Also, it's a scene featuring multiple figures with props and I need everything to open in MAX just as I created it in Poser.
Any ideas?
Thanks,MoorDragon
Hey Dragon,
Did you check out that body studio? I just purchased Poser 6 and was wondering the same thing. Please let me know what you found out.
I've been trying to use Poser, 3ds max and Virtools to leverage the massive art community of poser in a game environment. No luck yet. Poser characters are 150,000 verts and game engines handle 150,000 verts total. So I used the multires modifier in 3ds max to knock down the vert count and used kaldera to mimic the high geometry with normalized bump maps. Then I export it to Virtools which crashes and makes me go in to the closet and sob.
I have tried it all over the past 2 years. I have bought body studio 2.6 from Reiss, Gesturemax, pcharacter import and the Daz3d fbx plugin. I'm using 3ds max 8.0 2nd release with the latest updates and nothing works. Unlike other vague posts that I read I will be very specific in why each of these don't work.
bodystudio 2.6 - it only imports the mesh... you get no bones... no rig but imports textures and the pose pretty well. It was like pulling teeth to get their tech suppor to tell you anything about what their plugin was actually used for. I just bouhgt it and gambled and lost. When you ask them if they are working on a way add rig funcionality they say they really can't talk about it right now. So as of right now you loose all morph dials and even if you try to add an edit mesh over the top of the poser figure and try to add a biped and rig/weight the verts yourself it crashes a lot not to metion you are actually trying to rig 143,444 verts unlike game characters which are 1200 verts. You get so much vert crashing in the joints it's rediculous and I even bought the advanced rigging dvd from 3ds max which added stretchy bones to the hips to lif the skin out of the way when you bend the leg and it still looked like crap... meaning it was no where near as smooth as das studio or poser mesh deformations. I even tried to create a morpher modifier for the mesh and imported multiple meshes for stages of an animation to morph between but you loose control of the rig when you do this which is the whole point of tryiny to get these poser figures in to 3ds max... more control... not less.
Gesturemax - more of the same joint crashing problem no matter if I do a physique biped or a bone skin modifier or a biped skin mod combo. Gesture max claims to create a rig and skin it for you automatically but the end result doesn't look as good as poser and daz studio and is impossible to correct... I've spent weeks and had no luck on a single joint.
pcharacter import - it imports cr2 files and comes with included weights for the bones it creates in 3ds max but in no way even closely mimics what you are used to in poser and daz studio mesh deformation... which isn't saying much... meaning when you move the leg up to the chest the butt stays the same size and is very unnatural... for example.
Daz 3d fbx plugin for 3ds max. I love it when you forward a picture of a character not deforming correctly to the tech support staff and they write back telling you that the problem has been solved and the ticket is closed. This is what they told me to do to correct the problem with the vert crashing in the hips... "In 3dStudioMax, when you first load the FBX file, it will have corrupt displacement of the joints like that. However, it is fixed simply by selecting the whole mesh, click on â??Edit Envelopesâ?? in the skin modifier and the joints look and work great after that"
lmfao
They might as well have told me to attach a jet pack to an elephant, click the fly button and everything will work out great for your Ph.D. defense on Cantonese Cooking.
So If anyone has had any success with any of these plugins please let me know. A friend just told me to get 3DGS lightwave and greenbriar and all my troubles will go away. So rather than killing myself for wasting two years of my frickin life on max I will try it. I'll probably be back in 2 years to complain about these apps but by then we'll all have holodecks so it won't matter.
Another option is to just jack poser and daz3d characters buy rebuilding them yourself in 3ds max. I know this sounds like an insane unproductive waste of time but I was able to box model Victoria 3 myself, skin her, rig her and map a 1300 vert meshsmooth faxsimile of her her in 2 days... compared to 2 years trying to get all these apps to work together. I deduced a trick from the Hexagon video on the eovia site. You can actually box model with a meshsmooth modifier on the stack. You just turn on the end effect button and keep moving verts and subdividing surfaces until the mesh looks like the obj file underneath it. If you feel like you are spinning your wheels learning complex apps and hoping they will work for you I recommend doing this just for cathartic purposes.
