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View Full Version : Poser to c4d...imported bvh, scaled model to fit, what's next?


jtbullet
09-10-2004, 06:57 PM
In my window i see the bones move when the timeline is scrubbed, but the model is stationary. As I am new to this can someone tell me what to do next to make the model move with the bones?
Thanks,
Jarrett

tcastudios
09-10-2004, 07:20 PM
I assume you have read this thread (the whole of it)

http://www.cgtalk.com/showthread.php?t=165876

You move the mesh (the .obj object) into the same Null (Skeleton) as the bones are in.
So both the mesh and the bones are at the same level, as children, under that Null.
You then have to select the topbone and click "Fix with Children".

Cheers
Lennart

jtbullet
09-10-2004, 07:33 PM
Just so I'm clear(this is for a tutorial)
In fbx import import i unchecked absolute weights and made sure claude bonet was checked.
In fbx export i didn't do anything.
I exported the .bvh and .obj from poser.
I imported(opened) the .bvh file.
I imported(merged) the .obj file.
I scaled the .obj to fit.
I export as .fbx.
I open as .fbx.
Now it begins to be confusing.
I make a null
I make sure the mesh is a child of the null.
I make sure the skeleton is a child of the null, but located at the same level as the mesh, but under it.
Now I pick the top bone. Would that be the head, or the top null in the bone hierarchy?
I think I'm doing it, but when I scrub the timeline, the bones move without the body.
Any help?
Thanks guys, this has gotten me excited about 3d again!
Jarrett

tcastudios
09-10-2004, 08:15 PM
I have lately had the "absolute weights" checked. I don't know if it does any difference..

Your list , (with my changes)

1 Export the .bvh and .obj from poser.
2 Import(open) the .bvh file.
3 Merge (or load object in OM) the .obj file.
4 Scale the .obj to fit.
5 Move the .obj Mesh into the Skeleton Null that is already there(Don't make a new Null)
Both the bones and the mesh are now sibblings under the Skeleton Null
6 Select the top bone. The bone highest in the hierarchy. Most likely called "Hip"
7 Choose 1/r^8 as "hardness" of the bone. (The rest of the bones will inherit this.)
8 Click "Fix with Children" Now all bones have the green checkmark (enabled) instead of a red cross (not enabled)
9 At this point starting the animation will make your figure move.
Note. If everthing looks OK at this point there is no absolute need for the fbx route.
If things need to be adjusted, you could first try to put some extra helping bones into the figure.
--Remember--- Always unable the bones (make them have a red cross instead of the green checkmark) before doing any changes.
Often I need to put extra bones on the sides of the chest, so it doesn't deform when the arms comes close. Also an extra headbone might be needed.
10 Enable the bones again and see if it's better.
11 Repeat till it lookes OK. If not, -then- you might have to paint the bones and here is where the fbx route comes in.
12 Export as fbx.
13 In fbx import, make sure "claude bonet" is checked.
14 Import as fbx
Now if you select the CB tool you'll see that the bones are painted.
From here you can start editing the CB maps.


Cheers
Lennart

jtbullet
09-10-2004, 08:21 PM
Thanks! I hope I can get you and ollie to contribute to my poser/c4d tutorial.
Are you able to bring in textures this way, or do you manually assign them?
I have been using the amazones plug-in, but it is a little unwieldy for me to understand.
Thanks TCA!

tcastudios
09-10-2004, 08:36 PM
All credits should go to Olli, I hadn't a clue about this....
Getting the textures have to be done manualy but isn't hard and doesn't take that long.
Many of the materials are the same even if they are represented with separate Mats in the MM.
Just be shure to resave the materials at a new location (most likely where you save the c4d file) not to accidentely destroy the original Posertexture files.
In R8.5 there is the option to have relative save paths for the textures. So if you click "No" when Cinema ask about it ("Would you like to save the material at the document location" thing) be care full....
And you can always "Save Project" to be on the safe side
I know of no efficient way of getting the actual hair over from Poser, but include it and you'll get the base of it as polygons. Then you can at least color it or take it from there using HairDepartment or what not.

Cheers
Lennart

Other3DMaster
09-10-2004, 11:43 PM
tcastudios, thanks for the info... i'm having those chest deformation problems... when adding those bones, how are you going about it, in other words, position and size...

thanks

tcastudios
09-11-2004, 12:13 AM
It's a little trial and error but I usually start with making new child of the chestbone.
Move it down to the same position as the chest bone, then drag it out to the side a little. Angle it so the bottom of it points towards the pelvis and the top towards the joint between the shoulder bone and the upper arm bone. Make it little shorter and move it up not to distrurb the belly part to much.
Mirror it using world as center.
From there you're on your own, pretty much!
It all depends on how the figure moves really.

Cheers
Lennart

jtbullet
09-13-2004, 03:19 PM
Well, success on the directions given by tca. Now I need to try his method of adding chest bones. I am so new to character anim that much of it is very foreign to me, but I am doing a nice tutorial for the renderfix.com site. Now if someone could help me simplify the texture application process, I'd be set!
So the tutorial will have 4 parts so far:
1. Export and import of .bvh and .obj from poser
2. Rigging the two together in cinema
3. Texturing
4. Adding shave and a haircut hair
All in all an ambitious task for one such as me.
Wish me luck!
Jarrett

umblefugly
09-15-2004, 02:45 PM
With bvh import settings set at a scale of 10 and obj import/export set at 1000 bones are imported at almost a perfect match.Also I see the reason for adding an extra bone in the head due to her lower face stretching or squashing weirdly.Cool stuff tho!:buttrock:

`Dusi
10-31-2004, 01:49 PM
http://www.dusi.nl/images/forums/aaa0030.jpg

hi people, first of all i'm new to this forum so HELLO!
so after playing with some poser 3 bhv animation my figures look like this........
my god.......
any sugestions?

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