Product Chat / Model Importer Improvements

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GraPhiX
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Posted: 17th Oct 2018 11:04
This looks good https://secure.axyz-design.com/anima-crowd-simulation-software-home 249.00 euros to buy but I don't know how much the distribution license is
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Posted: 17th Oct 2018 14:53
Lee, if you are going to go through all the trouble to go to the Mh direction then please make it at the end so that the average user like me that can not do modeling can easely in port characters. Thank you from the bottom of my heart.
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granada
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Posted: 17th Oct 2018 15:07
Quote: "Looks like the win-win solution is to keep the Character Creator, but slightly to one side for users who don't want to make their own from scratch. How about a wizard that first pops up and offer the users (A) Easy Character Creator and (B) Import Your Own Character, with a brief outline of the features of each. This way the user is given a heads-up that the CC is a simple one and if they want something more complex, they can do that too, using the import option?"


Sounds good to me

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DVader
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Posted: 17th Oct 2018 15:30 Edited at: 17th Oct 2018 15:49
Quote: " Unless there are users that have CC characters in their game already as it may break them"

No reason why it should. We have several kinds of AI models already which all work okay on one map. I don't see it breaking existing CC rigs and of course, it would be pointless in keeping CC in any form if it did.

Edit - missed all the posts on this page
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synchromesh
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Posted: 17th Oct 2018 16:06 Edited at: 17th Oct 2018 16:16
Quote: "No reason why it should. We have several kinds of AI models already which all work okay on one map."

I meant if it was removed completely there are still componants in User \ Character creator and required files from the character kit folder that have to be there in order to make them function .. Some even required to export with the standalone.
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LeeBamber
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Posted: 18th Oct 2018 00:56
Just a quick poll here. Who would pay 250 euros for Amina (link above)? I always make the assumption these days that we live in an increasingly freemium society where the expectation is that all software should be free or mostly free. Would anyone spend the best part of £250 for a product to help them animate their MakeHuman characters?
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synchromesh
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Posted: 18th Oct 2018 01:10 Edited at: 18th Oct 2018 01:11
For that no I wouldn't .. But not because of the price.
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MXS
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Posted: 18th Oct 2018 01:21 Edited at: 18th Oct 2018 01:23
this is what I get for not being around I would have rather for the character creator to be a stand alone app.it really is useless because it lacks to work proper with third person. one less bug fix to worry about in guru.

on the other things. so does this mean game guru supports up to 163 bones now and more complex models? if this good news for me. problem has always been the shader does not support high complex bones characters. so has something change in the shader system?
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LeeBamber
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Posted: 18th Oct 2018 02:39
@MXS : Yes I already have it supporting 170 bones in my internal build and can animate MakeHuman and iClone character, just working on lots of models now to see how robust it is with some community help Feel free to send me your own FBX models as now is the best time to ensure a good selection of characters are allowable for the next big update. Some models even require up to 8 bones per vertex, and I support that too now with a new shader called apbr_anim8bone.fx. In a potential new importer, my hope is that a pre-scan of the model and a quick wizard will determine you are importing a character and it will autoconfigure things so you can get your character into your level with the minimum of fuss. Whether I can graft GG animations to these newly imported characters remains unknown, but the ability to add native animations to the model that are designed for the original rig is already supported via FPE but would also be part of an improved importer UI should we opt for that path rather than divert resources to improving the Character Creator module.
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Teabone
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Posted: 18th Oct 2018 02:48 Edited at: 18th Oct 2018 02:52
Quote: "As I mentioned, it would literally take me YEARS to match what you get in modern AAA games"


Good point. Im kind of opinion-less on this subject. But if this is the case i dont see any harm in 3rd party inclusion to speed things up or rather not take as long to achieve decent quality.
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Avenging Eagle
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Posted: 18th Oct 2018 09:34
That Amina program is a crowd simulator for architectural work it looks like Sure there's a big library of animated characters but they will only have basic animations like walking and pretend talking; you wouldn't be able to give one a gun.

