Space suit as character

rampart_1576840087rampart_1576840087 Posts: 504
edited May 2016 in The Commons

Check out the two links below. 

I am cuirous why content developers don't provide the following when they feature a full enclosed character in a space suit.

1) space suit character 

2) space suit for inclosed character

for every content space suit item offered for sale.

The two items below have appearance of human form, and a character inside the suit is basically worthless.

I am curious what would be the best way to make a Space Suit a character?

There should be a way to turn such complete suits into actual characters to lower the memory load for animations.

The suit is "the character" by itself, not needing any internal character for full function and movement.

It would be simple enough to cloud the helmet piece cover with a n0on-see through glass or just have head in the helmet.

I bought a space suit content item by Predatron - I even exported them to Iclone using 3dxchange. These work great, but they aren't armored for combat.

http://www.daz3d.com/lorez-14mu-worker-bundle 

Also, you could use more of the suits in scenes like lo-rez characters.

I guess I am saying why don't content developers think along these lines, instead of inclosing characters in suits.

I am working on a project where I need more heavily armored combat type suited characters, but I need many characters to be animated in the scenes.

The decimator may work, which I haven't tried yet.  It just seems like too much too many polys to begin with.

http://www.daz3d.com/galactic-corps-defender

http://www.daz3d.com/space-hunter

Post edited by rampart_1576840087 on

Comments

  • Oso3DOso3D Posts: 15,094
    Just... hide the character, and it doesn't affect the render.
  • rampart_1576840087rampart_1576840087 Posts: 504
    edited May 2016

    Ohhh... are you sure about that? 

    I can understand hiding the character when I do a render in Daz.

    I am mostly using Daz3d content, which I export to other applications for creating animated projects.

    I say this because so much emphasis on daz3d is characters... v3, V4, Gen, Gen2 etc..

    If the bones are still there unseen, yet accessible I would think it would work.

     

    Post edited by rampart_1576840087 on
  • nemesis10nemesis10 Posts: 3,872

    Err.... the character inside affects the shape of the space suit and when you look through the visor you can see the character through the visor.  In most 3d situations, you can make the parts that you don't see "invisible" to save the amount that needs to be rendered while maintaining the unique shapes tha the character adds as timmins.william has said.

  • rampart_1576840087rampart_1576840087 Posts: 504
    edited May 2016

    I am concerned for export. I get it about the render in Daz3d.

    I understand why character needs to be inside the suit to accomodate morphs.

    Yet. when I export I need to see bones to select for proper movements for animation. 

    So, if I make character inside the suit invisible to maintain shape of suit... and do FBX or OBJ export from Daz3d will exported character bones be visible for selecting them? 

    Also, if character is invisible do you still have poly memory burden when exporting, even when hidden?

    Also, if I use decimator on character is there a kind of lowest poly count that will still provide adequate animation movement?

    Post edited by rampart_1576840087 on
  • ValandarValandar Posts: 1,417

    OBJ does not include the bones and rigging, though FBX does. And if you're exporting, FBX doesn't "respect" the hiding of figures or bodyparts. If you're doing it for export, then see if your engine of choice can hide by group, surface, or contigious surface, and use those to hide the figure.

  • wolf359wolf359 Posts: 3,940
    Greetings Rampart, This is an issue that has baffled me for years. That being the insistence (by some) on having a complete Vicky or Mike etc completely hidden under Space suits & Armors etc. I have concluded that about 98 percent of the DAZ/Poser user base are still render makers, thus the issue of all of that unneeded geometry being calculated is moot as they only need their hardware to work enough make ONE frame. Like you, I do not render any animation finals in Daz studio but in Maxon Cinema4D Studio. I create all of my Character animation in Iclone pro ,natural motions Endorphin& Daz Studio aniMate 2 With the keymate& graphmate plugin. But how to get the animated Daz figures over to C4D?? My personal Solution has been to forego FBX and use the aniMate2 Obj/MDD out to get my Standard &low res figures out to C4D with animation intact via the MDD PLA files. I use the Decimator plugin to create the low res versions of fully suited figures and hide the geometry underneath. If there is a need for a face to be seen,I simply unhide the head only and dial up the figure resolution to get decent face geometry Before exporting the obj file and it matching MDD animation data. The beauty is that in C4D I can apply A “Hypernurb modifier” to restore geometry to hi res at render time if one of my low res figure needs to be in a tight camera shot This clip contains an example of over Twenty low res figures watching a rotating video carousel. Each one less than 3000 faces https://drive.google.com/file/d/0B2TYEp536iB8aVBBdHJWRE9jODg/view?usp=docslist_api
    decimator.jpg
    900 x 566 - 198K
  • I'm sorry, I just saw the title, and then got completely caried away...

