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Poser 5 & 6 to Torque - Character Workflow

by BrokeAss Games · 12/17/2008 (6:39 pm) · 12 comments

www.garagegames.com/images/ul/5128.fegmo.jpg
This HowTo resource will show you how to Get your characters and animations from Poser 5 or 6 to Torque. The process requires 5 programs and an exporter, but the combined cost is far less than other solutions. Have a licensed full functioning version of the following programs to get started:

Poser 5 or Poser 6
Greenbriar Studio ToolboxIII
Ultimate Unwrap 3D (v2.29)
Milkshape3D (v1.7.10 or later)
Fragmotion (v.89 or later)
TorqueDTSPlus by ChrisR

You will need your character in Poser. The Advanced Character Kit figures from BrokeAss Games comes with Poser source files and works great for this process.

You will need to create animations in Poser or use royalty free BVH motion capture files which are available on the internet.

The HowTo describes:

Exporting a character from Poser 5 or 6 to Torque

Exporting an animation from Poser 5 or 6 to Torque

Making a Compatibile Animation Library

Loading a Compatible Animation Library for Export

We created this solution because we could not find a better route within our budget. The process is definately not a "one-click" and the description is lengthy. Once you try it, its pretty fast. Feel free to post feedback, comments or request help. We'll update this resource as needed.

We hope it helps!

BrokeAss Games Team


BrokeAss Games Character Development Workflow

Exporting a character from Poser 5 or 6 to Torque
Step 1: Load Poser
Step 2: Ctrl-N for New Scene.
Step 3: Select Character.
Step 4: Delete Character.
Step 5: Load new Character from Library.
Step 6: Save as PZ3 File.
Step 7: Load ToolBox III.
Step 8: Open the PZ3 File.
Step 9: Select the figure by double-clicking on it.
Step 10: Export the Object as DTS. (This file will have scale and rotation issues)
Step 11: Load Ultimate Unwrap3D.
Step 12: Open the DTS File.
Step 13: Save as MilkShape3D File.
Step 14: Import into Fragmotion and go to Transform/Mirror ALL on the X and Z axis'.
Step 15: Open in MS3D
Step 16: Export to DTS (TorqueDTSPlus)

Exporting an animation from Poser 5 or 6 to Torque
Step 1: Load Poser.
Step 2: Ctrl-N for New Scene.
Step 3: Select the figure.
Step 4: Delete figure.
Step 5: Load your new figure from Library.
Step 6: Import a BVH File using the default settings. (Default is X Axis and Scale Automatically).
Step 7: Export to BVH and choose "Don't Scale Anything". In Poser 6, choose "Scale Automatically"
Step 8: Load ToolBox III.
Step 9: Open the PZ3 File Poser File (from earlier).
Step 10: Select the figure by double-clicking on it.
Step 11: Import the BVH File as Poser BVH Animated Skeleton.
Step 12: Use the Animation Control under the Windows toolbar to check and edit your frames.
Step 13: Open the Object Info from the Windows toolbar or double clicking the character.
Step 14: Select Edit Anim/LOD Export from the Object Info window.
Step 15: Click New under Animation Section.
Step 16: Rename the Animation if needed.
Step 17: Set the Start Frame and End Frame.
Step 18: Click Apply and then Close.
Step 19: Close the Object Info window.
Step 20: Export the Object as DTS.
Step 21: Load Ultimate Unwrap3D.
Step 22: Open the DTS File. (requires DTS import plugin)
Step 23: Save as MilkShape3D File.
Step 24: Open MilkShape.
Step 25: Load the MilkShape3D File.
Step 26: Delete all mesh Groups.
Step 27: Save the MilkShape3D File.
Step 28: Open in Fragmotion and go to Transform/Mirror ALL on the X and Z axis'.
Step 29: Open in MS3D and rig a small cube to the hip node (like the RigBox in the ACK system*)
Step 30: Export to DTS (TorqueDTSPlus)

Making a Compatibile Animation Library
Step 1: Load fragMOTION.
Step 2: Import the MilkShape3D File for the animation.
Step 3: Rename the Animation if needed.
Step 4: Go back to step 2 and repeat as needed for each animation.
Step 5: Save library as UGH File.
Step 5: Export the collection as MilkShape3D File.
Step 6: Rig a small cube to the hip node (like the RigBox in the ACK system*)

Loading a Compatible Animation Library for Export
Step 1: Load fragMOTION.
Step 2: Import the MilkShape3D File for the Character.
Step 3: Merge the MilkShape3D File for the Animation Library.
Step 4: Export the Animated Character as MilkShape3D File.
Step 5: Open MilkShape.
Step 6: Load the MilkShape3D File.
Step 7: Delete all Groups.
Step 8: Import a rigbox file* and rig it to the hip bone.
Step 9: Export to DSQ.

