Game Development Community

Animation Help

by Ben Immel · in Artist Corner · 04/01/2007 (10:54 am) · 7 replies

Now, first off, I have searched for an answer, but when I was reading, I started to get confused, so here it goes:

First of all, I know If I use poser and use the meshes that come with it, I cannot use those in the game. But, my question is, If I made my own model, completely original, could I use poser to Animate it and use it in my game as long as I made it? As Ive said, I searched, but I couldnt find a definite answer. Thanks!

#1
04/01/2007 (12:14 pm)
From what I recall, images rendered in poser can be used without restriction but you cannot reuse the meshes that ship with it etc.

If you created the mesh yourself by definition you can do with it what you like ;p
#2
04/01/2007 (9:17 pm)
Thanks, Thats all I needed to know!
#3
04/02/2007 (6:22 am)
Poser[5] is cool. I didn't like it at first; I'm getting used to it now. Nice IK and animation control. Watch your Groupings[names!]; it's how weighting is schemed, used to at least in this older version. The Grouping dialog's two ways of adding to/removing vertices act a little differently; the plus[+] & minus[-] toggles are great, it's the palette buttons that are a bit...hhmm?
#4
04/02/2007 (8:29 pm)
Thanks for the info, knowledge is power, yes?
#5
05/02/2007 (8:39 pm)
I was wondering, does Poser take a specific skeleton to use, or does it make a skeleton for me?
#6
05/03/2007 (6:41 am)
Poser comes with preAssembled skeletons; they are based upon the Poser 'line' of characters[geometry/meshes]. Each version of Poser had a default skeleton that advanced in number of armatures[chains] included along with any other previous version's content. The very first rigs didn't have fingers/toes...they now do. The rigs also now contain Eye bones for control of those polygons...they are quite good base skeletons and IK setups. The weighting Schema is strange, very strange; does not parse well, basically a 1:1 weighting influence, with custom on-the-fly redistribution of influences....


You can build a rig in Poser[which would be best]; because I believe that there are some restrictions towards releasing/selling something native content, which a preassembled/limited rig would be; also I'm more confident about the meshes being a no-no to use and it's understandable.

Or you can take an existing rig and apply it to a Prop...either way works.

Have fun. Poser is a gas to animate with! and I love the control handles/widgets.

Materials and Textures and Surfaces are a little more mysterious to figure out.


...and the big secret: how to get all this into Torque! ;)
#7
05/03/2007 (12:37 pm)
Well, im not worried about getting it into torque yet, id be happy with just being able to get it done. Thanks!