Game Development Community


#1
03/17/2009 (7:07 am)
If you can wrangle them free from Daz's licensing (which is a render-only license), and drop the polycount significantly, convert them to a format that is more friendly and weld vertices in some of the models, etc.

...Then yes.
#2
03/17/2009 (7:46 am)
After doing a little research after posting the question I found that you are absolutely right. WOW!
#3
03/17/2009 (4:38 pm)
Certainly for licensing purposes, the included content[geometry, etal] and 3rd party content's EULA need be heeded. I import reasonable polyCount geometry into Poser and it still works fine, you don't get Uberrific renders, but the shapes still animate and deform.

With that said, if DAZ works similar to Poser[I think pretty close], you can still use the program to generate content; you just cannot exploit the included content beyond rendering. And need to find out how to get it inside the engine....

We, at BAG, use Poser for a few purposes and I like it's rigging setup and animation controls. I build my own rigs that follow the existing internal naming conventions and off I go....I even generate the skeletal hierarchies with a text file and an OBJ file with geometry, to make it totally 'from scratch' and my own work. I script into the character files, any extra animation controls I can think up, quite fun!

It all comes down to your revenues for tools and what program you feel comfortable with...and finding how to get it to DTS format, or Collada for the next generation of 3D engine from GG.