![]() and so on and so on! Anyone remember the old "dem bones" song?! I usually just do the right side bones and then I use symmetry to swap the right joint parameters(bones) to the left side. ![]() the abdomen bone for the abdomen group, the chest bone for the chest group. Position the bones to closely match the groups of your figure. I then added these new leg bones: thigh, shin, shin2, ankle and hoof. For this Satyr I got rid of the eye bones and the leg bones. Now wget rid of any unnecessary bones and add any new bones you might need. ![]() Double click on the Casual Boy(or whatever figure you chose) figure and Poser will bring just the bones of the figure into the Setup room. In this case I used the Casual Boy figure. (image below) Open the library and look for an existing figure who has a similar bone structure to your imported figure. First thing we do is go into the Setup room. Now that the figure is regrouped I imported him into Poser5 and began the "rigging" of him. Here a tutorial on how to bone your own model This can import native Poser files (even keeping them poseable and with the Curious Labs shader trees) and then render the Vue scene within a Max scene via the Vue-Max plugin system. Once installed use the file.import window on Max but you must select the file type 'COLLADA' on the drop-down instead of the default Autodesk version, which will force Max to use the Colladamax plugin to convert the file.Īnother option, but one that involves spending a lot of money and switching from Vray to Mental Ray, is to install Vue 6 xStream. Seeįor info and click the 'downloads' link on the left to get the file. It is however really important to remember that the Collada DAE plugins shipped with Max9 are *NOT* usable - they're old versions and the DAE files generated by Daz|Studio can't be imported without a raft of errors (as you found).Īll you need to do is install the updated ColladaMax plugin from Feeling Software - it's free but you need to register. You can fumble it with OBJ and FBX but you lose a lot of the joint, material and skin smoothing parameter data along the way. Please.Įxporting Poser->Max9 is really best done through the Daz|Studio Collada route. So, if anybody, repeat - anybody who have an idea, rumor or something, I'd like to hear from you in this forum. I hope me mentioning this won't get me 'black-listed' as a form of spam or commercializing for a non-Autodesk-related product. The reason I am selecting 3DAZ is because they, so far, have the ability to deliver high-quality models for a relatively cheap price. So, like you Nick, I am looking for a way to import models and materials + poses into 3D Studio Max, willing to pay for it!!! The problem stems from incompatibility with the materials/textures as they use a dsb-file (DAZ script file) to apply their jpg-files (in 512 or 1024 formats) onto the model(s), or something. They have not either heard about problems from customers that are doing this. This I can confirm, and I'm posing a skeleton and will apply a physique-modifier to it. The answer I got from 3DAZ was that they were not familiar with 3D Studio Max, but that we can import the obj-files. If I have to I will take BodyStudio on Max 9 if I can find a license for it but otherwise does anyone have any other suggestions on know how I can get full Poser characters into 3D Max 9 or 2008 using another plugin? All the Autodesk resellers will only ship 2008 of which the above to plugins are not available. The last problem is I am unable to find a way to purchase 3D Max 9. So there will be time trying to get the correct Pose! * BodyStudio doesn't have the pose capability within Max but it can import. We work on very tight timelines so dont have time to spend re texturing characters once the geometry comes in. The best thing is I can actually manipulate the skeleton and pose my characters. * GestureMAX has a bug in the texture import for Max 9 but has everything else. The characters then need to be imported into 3D Max where they can be put into a scene and then rendered via VRay. We currently use Poser to build our characters which is a requirement given the bespoke nature in which we need to develop them from our clients. I am hoping someone can suggest a solution for us here.
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