Poser as a Animation tool.
by AllynMcelrath · in Artist Corner · 07/27/2005 (8:56 pm) · 10 replies
All right, let me start off by saying this is only something i have been working out and just wanted opinions on.
First, i Do not care about the Poser models, we will be using our own and using Poser as a animation tool..So model use is irrelevant.
Now, Sense there is no direct way to Convert BHV files to the animation file native to Torque. (wish list)
I have come up with this pipeline.
1)Model is loaded to poser
2)Model is animated in poser
3)BVH file is created
4)Original model is loaded into lightwave
5)BVH is applied to model in light wave
6)Model and animation file format is exported Threw the use of the Lightwave plugin exporter
You end up with one DTS (Model?) and one DSQ (Animation) file(s).
Using this, i can then reuse the BVH (And for that matter the DSQ) across all like models, Sense lightwave creates the bones based on the BVH.
Comments, anything im not considering? Easer way?
I really would hate to have to include all animations in EACH model.As reusing them would add Expandability, and just makes sence.
First, i Do not care about the Poser models, we will be using our own and using Poser as a animation tool..So model use is irrelevant.
Now, Sense there is no direct way to Convert BHV files to the animation file native to Torque. (wish list)
I have come up with this pipeline.
1)Model is loaded to poser
2)Model is animated in poser
3)BVH file is created
4)Original model is loaded into lightwave
5)BVH is applied to model in light wave
6)Model and animation file format is exported Threw the use of the Lightwave plugin exporter
You end up with one DTS (Model?) and one DSQ (Animation) file(s).
Using this, i can then reuse the BVH (And for that matter the DSQ) across all like models, Sense lightwave creates the bones based on the BVH.
Comments, anything im not considering? Easer way?
I really would hate to have to include all animations in EACH model.As reusing them would add Expandability, and just makes sence.
#2
Is it because your animator is more experienced with Poser? I quite like LW, Maya, and Max's animation tools. I mean, Poser is quite nice in that it does what it was designed to do rather than everything else as well. But I'm not sure if the added complexity is worth it (depending on the quality of the import/export features for moving content between LW and Poser.
I'm interested to hear how it turns out, though.
07/28/2005 (6:51 am)
Not only will you have to make sure that the root pose is the same, but what does the bone creation do to the complexity of the converted model? You may have a nice model originally created in LW (or something else), imported into Poser (1 level of import muddling; does it import and perform any smoothing or simply import?), then rigged (complexity of bones and joints in accordance with the overall model) and animated. Then exported back. It seems that there's a level of complexity being added here that doesn't necessarily need to be.Is it because your animator is more experienced with Poser? I quite like LW, Maya, and Max's animation tools. I mean, Poser is quite nice in that it does what it was designed to do rather than everything else as well. But I'm not sure if the added complexity is worth it (depending on the quality of the import/export features for moving content between LW and Poser.
I'm interested to hear how it turns out, though.
#3
I use lightwave.
From what i have read, Lightwave 7.5 Has the ability to Import BVH, When brought into lightwave, The bones are created acording to the BVH (It has this infromation). The model its self will not be exported from poser, I will just be applying it to the original model in lightwave. So i wont realy be using it to "Move content" The only goal is to animate, and get the BVH file. Technicaly, the bones wont be there untill the BVH is converted.
I havent tested this, was hoping some one elese had.
But, Put this as my request to include attaching the BVH file in the Exporter.
"Root pose"? Im guesing you mean the resting pose, Yes, they will be the same for each animation.
As far as the bones, the only time there will be bones for the model is in POSER, and when the BVH is applyed. (In theroy).
The main goal of this is to have a bank of Animations that any model of the same type (Avatars mostley) can call upon, insted of having them all be in EACH 3DS file.
As to the import "Mudding", i havent had issues in the past with anykind of distortion when pulling in low-poly items into poser, and yes, Smothing groups transfers. But, keep in mind, The Model will not be exported back out of POSER, only the BVH.
Thanks for the discussion , and yes, i know my spelling sucks, But, Thats why im an artiest and not an english teacher ;)
07/28/2005 (2:09 pm)
The main reasion for using poser is simple. my animator is more experienced with Poser.I use lightwave.
From what i have read, Lightwave 7.5 Has the ability to Import BVH, When brought into lightwave, The bones are created acording to the BVH (It has this infromation). The model its self will not be exported from poser, I will just be applying it to the original model in lightwave. So i wont realy be using it to "Move content" The only goal is to animate, and get the BVH file. Technicaly, the bones wont be there untill the BVH is converted.
I havent tested this, was hoping some one elese had.
But, Put this as my request to include attaching the BVH file in the Exporter.
"Root pose"? Im guesing you mean the resting pose, Yes, they will be the same for each animation.
As far as the bones, the only time there will be bones for the model is in POSER, and when the BVH is applyed. (In theroy).
The main goal of this is to have a bank of Animations that any model of the same type (Avatars mostley) can call upon, insted of having them all be in EACH 3DS file.
As to the import "Mudding", i havent had issues in the past with anykind of distortion when pulling in low-poly items into poser, and yes, Smothing groups transfers. But, keep in mind, The Model will not be exported back out of POSER, only the BVH.
Thanks for the discussion , and yes, i know my spelling sucks, But, Thats why im an artiest and not an english teacher ;)
#4
02/24/2006 (5:53 am)
Sadley, this never seemed to work.....
#5
03/13/2006 (9:10 am)
What you should do is...make all your animation in Poser;Bone them first! Then animate with Poser's tools after that you can export the animation frame by frame..its a prosess but it make Lightwave or MAX what ever you prefer,think that you are vertex animating or it will give that effect atleast..try it its how i go bout it...ive been animating in poser since Poser 2
#6
http://www.greenbriarstudio.com/3D/ToolBox/ToolBox.htm
03/26/2006 (9:48 pm)
Check out this out. I don't know how well it works but the website says all the right things. It also claims to to do poly reduction which you would need to do before you could use a Poser model in Torque.http://www.greenbriarstudio.com/3D/ToolBox/ToolBox.htm
#7
07/12/2006 (5:20 pm)
Actually buy a progam called Gesture Max..it will bridge the gap into 3dsmax and from there its a Torque export...but....that the best bet
#8
07/12/2006 (5:59 pm)
Yes Poser is much easier to animate especially if you buy Philc Puppet Master to go along with it. This alittle tool will take any BVH and apply it to just about any model.
#9
We are using poser to animate our models and get them to TGE, but I don't know the full pipeline.
02/08/2008 (7:41 pm)
So, how has this gone?We are using poser to animate our models and get them to TGE, but I don't know the full pipeline.
#10
02/09/2008 (6:46 am)
Here ya go...The Combo Pack at BAG was assembled with POSER as a step in the process. I believe the site is slated to have a Developer Section, where this pipeline is explained and tutorials demonstrated. It's very possible to use POSER, as long as you generate your own rig[no stock POSER skeletons I think] and meshes, the toolset is nice to work with.
Torque Owner Jeff Gran
Another thought: I'm not sure how the BVH import works, but you say it "creates the bones" based off the BVH... If that is the case, you will have to be very careful that the root pose is the same in every character, and that the skeleton matches exactly. If it is different, the animations will not look correct.
PS. It's "since", not "sense"; "through" not "threw"; and "sense" not "sence".