Importing animation from fragMotion to trueSpace/gameSpace?

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Importing animation from fragMotion to trueSpace/gameSpace? // Archive: Tech Forum

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Post by Kilo // Jul 25, 2006, 8:29pm

Kilo
Total Posts: 10
Hello all -


Has anyone come up with a path to get a fragMotion skeleton and animation into trueSpace and/or gameSpace? I tried exporting as a .X file, but got nothing when I tried to load in gameSpace -- no skeleton, no animation, though there was an object in the Scene Editor.


Here's what I have available, if anyone has any ideas, I'd appreciate it!


BVH import for trueSpace 5.2

gameSpace 1.6 (and all it's formats, though none seem to import animations)

Milkshape 3D

3DSmax 7

Carrara 2

Hexagon 2

Poser

Bryce

Shade 7

fragMotion (of course)

3D Game Studio 6

Ray Dream Studio

DAZ Studio


I'm sure there are some other free or low-cost packages I don't have but could get as well.


While I've got a lot of formats here, none seem to connect to each other. If there were some way to get fragMotion files to export as BVH, that'd definitely work, but any convoluted path is fine with me. You'd think one of the many gameSpace imports would work, but I'm not having any luck with it, even ones like .X that should work. I have two fragMotion files that I'd desperately like to get into gameSpace. Any advice on how you've done that would be greatly appreciated!


Many thanks,

Kilo

Post by mrbones // Jul 26, 2006, 3:28am

mrbones
Total Posts: 1280
pic
Try exporting the FragMotion as a BVH.

Then import that into poser to retarget the skeleton to the stickman figure.

Export the BVH off of the stickman out of poser as a bvh.

Import into TrueSpace (using trueBones bvh import tsx), save file. Then you should be able to get that into GameSpace no problem.

Post by TomG // Jul 26, 2006, 4:04am

TomG
Total Posts: 3397
As far as I remember, skeletons are not imported with any of the formats. Skeletons are very hard to move between applications due to their completely different way of being defined and handled in each application (a vertex is a vertex, mathematically and conceptually the same, so moving geometry is not so hard - however there are a lot of different ways of defining a skeleton depending on implementation, so that is hard).


Can't comment on Mr Bones' possible solution, not worked with BVH - let us know how it goes if you try it out!


Thanks!

Tom

Post by Kilo // Jul 26, 2006, 3:47pm

Kilo
Total Posts: 10
Hi Tom and Joe -


I'm responding over here as Tom requested...


Joe, how do you get fragMotion to export a BVH? That doesn't show up as an option for export in the version I have (0.7.0). That would be the perfect solution if I could do it that way. I have trueSpace, so if I can get into trueSpace, getting to gameSpace is easy from there. I had alraedy compared Poser 6 and fragMotion and didn't see any common formats -- unless there is a plug-in somewhere I don't know about?


I also recently picked up Ultimate Unwrap 3D which supposedly has BVH and Milkshape import and COB export (fragMotion will export a Milkshape file easily). Unfortunately, it doesn't look like it will export just a skeleton (I get an error about there being no geometry). I tried adding a box to the skeleton in fragMotion and auto-assigning all the vertices to it. Loading into UU3D imported correctly, but the export to COB format only contained the box and not the bones.


I think I'll take you up on your offer to convert one of these for me. I'm very curious to see if it turns out okay...


Any suggestions would be appreciated!


Kilo

Post by Kilo // Jul 26, 2006, 4:23pm

Kilo
Total Posts: 10
Ah ha!


The version of the fragMotion BVH plugin I have is out of date! I went back to the fragmosoft site and found the new plug in, so now it has export as an option. Sadly, when I re-import the created BVH back into fragMotion, all the animations are totally messed up. So, it doesn't look like the export is working properly, even with this new plug in.


Joe, why do you go into Poser first and export from there? Is the BVH that fragMotion exports different from the BVH trueBones.tsx expects? Any insight you could provide into the pipeline would be greatly appreciated!


Kilo

Post by mrbones // Oct 12, 2006, 12:47pm

mrbones
Total Posts: 1280
pic
Poser lines up the joint rotations, and makes .BVH that TrueBones can import into trueSpace. I do have complete bvh librarys available for both FragMotion and for TrueSpace /GameSpace/.


Cheers


Ah ha!


The version of the fragMotion BVH plugin I have is out of date! I went back to the fragmosoft site and found the new plug in, so now it has export as an option. Sadly, when I re-import the created BVH back into fragMotion, all the animations are totally messed up. So, it doesn't look like the export is working properly, even with this new plug in.


Joe, why do you go into Poser first and export from there? Is the BVH that fragMotion exports different from the BVH trueBones.tsx expects? Any insight you could provide into the pipeline would be greatly appreciated!


Kilo
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