Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 9:27 pm)
well i have been sampling some game engines in the past few months, downloading any demo i can find looking for one i like.. but i dont believe you will find one that can import poser characters and bvh directly.. first of all game engines use low poly meshes.. even lower than the P2low models although they can work, but youre going to cut the frame rate way down. only some game engines use bones, the others use something like morph targets. youre not going to achive real time frame rates with poser models. thats why poser cant do it in real time either. depending on what you want to do with the game engine there are several good ones out there... so far i like conitec's 3D game studio. has lots of good features, looks nice and simple to use. lots of free resources out there for it also.
I agreed with MAXseer, some game engines can't handle models made of high poly count. On the other hand The main geometry of poser characters (the standard ones) belongs to Curious Labs and I guess it could be a copyright violation to use them into any game engine, If the Geometry are for DAZ models there is the same restrictions. If you have Maya, Lightwave or 3DS Max the must easier game engine from my point of view is Virtools 2.1 I like 3D game studio too.
SAL9000 - Hello Dr. Chandra, Will I've dream?
You won't find a game engine that takes BVH files directly, either. All game engines use proprietary animation formats. The skeletal animation systems in some games are typically designed to blend multiple animations together.
On the other hand, you might be able to convert a BVH file to a skeletal format, depending upon the game engine. I can export BVH files from Poser, import them into MilkShape 3D with a third-party plugin, and then save as a Half-Life/Counter-Strike .smd animation file.
hey virus i hadnt heard of Virtools before, and i thought i had done an extensive search on real time 3D.. thanks.. oh another one that will handle BVH via a python script is blender.. which has been discontinued by its makes, however i read recently that it is now open source.. so i hope someone picks it up and expands on it.. it really had potential for modeling and rendering not to mention the game engine.. i did manage to import the p4low models into GS, it worked but slow, (just wanted to see it i could be done and how it looked). just seemed to me there might be a much faster way to render poser scenes, since the poser rendering isnt that great anyways. what would take several minutes for poser to render would take about a second for something simular in openGL or D3D on a game engine. well no serious work, just seeing what happens.. :-)
Wait for the hardware and software to pass through a couple more generations. GeForce4 and Unreal 2/UT2003 will push the average polycount up to about 4000-10000 polys later this year. By 2004 or 2005, game engines will probably be able to handle Posettes and P4 Males in realtime. I hope that kupa and the techies at Curious Labs are taking this into account, and leaving room in the Poser 5 architecture for potential plugin hardware support in the future.
MAXseer: virtools can handle pretty fine Max's animations (using IK biped or morphs) I made my own character and then I use poser to animate it, then I export it to Max with maximum pose and then export the animation to virtools, it was able to work pretty fine, (the model as a low res model) 10,000 polygones. Max has character studio, but sometimes animate a character which is not a biped is a pain in the neck to do it, Poser decrease the time to animate any character with more than 2 legs pretty fine. That's why I like virtools.
SAL9000 - Hello Dr. Chandra, Will I've dream?
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If exsist please tell me where to find or download! thanks in advance!