Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)
I could 'reverse' my BVH importer easily enough if that would help. Tried to get the FBX stuff, but they want registration, and it's all auf Deutsch.
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I went ahead and downloaded it after all. (Sense of duty and all that....) Will see how it fits with Poser. Any general advice about what FBX needs?
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Attached Link: http://http://www.alias.com/glb/eng/products-services/product_details.jsp?productId=1900004
I hope this helpsAttached Link: http://www.lostin3d.com/Flash/Josie.html
Hey Ockham, does your BVH importer allow you to choose whther or not to import absolute world coordinates in BVH files that center a figure at it's starting position? I've got an animation where I reapplied the BVH to add frames for a song and the figure jumps back to her starting point when I spliced the same BVH into the animation to add more movement at the end of the first import:No, it doesn't have that choice. Certainly would be good, since that seems to be the main problem with BVH in Poser! I'll see how to make that happen.
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That would be the OFFSET line on Hip, wouldn't it? Here's the start of a BVH file to show what I mean: HIERARCHY ROOT Hip { OFFSET 0.00 0.00 0.00 CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
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Would that be the trick of applying the Hip offset negatively to the BODY?
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OK i have to ask but what the hell is FBX??? I know what BVH's are and have used them a few times, are these similar??? If FBX is any good (when i find out what it is) i will be happy if Milkshape uses it, as i use Milkshape... Ohh and is it me or are the links in posts 1 and 6 entered incorrectly? too many "http//"s for my liking
Getting old and still making "art" without soiling myself, now that's success.
FBX from poser will likely NEVER happen with posers current "bone" system This is because Poser uses axis-dependent weighting for 'Joint Parameters' three axis's for each bone It bases its 'bone' deformations on each axis, averaging them together. even if these averaged weights are fed into a standard weight map Like those used in MAX, MAYA ,Lightwave, Cinema4DXL. Softimage et al properly, these high end apps bones will not take note of them (Real bones seem to ignore these dynamic changes and stick to the initial maps) this is why FBX from poser is a Non Starter. This is why the expensive "CR2 to Bones" plugins from Greenbriar studios will only give you a rigged poser figure in the target apps(Lightwave&Cinema) standing in the default "T" arms out position needing to be properly re-weighted if you plan on bending any joints. MarkDC has a program/plugin that supposedly converts poser figures to rigged characters in MAX and softimageXSI but im sure its highly specialized and not based on the FBX exchange format FBX is the industry standard for cross application integration, hell even wings3D and My new seat of Carrara pro4 has FBX export Trust me, if FBX from poser was possible someone would have done it a LONG time ago.
They also offer a free converter for 3DS Max and Lightwave that allows you to convert OBJ,DXF and 3DS files to the FBX file format or vice versa. http://www.alias.com/glb/eng/products-services/product_details.jsp?productId=1900004
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Attached Link: http://http://www.alias-systems.de/produkte/alias_fbx/
There is a FBX sdk at the alias website.Is it possible for you to create a Poser/FBX exchange Tool of it?