Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
Attached Link: http://www.weirdass.net
Uhhhhnnnn.... gakk koff--- sorry, swallowed my tongue. Yes please MitchI wish you the best of luck, Konan! If you could do this, the Bryce world will be turned on its head! I imagine you'll make a lot of money (assuming it's in the same price range as your truePose and PoseMax products) for only a week or two's work! Just want to point out a few things that I hope you're aware of (and are the principle reasons no one has been able to do this successfully yet): (a) in Bryce, poser objects are imported as several distinct meshes. (b) in Bryce, meshes cannot change shape over time in animations. To achieve this, you would have to have 1 mesh for each frame, which would be prohibitive for file size considerations. The only object shape property which can be animated is scaling and shear. (c) in Bryce, all meshes must exist for the entire duration of the animation, and are always visible on-screen when working with the scene. This means that if you choose to follow route (b) above, all the individual meshes from each frame will be visible simultaneously. There's no real way to hide them in Bryce, except using Solo Mode, which is a user tool not an importer's tool. (d) Materials import from Poser to Bryce is time-consuming, non-trivial, and cannot be scripted. I think the materials all have to be rotated, and the transmaps have to be inverted. (e) the Bryce .obp and .br4 native binary object formats are not published. There is no way to create a .obp file or .br4 file given a poser file (unless you've somehow deciphered them: if so please publish the specifications you've figured out, there are a lot of people who have been dying to make converters for a wide variety of stuff). (f) You can't import keyframes or positions/rotations/sizes with an object: the user must assign keyframes and position. All imported objects appear either in world center or in the middle of the screen (preferences). The exception is if you can somehow put it in a .br4 file. (g) Bryce does not import animations from any known format, including 3ds, poser, truespace, or anything like that. (h) Bryce has no scripting interface, like VBscript or AppleScript. I hate to be a party-pooper, but if you're thinking you can just take your existing Poser format parser and somehow magically create a "Bryce animation format" file, you're going to be disappointed. Details of Bryce's animation-capable file formats are not available. -flick
One more point: Since the native Bryce formats are not published, they would likely be considered by Corel and/or MetaCreations as Trade Secrets and thus covered under the reverse engineering license. I imagine you'd have a quick visit by their lawyers if you created a program which could write to or read from those proprietary formats (.obp and .br4/.br3) and started charging for it. Of course, I'm by no means an expert in patent law. I'm not trying to shoot you down: I'm just not sure you're aware of the hurdles involved in importing animation into Bryce. I mean, both Bryce and Poser have been around for many years, and everyone's been crying for an animation import tool, but no one (including MetaCreations or Corel) has come up with one. -flick
Yes, all of these things are what stopped me before from doing the Poser2Bryce thingy. However, I have a few tricks up my sleeve. This software will have the following advantages/disadvantages Advantages - All materials are preserved (including transmaps) - Figures are animated easily and seamlessly - Rendering speed is "not" any slower for a single frame of animation vs a whole sequence (per frame) Disadvantage - You will need a lot of RAM for larger sequences or higher resolution meshes. SInce RAM is pretty cheap these days, that is not too big of a price to pay to get your animations in Bryce Flick, I thank you for your input, but don't worry man. I have already prototyped the entire process. I am just working out a few details. Everything already works the way it should. Without giving away my secret, I can assure you that it is remarkably simple. I am only kicking myself for not think of it sooner. Konan p.s. This party cannot be pooped. Poser and Bryce are getting married, and everyone is invited to the party!
awesome! I'm drooling already, even though I'm not a Poser nut. Now all you have to do is make a Mac version too, since a disproportionately large section of Bryce users are on a Mac :^) Have they decided on flower arrangements and cake flavors yet for the wedding? You do realize, of course, that you're about to become the single most popular guy in the Bryce/Poser world, almost overnight. You might even get your own personal stalker! -flick
The RAM you need will entirely depend on the complexity of the figure and the animation. 128 Megs should be minimum for moderate projects. 256 Megs and you are kicking! This is only for the animated figures mind you. If you want to import a non-animated character, the RAM requirements will be as they normally are. Konan
I'll put a word here. Allthough Bryce has no scripting language one can use an external program to supply this. You external program moves the cursor, presses buttons, does stuff etc. Win 3.1 used to to have a macro program which you could use with just about any program. If you can export one pose from poser to Bryce and do all the necessary steps to make materials ok then you can do a series to export. 25 of them makes one second. Sure takes a long time but at least it's doable.
What I'd really like in Bryce 5 is a plug in capability. take a look at 3dsMax. It's got thousands of plug-ins. Many free. I emailed and emailed Corel to make some plug-in possibility. Unfortunately I haven't gotten a reply. Motion blur would be easy to program in a plugin. But now it's just a wait and see if Bryce 5 has it.
I assume you are going to automate import of separate poser meshes from poser animations. I also assume you have taken into account the crappy textures that bryce default textures a poser import. (bad spec and such)? I also assume that you are either going to have bryce auto-delete/cut/or otherwise get rid of each model within Bryce? I have experimented with a similar technique...the #1 reason I stopped the development is that the textures suck. I didnt want to invest the time to make the material adjustments apply to the new import. oh...this does eat ram..(big time!) I have 384 and the only way I could stop the problem was to delete and use Rambooster to clear the item from memory..but still large animations crashed the computer. I am very interested in your solutions... luck BT
Attached Link: http://www.starforce7.com/darkangels
Wow, Konan, this will rock! Perfect timing, I'm starting work on a full-length movie to be done in Bryce/Poser. I'll hold off a few weeks on initial pre-production until I see what your program will do. If it's going to be that easy, my friend you have a customer! (And I'll save tons of time I believe!) --silverThis site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Attached Link: Innuendo Software
Due to popular demand, I have decided to make a Poser-to-Bryce animation translator. I have devised a method of achieving this and I will be begin working on the project ASAP. If you would like a software package that will allow you do bring your animated Poser characters into Bryce, email me to get on the contact list. Please format your email in the following way Subject: Poser2Bryce Contact List Body: Put me on the contact list! Send your email to: konan@spacemoose.com