Forum: Poser - OFFICIAL


Subject: Evaluating Poser for use in creating DirectX game objects

Zyxil opened this issue on Jul 19, 2005 ยท 24 posts


face_off posted Wed, 20 July 2005 at 3:36 AM

I spent an insane amount of time trying to get Poser models into the Ogre 3d engine (which support DirectX9) for a rock climbing game. It was about 18 months ago - and I'm sure graphics card technology has advanced a lot since then, but here are some of the issues..... 1) Most of the Poser models have multiple material groups - this plays havok with DX9, since it needs to do a pass for each material - so if you are using V3, you need to merge as many of the materials as possible. 2) Textures - you will need to reduce all the texturemap resolutions in order to squeeze them into a 128k (or whatever your craphics card memory is). 3) Exporting - this was a big issue. In the end I wrote an exporter from obj format to Ogre's xml format. From there you could go to .x format if needed. The complexity of exporting is significant. Remember, you also need to export the skeleton if you want to animate. 4) Joint deformation - This was what killed the idea for me. I couldn't work out how to convert the vertex weights that Poser uses (derived from spherical zones) into bone weights than Ogre needed. Without vertex weights, animations look a little silly. And doing the weights by hand is ok if you are talking 10k polys, but for high poly poser models, it would be a significant task. A workaround exists today where you can get a Poser to XSI importer which does the weights for you - and you could export to .x from there. 5) Polycount - Doing 1 pass at 70k polys might be ok, but there are multiple materials in a poser model, and it will need 5 or 6 passes - which at 70k polys might be a problem. I was getting around 12fps on V3 on my old Geforce 4 card. The other issue is that I ended up having to do each pass with ALL the polys in the model - since each geometery object have have multiple materials in it. Poly reduction - I found no effective way to do this. 6) Animation - is possible - someone has extended the Ogre work I did to accept exported bvh files from Poser. In summary - for a game you really need 3d models which are build specifically (modelled, textured, rigged) for that purpose. So it would probably be quicker and easier to model the characters yourself than to use Poser models.

Creator of PoserPhysics
Creator of OctaneRender for Poser
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