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Re: Model with animated bones AND facial expressio
[Re: DrGonzo]
#169930
12/17/07 07:06
12/17/07 07:06
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Joined: Aug 2006
Posts: 128 Papua New Guinea
Impaler
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Member
Joined: Aug 2006
Posts: 128
Papua New Guinea
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Mondivirtuali, If you used two seperate models each running vertex and bonew animation, then you could attach the vertex animation face model to the body model with bones animation by scripting, ie. vec_for_vertex and such. This doesn't mean one model running two types of animation, but two models each with different animation types.
Murphey's Law: << if anything can go wrong, it will >> (Murphey was an optimist).
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Re: Model with animated bones AND facial expressio
[Re: Impaler]
#169931
12/17/07 11:52
12/17/07 11:52
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Joined: Aug 2005
Posts: 94 Oberhausen
Taratoga1
Junior Member
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Junior Member
Joined: Aug 2005
Posts: 94
Oberhausen
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I use a rig of head bones to make expression. I have a workflow ready from max 9 to MED by FBX. I have used although the 2 Parts solution of impaler, but the 2 models never move in the same frame... So the head was always following the body a little bit later... Another problem with the 2 parts solution are the seams of the both parts. They are not smoothed.
Kind regards
taratoga
Last edited by Taratoga1; 12/17/07 11:56.
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Re: Model with animated bones AND facial expressio
[Re: Taratoga1]
#169932
12/20/07 02:14
12/20/07 02:14
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Joined: Apr 2006
Posts: 136 San Francisco
Tor
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Member
Joined: Apr 2006
Posts: 136
San Francisco
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there are animation blending functions... you will have to use them, it is not pleasant. You will have to write an animation manager to handle this stuff...
The only way to do this is to use bones (.fbx import). This is a pain in the neck as it will fail, the most common reason being you have more than 3 skin weights per vertex... keep it at 3 or under (2 is better performance).
Out of maya the .fbx import will fail if the material is not a lambert... etc. Stuff like that really throws it.
You cannot touch the bones in med if you have more than 1 skinweight per vertex, it will not like it.
"Towlie, you're the worst character ever."
I know...
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Re: Model with animated bones AND facial expressio
[Re: mussash6]
#169934
01/03/08 00:35
01/03/08 00:35
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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what about making the head and body spare models?
use verts for face and bones for body? this is not possible too?
3333333333
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Re: Model with animated bones AND facial expressio
[Re: broozar]
#169936
01/14/08 01:49
01/14/08 01:49
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Joined: Aug 2002
Posts: 673 Las Cruces, NM
JimFox
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User
Joined: Aug 2002
Posts: 673
Las Cruces, NM
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What I have been doing may not be elegant, either, but it works. I use a technique for facial animation worked out by Exciter, using Realtime Mesh Deformation. The interesting thing is that if you use this on one model, all identical models in the game are deformed the same way. So I use an action on a model out of play to deform the face, while a second visible model is using animated bones. The two seem to be completely independent of each other. But what you see is a combined facial animation and bones animation. You could search the forum for "Exciter" and "Realtime Mesh Deformation" if you want to follow up on this concept.
Jim
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Re: Model with animated bones AND facial expressio
[Re: mussash6]
#169937
02/25/08 23:28
02/25/08 23:28
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Joined: Oct 2007
Posts: 34 New York State
MutantCel
Newbie
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Newbie
Joined: Oct 2007
Posts: 34
New York State
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I am not sure as I don't use poser, but can it export to .fbx? It might allow you to import that way into MED
-Jay Young- Mutant Cel Productions Game Design/Freelance Grunt A8 Commercial update 8.30.5 SED v.8.10.1 MED v.6.922 WED v.6.961
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