If Autodesk is busy buying up comapnies why don't they buy a cheesy game engine so you don't have to import export anything? Why don't they shake hands and get along with the poser daz3d renderosity community so we can all work together as a community of developers rather than everybody wasting their lives reinventing the wheel trying to figure out how to import export?
This is what the folks from greenbiar told me today... for free.
"
In Maya you will have the same, 'have to re-rig weights' problem to make then move right, which they won't since Maya does not support the Poser mesh system.
Just to be clear - you do get the original model when you get a DAZ model - they are modeled in LW, but they are rigged in Poser! There is no other rigged version, and Poser is NOT a weight mapped system, which is why it does not export to other systems.
The only way I know to go from a Poser animation to a game engine, it to use ToolBox and vertex animation.
Why does that work?
Like DAZ Studio, ToolBox has the Poser mesh system built in, so I can load those models, Poser animations and then play them back with the mesh moving as it does in Poser.
Now if you want to export to a game engine using bones, you would have to rerig yourself (ToolBox can only do part of it for you) so you have weight mapped bones that can be exported, since the game engines don't work with the Poser system either.
The way around this is to use the 3dgs vertex animation option. (Most games used to be 100% vertex animated, but are mostly switching to bones due to less storage, but it is also much less flexible.)
In ToolBox you can play back a Poser animation, INCLUDING MORPHS - moving mouths, etc and export it to 3dgs as a vertex animation. The nice thing is that the current position of all points are captured for each frame, so it DOESN'T MATTER what moved them there, it can be bones, morphs, special deformers, dynamic cloth simulations, etc. The game doesn't have to be able to do them, only get fed the resulting points.
This is why I recommended 3dgs as it still supports vertex animation so it is easy to export animated Poser models to it.
It's restriction is that is can only handle 10,000 points in a model (or it loses first uvs, then faces) So you have to use lo res Poser models, or use my prog mesh to reduce them some first. The number of points is the hard limit in their (3dgs) system. I have exported and run 28K models (DAZ Milgirls) but there is no texture and larger ones have damaged meshes. So that is their limit. 50K and up models are too slow for games anyway, they are designed for 3K as a high limit on animated characters to keep the game real time.
ToolBox, by the way, also write to Poser format. It is the only modeler or app other than Poser that can. You can make fully rigged Poser models from scratch in ToolBox, but rigging a new Poser model is still a lot of work (though you can copy the full rig from another model as a starting point).
Poser to Virtools
By Rickv3
1) Save character as PZ3 with all the joints zeroed
2)Open Carrara 5 pro and import the character using the transposer plugin
3)Export as OBJ
4) Open the PZ3 once again in Carrara this time with native importer
5) Export as FBX
6)Import FBX file into Maya 8 or whatever version you have...you could use the FBX version straight off the bat, because all the weights work well, but I get annoyed with all the seams in the mesh so this is my workaround.
7)Import the OBJ and allign it with the FBX version of the model
8)Smooth bind the obj with the bones joints from the FBX version. hint: the finger tips and toes on the OBJ do not always get included, so scale the 3rd joints on the these extremedies to compensate.
9)copy skin weights from FBX to the OBJ...Takes me about 10 min to calculate, maya 8, pentium core duo 1.8 ghz, 2 GB ram... time for you may differ
10) delete the FBX mesh
11)export to Virtools
12) create textures
13) apply textuure to mesh materialhope this helps
Hello there ,
Im also quite a new boy at 3d but once i have imported my poser figure into 3dmax 9 how do i link the helper Poser bones to a biped please help someone its driving me insane?
This is what worked for me.....
save your poser figure file as a .dxf / open max file/import/locate file.dxf/
you will be asked if you want to load lights and the rest of the stuff. I select the figure only, hands fingers and all that, yes a very long list.. select ok and then it opens in max..
this is what I do. [disclaimer] I did this from memory, ill look at later and if there are any changes I will post them..