* RigBox
It has been our finding that a DTS figure and its matching DSQ animations must share
at least one single piece of geometry (such as a cube) rigged and alligned the same in both files.
This is instrumental to making the DSQ animations work with the DTS figure.

This is only an issue when your character mesh has more than one mesh group.

More can be found on this subject in the Advanced Character Kit Manual.
http://www.brokeassgames.com/ACK_Manual.htm#_Toc199250154
http://www.brokeassgames.com/ACK_Manual.htm#_Toc199250140

#1
12/17/2008 (6:32 pm)
/me cries.

AriJondoRex, you are my hero.
#2
12/17/2008 (6:34 pm)
I know how much work you have invested into this. This work-flow is invaluable (especially without a price tag). Thank you!

Also.. I am definitely getting Poser 6.
#3
12/17/2008 (8:13 pm)
Hi guys,

As soon as we get some members to go through these steps, post comments/questions we'll update with fixes and more detailed explanations where needed. Thanks, and enjoy!

Jondo
#4
12/17/2008 (9:21 pm)
@Dave
Thx bro. :)

@Konrad
It's the least we could do. ;)

Just to push the point, IMO it's all about using your own geometry in Poser, but there are packs available that are game dev friendly and Smith Micro is starting to include usable geometry.
I realize most people are looking for a "character maker".
IMO if you purchase (check the license) or create unique geometry for Poser, that is nearly what this is, a "character maker".
I'm hoping MACK owners will realize this is partially how we created that pack and can design similar/compatible stuff.
We need feedback to make this easier and easier on first time character devs, because making characters is about as hard as coding and we don't think it should be!
This blog should also provide some background to how and why we are giving our secret sauces to the community.
Welcome to the Poser to Torque movement!
#5
12/18/2008 (3:46 am)
I notice you say UU 2.29, not the latest, while others say (or later), this seems like a specific requirement, yes?

Also, in the same vein, what about Poser 7 or Poser Pro (with the new multi-res redistributable content)? Does your process only work on 5 or 6? And Why? I'm lining up some purchases (don't have Toolbox 3 either) and there are more than a couple options for Poser now hehe.
#6
12/18/2008 (4:44 am)
@Dave
It has to do with preserving the exact weighting.
Jondo and Rex have been in touch with each and every author and can explain the ins and outs of each version.
Some versions of the apps & plugins were upgraded by the respective authors at our request, talk about love!

MACK was originally made with 5.
We tested with 6.
If yer broke, go with 6 it'll be ok, promise, we really tried hard to get yall cheap copies!
I haven't personally tested 7 on this workflow, but Jondo and PhilC are using a custom plugin with wicked results.
Jondo and Rex need to sign off on 7.
Pro works (Smith Micro was nice enough to provide us a copy and it's awesome).
Pro has some incredible features we'll cover later on. ;)
#7
12/18/2008 (8:14 am)
@DAVE & all whom follow:
The pipeline, when established, was tooling under those particular builds of those particular platforms... Since that time, both U3D and fragMOTION have undergone major revisions; while Ms3d maintained a slower rate of feature enhancement/support[bugFix]. I maintain builds of both programs, at those versions, as a 'standard'; and to correct any subversion errors I come across as I tinker....as well as maintaining current builds of all 3 lowEnd programs listed to continue R/D on the pipeline and to 'beat the grass down' in front of the main army of artists, generating the raw data, behind me....

With my last working version of U3Dpro[3.10]; I began to notice some bad weight parsing to the Ms3d[1.8.4] format. I passed this observation along to the U3D author, and was pretty much told I didn't know what I was talking about, and it was the latest version of Milkshape that wasn't reading the U3D parse correctly. I'm paraphrasing, but that is the understanding I walked away with, from the communication. Perhaps if some other developers whom use UltimateUnwrap3Dpro[v3.10+], could parse a file to Ms3d[1.8.3/4+] and check any weight assignments beyond two[influencers] and if the weights are still distributed as before[not defaulting all weight to highest contributor @ 1.0], we might know more and approach Brad B. with multiple observations...that might then be addressed. I have found the 'triumvirate' of U3D,fragMOTION, and Ms3d to be a continued viable portion of the pipeline..

