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? I really would hate to have to include all animations in EACH model.As reusing them would add Expandability, and just makes sence. That sounds like it will work. But, why not just animate in lightwave?
Is poser really that much better for animating? 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.
Jinguji Ren fan art development in Poser by ibr-remote.deviantart.com on. IPad app, brought them into Poser Pro and used PhilC's Poser Tool Box to generat. Apr 12, 2018 - Daz poser subsurface toolbox With genesis in poser is not as good as in ds.designed as an all around utility set, this pack will get you started.
It's 'since', not 'sense'; 'through' not 'threw'; and 'sense' not 'sence'. 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. 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. 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.
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;).
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