletal animation to be exported as a .dsq, but I have not had any luck with it yet