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goofy idea Fenric/Casual exporting a sequence of obj’s for animated morph targets
Posted: 23 July 2012 11:09 AM   [ Ignore ]
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blame PhilW & RosemaryR in JoeMomma2000’s Marvelous designer thread for this moment of animation madness
http://www.youtube.com/watch?v=qgzOlDvlYVM
been trying to figure out how to bring animations of non-Daz/Poser figures into studio and Poser for dynamic cloth sims etc
lightwave mdd using Fenric’s plugin is one way for Poser except the Poser mdd plugin demo randomly crashed my Poser7 when I was not using it so I was never tempted to buy the full version even though it did sort of work.
so
I thought mmm Poser dyntomorph python and Optitex cloth freeze create a series of animated morph sliders so maybe I can go the other way from Carrara.
used an fbx imported animated iClone figure in my video exported from Carrara as a series of obj files
and it kinda worked
but not
the tweening interval being the issue,
I chose 1sec 30th frame intervals you need 30obj’s per frame!!!!
what one needs is a way to export an obj per frame via a script
hello Fenric!!!!
and a corresponding script to load them as sequenced morph targets on the first one in studio
hello Jacques Casual!!!
I am wondering how hard this would be to do, Casual did something similar for animations in Blender using cycles rendering engine
I know CAN of course do all 300 obj exports and 299 morph target loads for a 10sec animation manually rolleyes

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Posted: 23 July 2012 12:13 PM   [ Ignore ]   [ # 1 ]
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I have not tried it yet
but
maybe one could export the ocean primitive and trees full mesh with wind and rustle as a series of morph targets!!!

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Posted: 23 July 2012 05:15 PM   [ Ignore ]   [ # 2 ]
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ok, figured something out, I need to zero the next morphs for the previous keyframe to get a tweened animation so do not need that many
http://www.youtube.com/watch?v=qv8Zn4TZ0dA
here is the ocean primitive and a tree animated in Daz studio

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Posted: 23 July 2012 05:25 PM   [ Ignore ]   [ # 3 ]
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oh and I got the iClone character into a dynamic nightdress!!!

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Posted: 23 July 2012 07:34 PM   [ Ignore ]   [ # 4 ]
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this thread right here http://www.daz3d.com/forums/viewthread/1065/

in the case of carrara the only ingredient needed is a batch obj exporter

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Posted: 24 July 2012 12:17 AM   [ Ignore ]   [ # 5 ]
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thx for that!
missed it on the forum
would have saved me heaps of time doing my clothing sim poses!
(I just knew you would be able to do a cool script, just hadn’t realized you’d done it already!)
damn I wish Carrara would remember the last export option like studio does, that at least would make life simpler!

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Posted: 26 July 2012 10:57 AM   [ Ignore ]   [ # 6 ]
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well I did another video using my method, first scene original character in iClone.
http://www.youtube.com/watch?v=vIclGG1FmeM
sorry Jacques, I could not get your script to import at the intervals I wanted, ie one morph per sec, would do one frame per morph looping or not at all if I increased the interval.
have improved the way it handles my original way by using Puppeteer to shift between morphs though!

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Posted: 26 July 2012 01:23 PM   [ Ignore ]   [ # 7 ]
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talking to myself in this thread
but
Imported Andy (3Dage)‘s Kreature into studio, the Optitex cloth will not collide with him????
is it the Sculptris triangles perhaps??? Gwynn from iClone had mesh of triagulated quadrangles

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Posted: 26 July 2012 01:46 PM   [ Ignore ]   [ # 8 ]
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or rather it only collides with the left half of the mesh

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Posted: 26 July 2012 05:09 PM   [ Ignore ]   [ # 9 ]
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I’m fascinated. Trying to catch up!!

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Posted: 27 July 2012 11:28 AM   [ Ignore ]   [ # 10 ]
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wendy♥catz - 26 July 2012 01:46 PM

or rather it only collides with the left half of the mesh

That’s interesting. I wonder if Andy mirror duplicated one side and welded to produce the whole figure or maybe it comes out of scuptris that way.

If so, you may be looking at reversed polys. If that’s the case it may explain some other odd behaviour if cloth is only set to collide with outer faces. Worth an experiment.

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Posted: 27 July 2012 11:48 AM   [ Ignore ]   [ # 11 ]
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RougeP, could be, the normals all face out though, I checked.
my own rigged model which had a duplicated with symmetry arm and leg did something similar.
they work static but adding morphs and animating does it even for a static drape
I can get most (not tried many) models made by others to work so it is a mesh issue
but morph target related too
I have not done much as exporting multiple objs along the timeline tedious stuff in Carrara!
Fenric! would love that plugin already! pretty sure others will buy it too!
lol! pose tools 3! throw a few other bits in
once people learn you can get Carrara’s rustling trees and ocean primitive animated into studio I bet there would be a few takers!

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Posted: 27 July 2012 03:21 PM   [ Ignore ]   [ # 12 ]
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did another test video http://www.youtube.com/watch?v=0L8rt95CGyM if anyone interested

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