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GraPhiX
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Posted: 18th Oct 2018 09:41
yes it is mainly a 'crowd' simulator but it is used in the Unreal engine so there is more to it, it does seem quite expensive like I said I don't know how much the distribution licenses are you have to email them, the Pro version allows you to use in your own game not sell or give away much like most of the creators
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granada
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Posted: 18th Oct 2018 12:47 Edited at: 18th Oct 2018 12:47
Just more over priced restricted software ,I tend to steer away from these programs now

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devlin
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Posted: 19th Oct 2018 06:44 Edited at: 19th Oct 2018 07:16
What is needed in the CC is a viewer,
and a drop down list were you can scroll through the animations visually.
for each character, for each of the animation sets, start and end frames
for idle walk die shoot ect, with a selection of up down arrow boxes for each animation set,
then save out a save out as fpe and lua file, does not to be advanced but a basic set for the
character, but an option of imputing your own script , what is needed is a new way of fixing
a firespot as without it no weapons, then there is the problem of orientating the weapon
to mach the firespot, so then we would need to be able to view character with weapon
and be able to adjust the rotation of the firespot, or weapon you cant just put a bone and call
it firespot it has to be orientated rotated to the right direction otherwise weapons would be
pointing in all sort of direction, hope this makes sense, in iclone you can just add a simple
box to the hand as a prop and rename it as FIRESPOT then you can move rotate it to suit not a bone,
i have also noticed in make human that custom rigs are being used so a GG rig could be
a good possibility to use, i have not tried this yet but could give it a try Sunday as work commitments ,
will update with a video if it works. also animations can be extracted from GG characters and saved as fbx.
so would work with the new fbx importer from lee, but a simplified way to create a basic as animation
fpe and lua file is the way to go. we already have the fbx importer and CC and view aniamtion.lua ,
just need to put them together, then work around a visual text editor to save out a fpe and lua file.
This needs to be done standalone, and then open it up on GIT hub for further development.
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Avenging Eagle
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Posted: 19th Oct 2018 07:26
fpe, yes, lua, no; there's no way I want a new lua file to be created every time I make a new character. Shouldn't be necessary anyway, what with the new AI scripts reading animations directly from the fpe. Agree with you about the firespot though...

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Posted: 20th Oct 2018 23:21 Edited at: 20th Oct 2018 23:22
Lee wrote: "Would anyone spend the best part of £250 for a product to help them animate their MakeHuman characters?"

Nay.

Lee wrote: "Looks like the win-win solution is to keep the Character Creator, but slightly to one side for users who don't want to make their own from scratch. How about a wizard that first pops up and offer the users (A) Easy Character Creator and (B) Import Your Own Character . . ."

Yay
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Posted: 31st Oct 2018 15:50 Edited at: 31st Oct 2018 15:50
new beta importer impressive.


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granada
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Posted: 31st Oct 2018 18:52
Very cool devlin,how many bones ect

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devlin
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Posted: 31st Oct 2018 19:13
info

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devlin
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Posted: 31st Oct 2018 19:56 Edited at: 31st Oct 2018 20:00
Always wanted to know if this works. 185 bones ??

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devlin
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Posted: 31st Oct 2018 20:16
Probably better done with physics but bone test is good.
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granada
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Posted: 31st Oct 2018 20:29
All looks very promising,thanks for the info

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devlin
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Posted: 31st Oct 2018 21:53
Character creator 3 iclone importing ok.

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DVader
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Posted: 31st Oct 2018 22:08
@Devlin. Looks good. I would imagine an anim may well be preferable for certain situations. A real time cut scene for example or of course to maybe keep speed up if you have a few buildings that get destroyed.
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devlin
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Posted: 2nd Nov 2018 17:05
Another test on importer.
things are looking real good.

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PCS
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Posted: 12th Nov 2018 07:24 Edited at: 12th Nov 2018 07:33
Hi all i went thru a couple of animations today to see if i can find some that i can use for characters that have past out or are lying on the floor dead. so i come across this. most of the time the neck's don't line up with the body's


i guess this is also the reason the soldiers all have the rag's all covered around there neck and head to hide this.

looking at this i don't think we would want our characters to look like this in the future if we want to take GG forward to the future.
we seriously need to address this if we want to continue to use the CC , but i also don't know if the characters that we will import or use from different software would also going to look like this if you use the same animation frames.