I've tried to assist in getting this U3D-Ms3d::'bug' acknowledged and corrected, and when no acknowledgment forth came; I took matters into my own, grubby, Indy hands and found a workaround to get my mesh data parsed into fragMOTION. At the moment it's not the most 'elegant' solution, but one 'DrFrankenRex' and any rigger could accomplish. Please remember; this is for the weight data parsing correctly, not motion data....which is why any 'cleanup' is tolerable, since it's done basically once to the base Scene.

With the emergence of what is a trend to encapsulate the 3D data-share between programs is seeing the adoption of some form of 'standard' format. This rush to streamline the 3D community has focused, in my opinion, between two formats: FBX and Collada. This statement will undoubtedly ignite the platform/format flame war that serves no true purpose, except to reinforce an inflexible position. If you are a 3D graphic artist[again, my opinion], you can take any 3D graphics program and make it do what you want/need. I wear no 'rose' colored glasses.... The workaround I described earlier is to utilize the FBX format parse of U3D instead of utilizing the 'broken' Ms3d parse for correct weighting data. The current build of fragMOTION[0.95], oh btw, notice it is not even at a major RC of 1.0 yet. Yes, it's perhaps in a 'beta' state, don't let that kill your spirit; this 'beta' program is now able to read/write FBX quite well! If some 'Demo' programs followed Dave's example of keeping software properly in a 'beta' state and not puffing it up beyond what it's capable of, it'd be real nice...;), and really helpful.....lol, I digress.

This workaround with the FBX parse would have been tedious to do by hand. It consisted of removing a few nodes at the base of the chain[with NO ill affects to stored animation! HA], renaming the nodes[made oh-so-much easier with a LUA script! HA] which changed my UI schema to include a new button which was scripted to step thru each node in the Scene and rename string components of the node[IE, rename] however I script it. For example: the FBX parse from U3D prefixes each Scene node with a Model:: string and converted all 'whiteSpace' to an underscore. My script removes the "Model::" component, and replaces all underscores with whiteSpace. Cool huh? Simple huh? I also had to remove/delete some 'empty' mesh groups...that contained no primitives, easy-peasy....of course, I couldn't complete the script on my own, and a big Thank You! goes out to Indy Developer, Dale Harper[Pelgar], for walking me thru what was necessary to get this script working. We are currently working with Dale on an interesting side project/product and are still in negotiations for distribution...stay tuned, kiddies!

I hope I've shed some light on the latest developments in the pipeline, I'll be more than happy to assist Indy Developers in working this system. Getting POSERx at any of these latest prices is just insane and an opportunity not to be missed!

Happy Modeling out there, work safe!

Rex
#8
01/19/2009 (2:02 pm)
You guys rock! I have been scratching the ole' buttocks on this one for a while.
Thanks!
Ron Lindsey
#9
02/01/2009 (11:14 am)
Would I be able to use this with Characters I get through Daz3D?

Or

Can you legally use the stock character models in games?
#10
02/16/2009 (10:21 am)
Can someone point me on where to find TorqueDTSPlus? All my searches end up pointing back to the GG forums where it's mentioned :)
#11
02/16/2009 (10:32 am)
@Kevin,

You would have to check the EULA for each model purchased from places like Daz, but I think using them in games which you were selling would would go against their general redistribution policy. Some modelers will put a "may redistribute if credit is given" paragraph in their EULA. If you're really worried about the "legalness", I would try and contact the original maker of the product.

I'm interested in trying out some of the Poser models for buildings/vehicles/background objects. I've got a couple of vehicle construction kits for Poser and this sounds like a quick way to try and get some content (not sure about the "legalness" of it, but I'd like to see how well this works first!)
#12
02/16/2009 (11:47 am)
@ Russ

This link will point you at the newest version of ms2dtsExporterPlus. I believe you need to use the newest milkshape to get all the features out of the exporter (like multi res LODs). But I have used the new exporter with older ms3d, still works, just not as feature rich.

http://chumbalum.swissquake.ch/files/ms2dtsExporterPlus.zip

About 3rd Party figures... Remember, if you never release a given project you can't really violate their EULAs. Only when a product gets distributed had you better be sure you have your licensing straight. When in doubt, contact the Artist/Entity and tell them what you wish to do and ask for permission.

Keep up the the shredding, and lets see some examples!

Jondo