Product Chat / New body types in creator

Author
Message
Jnick
8
Years of Service
User Offline
Joined: 10th Feb 2016
Location: U.S.A.
Posted: 3rd Jun 2016 16:43
I would like to create some villagers for a medieval town, but the only non-monsters in the creator are for modern style dress. I can't even find any packs that contain that style of dress characters to populate a town.
PM
lordjulian
10
Years of Service
User Offline
Joined: 10th Jan 2014
Location:
Posted: 3rd Jun 2016 16:49
I too would like this even if the feature is 'experimental'.
Julian
PM
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 6th Jun 2016 18:52
If you get the Fantasy Pack DLC you get barbarian and elven archer body parts in the Character Creator (plus knight and skeleton if you so desire). This might help populate the town a little.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 7th Jun 2016 03:07
I've tried to export one into Blender, tweak a little (not much just gave the character a bit more of a pot belly, so to avoid having to re-texture it, and re-import it into GG. I lose the animation when converting to dae so haven't looked any further. I was only hoping to get a bit more variety than the stock figure. Character animation is one thing I avoid as often as possible. It would be nice to be able to do this without having to use several programs in the process.

I would love some more work in CC. if you could load a model up into it and scale the object to fit the default bone structure or vice versa it would make adding characters a whole lot easier. A way to add more anims in editor would be very useful as well, for things just not covered with the defaults. It's unlikely we will see much done on this anytime soon I imagine, but it would help a lot for final polish. If only we could load fuse stuff in, I'd finally find a use for it!


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
lordjulian
10
Years of Service
User Offline
Joined: 10th Jan 2014
Location:
Posted: 7th Jun 2016 11:41
I did once manage to change one of the hairdos.
Julian
PM
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 7th Jun 2016 14:28
Quote: "I did once manage to change one of the hairdos."


I did, too, the same day it came out, haven't touched the CC since. While I can get Fuse characters into GG easy enough (a few hours per character; not bad, really, using custom animations), it would be nice to have a quicker pipeline, or be able to easily use the parts generated by Fuse. With Substance, it really makes for an infinite variety of possibilities. I was thinking that since they are going to be using ASSIMP, I wonder if it could also be integrated into the Character Creator as well to import parts? I am not any good at rigging, so there would still be that, of course. I wish I had more time to mess with this stuff!
MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 10/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 10/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
PM
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 8th Jun 2016 01:06
If Fuse exports FBX (which supports full skinning animation) then there is a good chance that with ASSIMP integration you will be able to use the IMPORT MODEL feature (rather than the CC feature) to bring in your Fuse characters. I've probably put about 40 hours into figuring out the skinning data that comes from my own FBX importer and ASSIMP FBX export, and its currently driving a large part of my brain, nuts. I dare say I will overcome the technical challenge, and be a better coder for it, but right now the relationship between the per mesh skinning transform, the frame hierarchy and the animation data does not seem to gel with my DirectX model animator, but I am getting closer (as once you have eliminated every other way of doing it, whatever remains, however obscure, must be the solution). If any FBX experts are reading this, I am putting up a bounty if you can help me solve this riddle!!
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 8th Jun 2016 07:56
I'm so far to be an FBX expert, anyway surfing thru the net, I've noticed about "skinning transform, the frame hierarchy and the animation data " in Assimp: http://www.assimp.org/lib_html/data.html
than can be another ways to deal with:
Here these guys using fbx sdk directly: https://github.com/sho3la/FBX-Loader-OpenGL-C-
even autodesk has their own: http://www.autodesk.com/products/fbx/overview
I think take a look at these techs and writting your own, would be a good start point, (just my thoughts).
At the end, since you wrote it, it is easiest to deal with.

Tell about it, is the easy part, now you've the very difficult part mate, you are the master.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

PM
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 8th Jun 2016 08:19 Edited at: 8th Jun 2016 08:43
Quote: "If Fuse exports FBX"


Fuse doesn't export in FBX, it exports in OBJ. However, using the upload tool in Fuse you upload the model to the Mixamo website, and that's where it becomes a character, the Mixamo site rigs it for you, and allows you to download it in various formats (see pic).



