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Newcomers DBPro Corner / DarkVoices Skeleton??

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Corthew
17
Years of Service
User Offline
Joined: 16th Jan 2007
Location: Fort Pierce, Florida
Posted: 10th Aug 2013 15:33
I don't have 3dsmax to look at the .max file and .x cannot be imported anywhere, (I blame Autodesk and microsoft, the greedy bastards).
There are mentions of a tutorial showing how anna was set up that I hope will show the skeletal structure so I can create a viable model, but I've been unable to find this tut.
It would be great if the head/skeleton was in a format that was more import-friendly for those of us who don't have thousands of dollars to throw around on modelling software.
.MM3D would be great.
Most software I've played with can import that.

Life goes on without you, but isn't it nice to be part of the sacrifice.
Everything must end but if you worry that you never will begin.
Daniel wright 2311
User Banned
Posted: 10th Aug 2013 19:33
I created a milk shape version of the set up, but it is a full set up with animations and all, the first 10 frames are the face animations then the rest are the regular.

I agree, if you are going to sell a product, come clean about it, tell us what you have to have to use it before we spend our hard earned money on it.

With that being said, I would have been more happy if there was a blender version for the bone set up.

I can make one if needed, it will be a good week before I can have it finished.

my signature keeps being erased by a mod So this is my new signature.
Corthew
17
Years of Service
User Offline
Joined: 16th Jan 2007
Location: Fort Pierce, Florida
Posted: 10th Aug 2013 20:05
If the Blender version can maintain skeleton data that would be cool.
I'm sure you and I are not the only ones who don't want to shell out 3,000 for 3dsmax just to modify a single, poorly thought out model.

Not being able to look at it currently in modelling software, I'm curious: Are the mouth animations encoded in the skeleton itself and accessed through the DV script?

I'd kinda like to look at the MM3D version if you don't mind.

Life goes on without you, but isn't it nice to be part of the sacrifice.
Everything must end but if you worry that you never will begin.
Daniel wright 2311
User Banned
Posted: 10th Aug 2013 21:23
There are animations for the model but it is better to redo the animations, or do your own for each model, every head is different with different polies in different places.

I can give you my milk shape file if you email me.

my signature keeps being erased by a mod So this is my new signature.
Corthew
17
Years of Service
User Offline
Joined: 16th Jan 2007
Location: Fort Pierce, Florida
Posted: 10th Aug 2013 22:21
Thanks.
Email sent.

Life goes on without you, but isn't it nice to be part of the sacrifice.
Everything must end but if you worry that you never will begin.
Daniel wright 2311
User Banned
Posted: 10th Aug 2013 22:28
sent with the file

my signature keeps being erased by a mod So this is my new signature.
Corthew
17
Years of Service
User Offline
Joined: 16th Jan 2007
Location: Fort Pierce, Florida
Posted: 10th Aug 2013 22:48
Thanks. Hey, there was a bone that wasn't attached to anything. Is it needed for something I'm not thinking about or can I remove it?

Thanks again.

Life goes on without you, but isn't it nice to be part of the sacrifice.
Everything must end but if you worry that you never will begin.
Daniel wright 2311
User Banned
Posted: 10th Aug 2013 22:56
Do not remove anything for it to work right.

my signature keeps being erased by a mod So this is my new signature.
Corthew
17
Years of Service
User Offline
Joined: 16th Jan 2007
Location: Fort Pierce, Florida
Posted: 11th Aug 2013 01:01
Just to be sure, the animation that's in this can be removed?

I didn't see anything that looked to be lipsync activity.

I want to be able to apply the skeleton to characters I intend to use in DBpro.

Also, I know you said don't remove any bones, but there is one bone that remains fixed to the grid that appears to be there for you to realign the body for start position.

I'm still mostly an intermediate in character creation and I was curious about it.

I can see its benefit if that's what its for but I want to be sure if that's all its for before I start changing anything.

Thank you for the full skeleton btw. I wasn't too certain about attaching a body to the head. Probably easy enough but I was aprehensive.

Life goes on without you, but isn't it nice to be part of the sacrifice.
Everything must end but if you worry that you never will begin.
Daniel wright 2311
User Banned
Posted: 11th Aug 2013 01:19
The facial animation is the first 10 frames, it goes by fast, its easy to miss.

keep all the animations but edit them after your head is attached.

Do not worry about the extra bones, they do not need to be assigned to any mesh. It is placed as a start bone.

Do not be apprehensive, go full force on it, save a master copy just in case. practice makes perfect.

my signature keeps being erased by a mod So this is my new signature.
Corthew
17
Years of Service
User Offline
Joined: 16th Jan 2007
Location: Fort Pierce, Florida
Posted: 11th Aug 2013 02:23
I had to look through code in the DV PDF to convince myself 10 frames was really all that was needed for their "44 phonemes".

I must say, after playing around with it I'm amazed that it could be so simple.

Thanks again, and now I'll leave you alone.

Well...Until something like this happens again.

Life goes on without you, but isn't it nice to be part of the sacrifice.
Everything must end but if you worry that you never will begin.

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