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DarkBASIC Discussion / Poser animation Problems

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vampyre
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Posted: 20th Sep 2004 15:07
How do I get any poser models to animte in Dark Basic I tried to import an animated object in and it didn't work, it also idin't work when I tried to append the player as well.

Does Dark Basic read BHV Animation commands?
Torrey
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Posted: 20th Sep 2004 15:21 Edited at: 20th Sep 2004 15:21
I've never tried this yet, but really need to test it out. In my mind I imagine you export a compatible object format and all the animation frames with it. Then load the object into DBP, after that try out the play object command, it's suppose to play the frames that are exported with your object.

And as far as I remember DBP doesn't have BVH file support.
vampyre
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Posted: 20th Sep 2004 15:59 Edited at: 20th Sep 2004 16:00
Er ... I was talking about DBC?, Torrey? and I tried all that but somehow DBC doesn't seem to pick up the other frames I have no idea why
Torrey
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Posted: 20th Sep 2004 16:10
Sorry, the mindset has been focused on DBP lately, but the command is the same in DBC, no BVH support.
Kelebrindae
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Posted: 20th Sep 2004 18:08
I may be wrong, but I think DBC doesn't handle skeleton animation or animations based on mesh deformations; only limb animation is allowed.
So exporting an animation from Poser will be deceiving (if possible!) because you'll loose the "stretching" effect on each limb that makes the body realistic.

Furthermore, Poser models have a very high polycount: they're not the best choice for real-time animation.

Sorry...

Ideas: memories of things which did not occur yet...
deckard
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Posted: 20th Sep 2004 19:07
Another question:
Let's suppose, we have a low-polygonal model and we have
a motion capture file. For example, Poser can generate walk
and run animation. What program must we have to apply motion-capture
data to low-poly model ? (Standard mocap files are in
text format with skeleton structure, time and angles data)
Character Shop can animate models,
but it's contains only "conter-strike" style animation set
without possibility to import mocap files. Moreover, for
animation with Character Shop model must be properly scaled
first. Author of Character Shop writes, that it's a big
trouble to mess with mocap files because of these files
can have different skeleton stucture. But Poser can import
motion capture files very well, at least for human models
There are not so many different simple skeleton structures,
if we don't want to animate complex hi-poly models with real
human-like structure (fingers and so on).
(I don't expect answer: "Use 3DS Max + plugins for animation")
vampyre
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Posted: 21st Sep 2004 20:05 Edited at: 21st Sep 2004 20:07
@ deckhard I see, so you can't use Charector Shop what about Lifeforms I will hae to dig it out to get it to work, amazingly enough I got Poser models to work but Dark Basic only counts three limbs I was afriad that you could really only do limb charectorisation in DBC I wonder if you can use other animation technics in DBP. I have since made a charector in Doga as that seems to be best suited for limb animation.

Can you use other anitmation techniques DBP Torrey since you have it?

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