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Blacknyt46
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Posted: 13th Nov 2018 04:39
I changed my mind to Yay! Makehuman is pretty easy to use. I like it aalot.
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Posted: 13th Nov 2018 06:56
PCS i was wondering why the original solider designs didnt have masks (pre-GG). Guess this makes sense as to why.
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Avenging Eagle
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Posted: 13th Nov 2018 09:09
Quote: "but i also don't know if the characters that we will import or use from different software would also going to look like this if you use the same animation frames"


PCS, I might be wrong, but I'd always assumed this happens because CC uses separate models for head and torso and it's next to impossible to align them correctly. Picking out your head just places your chosen head mesh on the 'head bone', with no consideration for actually welding the meshes together. This is also why the hair, facial hair, and hat meshes don't sit on every face correctly. Short of having some kind of alignment tools, and a vertex weld option/button, I can't see how these alignment issues would be fixed.

However, you should have more luck with MakeHuman because you'll get a single mesh for the whole character, not separate meshes for torso, head, hair etc.

AE
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Posted: 13th Nov 2018 11:48
AE, i think you assumed quite good, it does make sence and hence i'm now in the 'ditch the CC' kamp.
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Posted: 13th Nov 2018 12:29
I’m still in the keep the CC camp for those users not as dedicated or advanced as you guys. Not to prevent work on other character imports, just as a back stop for new users and maybe quick prototyping.

@PCS - there is a thread somewhere that shows how to grab a pose of an animated charater and save that pose a a static model if you are just wanting to have no animation but specific poses in game. Think it was by wolf using fragmotion. It will likely not work with CC characters as they are composed in parts by the engine as AE says but you could arrange these parts yourself in fragmotion to create the look you’re wanting (a bit more work). Does assume you’re just wanting static poses. Sorry I haven’t replied to your PMs yet.

Cheers.
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Posted: 13th Nov 2018 18:36
@cybernescence , no problem, all is cool
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Posted: 13th Nov 2018 18:38
@Avenging Eagle, yes if it is a single mesh , then i think all would be ok.
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Earthling45
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Posted: 13th Nov 2018 19:11
Quote: "I’m still in the keep the CC camp for those users not as dedicated or advanced as you guys."


It will be a challenge for me because i've never done something like this before.
But these problems pushed me away from using the CC and while thinking that it was fixed, a few characters which i made for testing with AI, showed that it was not.
It makes the CC quite unusable in my view and also put a strain on GG because people will complain about it so long as it is in this state.
devlin
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Posted: 14th Nov 2018 10:44 Edited at: 14th Nov 2018 10:50
importer coming along nicely'

anims not refined yet just animation test.
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devlin
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devlin
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Posted: 14th Nov 2018 11:55
make human characters very close to working for me.

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GraPhiX
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Posted: 14th Nov 2018 15:50
Hi devlin, are all those characters from make human or CC3 ? looking good btw
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devlin
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Posted: 14th Nov 2018 18:45
Hi GraPhiX
The first two are from a personal use package in iclone.
the last one is from make human,
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devlin
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Posted: 21st Nov 2018 19:48
another import test sketchup files .
3dxchange and ultimate unwrap to extract textures,
import with GG importer.

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granada
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Posted: 21st Nov 2018 19:58
Looking good ,is the model ok if you light map

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devlin
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Posted: 21st Nov 2018 20:33
looks ok.

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granada
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Posted: 21st Nov 2018 20:36
Cool the light mapper didn’t break the model,things are looking up

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DVader
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Posted: 22nd Nov 2018 02:08 Edited at: 22nd Nov 2018 02:08
Quote: "Cool the light mapper didn’t break the model,things are looking up "

I concur Wouldn't it be great if light mapping just worked? It always looks great when all is well, and from past experience speeds the game up too
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SpaceWurm
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Posted: 22nd Nov 2018 11:26 Edited at: 27th Jul 2019 20:45
The importer has come along nicely! Wow!
DVader
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Posted: 12th Dec 2018 19:04
@ Devlin. I've been playing about with Make Human, but beyond getting a statue in am having issues with any attempt at animation. How are you achieving this?
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devlin
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Posted: 12th Dec 2018 20:30 Edited at: 12th Dec 2018 20:32
DVader
i am using 3d exchange to remap the bones,
then adding animation.

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