Do you want me to send you an FBX export from MIxamo to look at?

i7, NV960 4GB, 16GB memory, 2x 4TB Hybrid, Win10.
i5 , AMD 6770 1GB, 8GB memory, 512GB Generic SATAIII + 2TB Seagate Baracuda SATAIII, Win7.
i3, Radeon integrated graphics, 4GB memory, 512gB Generic SATAII, Win8.1.
Q6600, Intel integrated graphics, 2GB memory, 180GB Generic SATAII, WinXP.

Attachments

Login to view attachments
Jnick
8
Years of Service
User Offline
Joined: 10th Feb 2016
Location: U.S.A.
Posted: 8th Jun 2016 16:41
If one of the developers that have made such items as the WWII set or animal sets could design a villagers set, it would probably sell to a few people.
PM
lordjulian
10
Years of Service
User Offline
Joined: 10th Jan 2014
Location:
Posted: 8th Jun 2016 21:48
I think some items such as head attachments can be changed without the need for FBX. I only say this (not because I'm an expert but) because I definitely recall modifying a hairdo and it worked fine (I guess because no animations were needed).

If nothing else is so far possible it would be good to have more variety in head attachments.
Julian
PM
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 9th Jun 2016 21:31 Edited at: 9th Jun 2016 21:32
Yes, you could change the attachments fairly easily as they do not have animations. My point was really about the animated parts Being able to load up fuse models would make it far easier for us to get great looking characters in. Of course if we have to write custom scripts for em, that part becomes the hard part.

What I'd REALLY like to see is some default hand anims for opening doors, wielding an axe etc., to make the FPS view more up to date with modern games. I'd love to add a chopping anim to my tree scripts for instance. There's many little tweaks like that that make games look much more polished these days.


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 13th Jun 2016 17:07
@Belidos : A Mixamo FBX exported character would be great, thanks!
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 14th Jun 2016 08:06 Edited at: 14th Jun 2016 08:07
I'll stick one on dropbox and email you a link tonight when I get home.

I'll (time permitting) also upload an autodesk character creator one, and a makehuman one so you can compare FBX types from different sources.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
PartTimeCoder
9
Years of Service
User Offline
Joined: 9th Mar 2015
Location:
Posted: 14th Jun 2016 21:08
Until now I had zero interest in FBX but the prospect of 'Fuse To GG' in one easy step kinda excites me!
PM
Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 15th Jun 2016 08:19
Sorry Lee, I ended up having issues at work and didn't get home until late, didn't even turn the TV or PC on, just had some tra and went to bed it was so late. I promise I will send you those files tonight when I get home.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
JackalHead
9
Years of Service
User Offline
Joined: 24th Feb 2015
Location:
Posted: 28th Jun 2016 17:18
Ya just need to do attachable parts in the character creator. That would open a world of windows. Armor parts etc
"So let it be written; so let it be done."
PM
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 28th Jun 2016 17:36
@JackalHead : If you want to create some armour models for the current character creator, I can then use them in some experimental enhancements to the Character Creator as I agree some extra anchors on the character would open up a lot of customisation!
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

JackalHead
9
Years of Service
User Offline
Joined: 24th Feb 2015
Location:
Posted: 28th Jun 2016 17:58 Edited at: 28th Jun 2016 18:05
I will do so. Want me to email them to you when Im done? I will do Sci-Fi and Dark Age Most will be grey scale so that your painter tool works well on them. But I will create a color version of one or 2 so that that can have glow for lights on plate etc.
"So let it be written; so let it be done."
PM
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 29th Jun 2016 00:35
Yes please, you can email them to lee@thegamecreators.com and I will add them to maybe a V1.15 sub-list if I can sneak it in without affecting the next voting board item too much. Thanks!
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Login to post a reply

Server time is: 2024-11-25 01:44:37
Your offset time is: 2024-11-25 01:44:37