Good luck
I had trouble with the poser 7 collada export but I was able to get the daz studio collada export to not only import in to 3dsmax but ultimately in to the Beyond Virtual game engine without reducing the resolution of the character.
I have successfully loaded several renderosity and daz3d products in to Beyond Virtual. Althought the engine takes about a minute to load after i click run, once it starts the frame rate seems to fine. I loaded Mog Ruith... a 500,000 polygon house and I loaded a 300,000 polygon v4 daz3d character with clothes, hair and 600 frames of animation... amazing. Although these polygon counts are far from ideal in a game engine, it is amazing that they work. I have never been able to do this with any other game engine I have tried in 4 years including virtools, darksdk, fps shooter, directx or 3dimpact. Daz provides the collada file format export plugin. All I did was load objects in daz3d and exported a collada file. I opened the file in 3ds max and exported it as an fbx file. I added the fbx file to my beyond virtual sceen and ran the game. To get a characters out of daz and into beyond virtual, as far as I know, requires you to create a biped in 3dsmax, use the same number of bones used in daz, align the rotation axis of the biped to match the imported bones, save the collada character weighted verts to a file, convert the collada character mesh to a mesh, create a skin modifier for the mesh, rename the biped boned to match the names of imported bones, load the vert weight file on to the new skin modifier, match the old bones in the list to the new bones, add a bip file to the new bones and export the character as an fbx file. The fbx export creates a warning that I answer no to and then I can successfully open the fbx file in beyond virtual. You need to create skin modifiers for the clothes in the same way. I would be happy to share the vert weight files and biped files I've created if anyone wants them. I know this all seems rediculously hard but the fact that the collada export now allows me to use the imported painted verts from daz instead of just importing a mesh and trying to paint those shoulders and hip joints from scratch and the fact that these huge meshes open in beyond virtual has me so excited I can hardly contain myself. I spent over a month once trying to paint verts for a daz3d rig and couldn't get it to look as good as it looked in poser as you can see above. I used to also use the multires modifier to reduce the mesh size before trying to open it in a real time environment. It seems the world is changing. Wow.
Before when I tried stuff in virtools or fps shooter or directx the game engine crashed. Beyond Virtual does not crash even with huge daz meshes. I think this is partly due to the fact that I have a dual core and an 8800 nvdia graphics accelerator with 640 meg of ram and 4 gig of memory on the board but hey... it works. I know it is ineffiecient but think of what this means to the online 3d community... daz3d and renderosity have huge art communities... 100s of thousands of members... and if they find out Beyond Virtual can provide a real time interactive environment for industry standard high res characters... we are going to have a revolution on our hands and a power shift. Daz characters are free and daz studio is free and tens of thousands of artists know how to customize them and are selling morphs based on them. And not characters but every oject you could ever want to put in your game. I would even like to see a beyond virtual online shopping cart that allows me to walk around a 3d world and select and buy game art from vendors for my games. Think of how much that will revolutionize the 3d gaming world. No longer will I have to go to best buy and get depressed about how many games there are on the shelf that I don't want to buy. No longer will I have to flip through 500 channels of cable to see if anything is on. I'll just open Beyond Virtual with my new Nuance voice activated speech to text microphone and say computer... midevil setting... load the battle I just bought last night off of renderosity... resume.
It looks like Daz3d's v3 does not export as well as v4.2. I have 275 v3 characters that I can not inject into v4...lost... but I have 100 gig of v3 clothes that are easier than hell now to fit to my v4 characters now that I can import them in to 3dsmax, save the skinned envelopes as a .env file, fit the clothes to the v4 character using the mesh vertex subtool and the soft selection tool and point the skin modifier envelopes to the v4 bones. I used to spend weeks screwing around with trying to create new vert weights and now I just use the weight vert from daz3d and I don't have to screw around with poser or daz or phil c wardrobe wizard or reiss body studio. Sure I've lost all the injections from my massive v3 character library but I could never get any clothes to fit them anyway.