Using TS in your Animation Pipeline, TSX idea

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Using TS in your Animation Pipeline, TSX idea // The Garage

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Post by gm770 // Dec 7, 2006, 7:17am

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I'm working on an animation importer for another 3d Application, and I wanted to float the idea to TS users too for the future.
MDD import/export as well as sequence OBJ's and LW's MOT and LWS files.

This would make it compatible with Poser without using bones, and Point-Oven compatible programs, as well as whatever else uses those formats. I've made minor TSX's in the past, so I figured I could utilize that knowledge.

I know I would personally use TS more if I could use it as part of a pipeline. In particular the animation features. IMO, the current animation Import/Export options feel limited, but something like this, would open up the doors further. Let me know what you guys think about this, as it would be a commercial TSX, and I wouldn't want to persue something like this, without knowing that there is a desire for it.

Post by wireframe // Dec 7, 2006, 8:47am

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A bvh import will be quiet cool ...


Phil

Post by trueBlue // Dec 7, 2006, 8:57am

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This was mentioned earlier:
http://forums1.caligari.com/truespace/showpost.php?p=5728&postcount=24 (http://forums1.caligari.com/truespace/showpost.php?p=5728&postcount=24)

Post by gm770 // Dec 7, 2006, 8:59am

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A bvh import will be quiet cool ...

PhilBVH requires the transfer of bones, and that inherently creates transfer problems. Bones are not always compatible between systems. OBJ sequences and MDD, use strictly vertex animation, so there is nothing native that needs to be transfered. MOT and LWS files use simple path type animations, and no vertices. Move/Rotate/Scale

If you keep it simple, vertex animations and path animations, than it's easy to get good compatibility between systems. Bones and hiarchies vary greatly between systems, so I'm not looking into that for now.

(added) Collada is a gaming format. While it's gaining popularity for general use, it's still not as widly used as MDD. Many apps support MDD in 1 form or another, and it's simple enough to work all the time. FBX is the format to watch for general purpose transfers. The down side is that I hear it's prone to crashing, and very sensitive to version numbers.

Post by wireframe // Dec 7, 2006, 10:02am

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There is many free BVH files onto Internet.


There is other solutions to convert BVH (after skinning) to MDD like Messiah Studio or Lightwave.


And I own Messiah :D


EDIT : If you want I could help you to test your MMD import/export plugin :)

Post by gm770 // Dec 7, 2006, 10:45am

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There is many free BVH files onto Internet.

There is other solutions to convert BVH (after skinning) to MDD like Messiah Studio or Lightwave.

And I own Messiah :DLightwave and Messiah are on my target list, and is why I'm working with MDD. XSI and Max are also MDD compatible with PointOven. I think XSI even comes with a version of PointOven.

There are ceratin things that are real easy to do in TS, but since I can't export them out of TS, I can't use it. I find the clip editor and IK system very good for simple tasks. But if I want to do the rest elsewhere, I'm out of options.

I guess that brings up another question. When dealing with animation, would you rather import into TS, or export out of TS. If I made the tsx, it would do both, but I'm still curious. Personally, I'd rather export out of TS.

Post by wireframe // Dec 7, 2006, 10:57am

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I am very interested for the import function because of the TS V-ray render.


Messiah is the best way I found for easy animation process and value for money, XSI is very interesting but it a too long way learning.

Post by Tiles // Dec 7, 2006, 10:18pm

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Hmm. Wouldn't it be a better idea to wait for TS 7.5? There is a new bones system at its way. And i remember that i heard about FBX format in connection with that ...

Post by RichLevy // Feb 28, 2007, 2:24pm

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I didn't see this when it first came up...

I would be interested, MDD format would work with the other package I have C4D and XSI. Utilizing the strengths of each of the packages.


Rich

Post by Chester Desmond // Mar 1, 2007, 3:21am

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wireframe, have you looked into truebones? It is a .bvh import tsx.
www.truebones.com

Post by wireframe // Mar 23, 2007, 12:12pm

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wireframe, have you looked into truebones? It is a .bvh import tsx.

www.truebones.com


Nope but I will

Post by mrbones // Apr 24, 2007, 6:03pm

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Thanks for the plug Chester.:banana:


Cheers



wireframe, have you looked into truebones? It is a .bvh import tsx.

www.truebones.com

Post by gm770 // May 12, 2007, 5:36am

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Now TS 7.5 is out, and still no export options.
I'll re-itterate my question. Do people want an MDD / OBJ sequence exporter?
The forum was relatively quiet about the issue, so I decided to wait for TS 7.5 I've already finished my Python Importer for another 3d app, and if there was more interest, it would have been ready for TS 7 by now. If there is re-newed interest baded on the lack of exporters, I'll work on a public version. If the interest is still not there, I'll just make a hack version for my own use.

Here at my new forum, you can see some basic samples using my importer. Adding TrueSpace exported animations would be nice.
http://forums.mediabakers.com/phpBB2/viewforum.php?f=4

Post by Jack Edwards // May 13, 2007, 1:48am

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tsx's aren't used anymore in the new plug-in system. It's all done with scripting in the LE now.


I think the reason you didn't get too many replies is that not a lot of people understand what a MMD/OBJ sequence exporter would do for them.


The scripting engine does allow access to the vertex data which is how I made my morpher script. So theoretically you should be able to take the vertex data (face, UV, Normals, etc. too) and export it directly to whatever format you wanted as long as you can code the exporting yourself. ;)


BTW if you're seriously interested in learning scripting there is the possibility that mysterious hooded and cloaked agents of darkness and TS script mastery might come to you and invite you to join them in their access to hidden scripting resources.... might even get a decoder ring...................:D ............... that or you could just e-mail Norm and tell him you're interested in scripting. :p


-Jack.

Post by Délé // May 13, 2007, 9:23am

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Well, scripting is the only way to do it for now. At least for use with the new tools. We are still awaiting the tS7 SDK. Which will be good to have because regular plug-in developers need to secure their code so they can actually sell the product.


As for the plug-in idea, what exactly is MMD? Never heard of it.


On the other hand, if you ever decide to write a DTS and DSQ exporter that works with the new bones system I would be very interested. :)

Post by RichLevy // May 13, 2007, 10:23am

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Well, scripting is the only way to do it for now. At least for use with the new tools. We are still awaiting the tS7 SDK. Which will be good to have because regular plug-in developers need to secure their code so they can actually sell the product.


As for the plug-in idea, what exactly is MMD? Never heard of it.


On the other hand, if you ever decide to write a DTS and DSQ exporter that works with the new bones system I would be very interested. :)


It's a point/vertex format used originally in Lightwave to store morph target information. Right now a program called Point Oven is used to convert that format to other programs (Max, C4d, XSI, Messiah and Maya).

Allowing TS7.5 to move animation data around you could use Maya fluids and Dynamics, C4D hair, XSI animation and TS7.5 realtime architecture to make your creations.


Rich
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