     

    So if you usually export normal characters and see their bones and rigging, to which format do you export it? And wouldn't a simple test of exporting a suit with and without a character inside (yes, you can only do that with default T-pose) give you an estimate if the character actually does add to the memory or size of the file?

  • rampart_1576840087rampart_1576840087 Posts: 504
    edited August 2016

    I haven't given up on this one. Currently, I have bought more daz3d content that work with. Thinking I might might make sense as a space suit with no avatar inside. Maybe do some kit bashing or edits.. This is a space suit character and requires no avatar inside the suit.The character is a bit much, but there 2nd image is of the Sentinel another space suit character with no avatar in the suit

    http://www.daz3d.com/beo2k10-v2

    214,963 polygons

    '

    http://www.daz3d.com/sentinel

    331,400 Polygons

    This is a bundle from Predatron - Lo Rez that does NOT require an avatar inside the suit. 

    http://www.daz3d.com/lorez-14-mu-worker-female

    8,233 & 7,067 polygons respectively

    Look at the bottom of the image - the poly count is very low, which is almost a requirement in video production. Remember 24,30 or 60 FPS takes alot of frames in a few minutes of video. Running out of memory is an issue even with a state of the art system when working with high polycounts.The Mestophales poly counts are higher.

    Not everything is a Sci Fi space suit issue either. What about cyborgs,robots, etc. Why all the high polycounts.  I don't think anyone really cares about the interior quality of the robots.Here is a robot I recently purchased, because in the image doesn't appeart to have alot of interior stuff taht eats polycount. I was wrong.   I admire DzFire work and have alot of the artists content, yet I don't understand why so many poly when they aren't visible.

    http://www.daz3d.com/cyborg-model-4

    385,737 polygons

    http://www.daz3d.com/weaponmech

    459,088 polygons

    The outer shell looks to make a good robot view, and should have less polys. However, that is not the case.  I could live with alot less articulation of component parts. The head, the cylinder plungers...etc.  for real would make many of the robots totally unreliable. Too many exposed parts. The detail is excellent, which I am sure appeals to viewers.  However, in videos characters move and scenes move along rapidly.  We don't need all that detail at any time. 

    Let me say it another way...Scenes are constantly changing with movement of characters and props. Those scenes have to be rendered at 24 to 60 frames per SECOND. That is alot of rendering and I don't use single frame type render engines. I use Sony Vegas Pro, which is adequate for most "Indie' work.  Is it as slick and impressive? No, but the visual and sound is good enough for viewers.

    I am suggesting we need more Predatron thinking for video production.  His Lo-Rez space suit pack is excellent, just need variations on the idea. Some cyborgs, armoured charactes,etc.  Lo rez content may seem simple enough, but when you edit or bash for lower poly counts it can take alot of work. I also think it takes someone really good and patient to work with mesh to do lo-rez that will work well in video animations.   

    Video producers don't render scenes for single images...We export content items, build scenes and animation mostly use other applications for video production.  Video production by indie users is growing market.  Unreal engine is seriously addressing video with current releases.  Spend a little time and do a bit of research on your own at their youtube site. https://www.youtube.com/user/UnrealDevelopmentKit

     

     

    Post edited by rampart_1576840087 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,407
    edited August 2016

    Meh, I have heaps of suit only exported DAZ characters in my iClone videos, I did put a hidden figure in most and ticked not hidden in FBX export as they pose better that way.

     

    this one is full of them

    Post edited by WendyLuvsCatz on
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