animations and characters
by Anhella · in Torque Developer Network · 03/26/2011 (12:25 am) · 11 replies
good day.
i am using poser pro 2010. i would like to know how i use poser export for animations and characters for import into torque 3d. are there any export (from poser) rules to torque 3d? thank you in advance
i am using poser pro 2010. i would like to know how i use poser export for animations and characters for import into torque 3d. are there any export (from poser) rules to torque 3d? thank you in advance
About the author
#2
Poser does export to BVH.
XSI and 3dsmax or Maya can import them but you would have to use the motor for XSI, character studio for Max and some rigging tricks for maya to transfer the animations to the character then you can export them to the animation file format..
03/27/2011 (2:03 am)
Poser has no modeling tools that I know of. Poser does export to BVH.
XSI and 3dsmax or Maya can import them but you would have to use the motor for XSI, character studio for Max and some rigging tricks for maya to transfer the animations to the character then you can export them to the animation file format..
#3
I'd say it's more about what you feel comfortable working with...and the resulting output.
03/27/2011 (7:12 am)
While no standard 'modeling' tools to speak of[vertex/edge/face manipulation], you can still create figures with Poser; all that is needed is an understanding of how figures are assembled in the program. You can import OBJ geometry with UV mapping....and then build a rig in the Setup Room and bind it to the geometry. The only caveat being your geometry needs to be fully constructed before importing; since I work with several 3D programs anyways, it's not a big hurdle pounding together geometry and UV mapping elsewhere as all programs seem to have stronger and weaker toolsets for 3D working.I'd say it's more about what you feel comfortable working with...and the resulting output.
#4
thanx for all of your replies.
can you help me to find something other than blender,poser,maya,max,milkshape,daz.
some are to expensive and the others dont have
the right 'modeling' tools.
i have a lot of static 'OBJ' model but
nothing to edit them with. if you can me that would nice.
thanx again.
angela
03/27/2011 (7:45 pm)
Good Daythanx for all of your replies.
can you help me to find something other than blender,poser,maya,max,milkshape,daz.
some are to expensive and the others dont have
the right 'modeling' tools.
i have a lot of static 'OBJ' model but
nothing to edit them with. if you can me that would nice.
thanx again.
angela
#5
There is no 'easy/quick' art pipeline...
03/28/2011 (5:06 am)
Well, from that list you've provided of applications that don't 'fit' your requirements; I'll have to say you're going to have 'a long row to hoe'...as it were. That list is the 'lower end' of the cost spectrum...?!! Without resorting to Blender[free]....you're going to have to purchase some kind of software to get the work done. Then you'll have to find the limitations of the programs that export to DTS/DSQ....There is no 'easy/quick' art pipeline...
#6
You can design characters on their website using their website toolset; if you can manipulate in Poser this should be little challenge. Evolver provides the "stock" list of Gideon animations for Torque, "idle", "run", etc.
Models cost $40 each to export to dts/dsq, and the idle animation is the "gun-bearing" animation with the cocked right arm, but it is by far the simplest way to individuate man-sized biped characters without having to learn a modeler I've yet found--it's simple enough I can pull it off, and I am no Rex :)
www.evolverpro.com/
03/28/2011 (9:34 am)
Have you taken a look at Evolver Pro? That is the simplest method of creating T3D-ready character models I've located to date, and it doesn't require a modeling program to make avatars. If you are using the Gideon model already, the EP models will slip right in.You can design characters on their website using their website toolset; if you can manipulate in Poser this should be little challenge. Evolver provides the "stock" list of Gideon animations for Torque, "idle", "run", etc.
Models cost $40 each to export to dts/dsq, and the idle animation is the "gun-bearing" animation with the cocked right arm, but it is by far the simplest way to individuate man-sized biped characters without having to learn a modeler I've yet found--it's simple enough I can pull it off, and I am no Rex :)
www.evolverpro.com/
#7
I am not an artist so I hope I made that clear. :) We have artists on our team who can build meshes for clothing but this sounds like a nice way to get characters into the game.
03/30/2011 (10:15 pm)
We need to be able to modify the clothing meshes on our models to give it that medieval look. Is it possible to use a Torque Ready Evolver character in 3dMax and modify its clothing? I am concerned about actually modifying the dts character. I am not an artist so I hope I made that clear. :) We have artists on our team who can build meshes for clothing but this sounds like a nice way to get characters into the game.
#8
03/31/2011 (7:27 pm)
Just in case others are in the same boat, the MACK animations do not work with Gideon, even though it has been said on the forums that Gideon is updated to have the same skeleton as the Orc..which means it should work with the MACK pack animations. Evolver uses the same animations as Gideon so it also does not work with the MACK pack. Since the Megapack animations use the same ACK system, they will not work with Evolver either.
#9
most annoying and time consuming part is attaching node with perfect weight into corresponding bone.
but if u can figure out this part then it is easy.alsou have to tweak it to make it more realistic.i have some good tut from youtube.if u interested then i can find and post them.
05/04/2012 (7:00 pm)
u can use fragmotion.very easy to copy an skeliton from an existing model.then fit it into your static models.most annoying and time consuming part is attaching node with perfect weight into corresponding bone.
but if u can figure out this part then it is easy.alsou have to tweak it to make it more realistic.i have some good tut from youtube.if u interested then i can find and post them.
#10
The Evolver models are already optimised for games and in fact even for Torque3d but they are much simpler low poly meshes. One solution if you are not capable of modelling is to simply find the textures the models are using and edit them in Gimp or Photoshop to look more medieval. However they probably wont look right without the addition of some extra bits considering the Evolver meshes are modern clothing and pretty much hug the contours of the model's body whereas medieval clothing has much more in the way of clothing hanging down and not following the exact contours of the body.
And Evolver meshes are no longer available so don't delete the ones you downloaded.
05/06/2012 (3:25 am)
Regarding Poser and Daz3d I have some of these and the problem is really that the models are very high poly in excess of 200k polys, and need considerable modification before they can be used in a game engine. Furthermore there is the problem of licensing, most of the DAZ3d models need a $500 indie game licence. The models tend to be split into various parts with morph meshes, and have a base mesh of the body then clothing over the top which is all redundant polys for the game engine to move around and they are not even visible.The Evolver models are already optimised for games and in fact even for Torque3d but they are much simpler low poly meshes. One solution if you are not capable of modelling is to simply find the textures the models are using and edit them in Gimp or Photoshop to look more medieval. However they probably wont look right without the addition of some extra bits considering the Evolver meshes are modern clothing and pretty much hug the contours of the model's body whereas medieval clothing has much more in the way of clothing hanging down and not following the exact contours of the body.
And Evolver meshes are no longer available so don't delete the ones you downloaded.
#11
I have my Evolver meshes safely stored away. Since I had the entire team making them and saving them, we have quite a few! :)
Ahsan, I would be interested in those youtube tutorials!
06/16/2012 (1:07 pm)
Thank you for the advice! I have been away from the forums for a bit so missed these earlier. I have my Evolver meshes safely stored away. Since I had the entire team making them and saving them, we have quite a few! :)
Ahsan, I would be interested in those youtube tutorials!
Torque Owner Rex
BrokeAss Games
Animation sequences can be exported via BVH format, then using a modeling package with BVH support and DTS/DSQ export, you can get your animations out of Poser and into T3D.
I use Poser for character creation....it's not easy to work with, as the 'scale' of the 'units' in Poser are odd to say the least! It does have great 'control' of the nodes via ERC dials and some decent IK and keyframing.
Are you able to create your 'own' figures with Poser, or are you using the content that arrives with the application?