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Poser animations


enkephalin07

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Before I get started downloading and installing the new necessary utilities, I'd like to know if if it's possible to import or convert nif for Poser, animate there, and export the results reliably back for use FO3. I don't have 3DSMax because it's more focused on modeling and that just isn't one of my talents, but I do have Blender which I dread using for the same reason.

 

I've seen a couple modders make reference to meshes and animations in Poser format, but no tutorial or indication of the tools required to do this, and yeah, I have Googled it. So I can't tell if they've done it for demonstration purposes or other projects, or if Poser can be a working environment for FO3/Oblivion animations.

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Poser reads (among other things) BVH which Max can also read, Biovision animation files. These can be generated through Vicon (or other) Motion Capture software, or simply reconverted BIP (biped) files from another 3d package that they were animated in . But poser is VERY limited, its mostly only for 'posing' figures, its kinda an introductory program teasing you about what kinds of things you can do with character models.

 

Before I learned Max and Maya I was playing around with Poser too and well... learning 3d was the best thing I ever did. Poser just doesnt compare its more of an incomplete teaser than anything, you cant really get in there and get your hands dirty, or do anything either than move stuff, light things, tweak and do very simple operations.

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Well, I know, it's perfect for pre-visualization for film or theaters, which is what I originally used it for. And even if you downgrade it from a viable tool to a simple 'cheat', compare the learning curve of Max, Maya and Blender which, after you climb that curve, the potential power is useful only to people who have the talent for modeling. Futile exercise to those who don't.

 

Now I can do code, script, sound engineering, many things that modelers can't with any tools, so while I agree those are powerful tools, they're counter-productive to someone capable of animation but not modeling.

 

EDIT: And on the subject of 'cheats', Motion Capture is such a cheat. A good animator can do more lifelike, believable character animations than a good director with actors in bodysuits. Faster and cheaper, as well.

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Well, I know, it's perfect for pre-visualization for film or theaters, which is what I originally used it for. And even if you downgrade it from a viable tool to a simple 'cheat', compare the learning curve of Max, Maya and Blender which, after you climb that curve, the potential power is useful only to people who have the talent for modeling. Futile exercise to those who don't.

 

Now I can do code, script, sound engineering, many things that modelers can't with any tools, so while I agree those are powerful tools, they're counter-productive to someone capable of animation but not modeling.

 

EDIT: And on the subject of 'cheats', Motion Capture is such a cheat. A good animator can do more lifelike, believable character animations than a good director with actors in bodysuits. Faster and cheaper, as well.

 

 

Mocap is more fun though :) Ive done the entire process from acting in the suit to directing others, to being a prop grip for the actors, to the entire post production process of cleaning up the raw data in Vicon and making it useable then exporting it out into files that 3d Packages can read, then in there importing and cleaning up the data and saving it out into BIP files....

Lots of work, but you get to see your own bodys actions imprinted on 3d characters, which is something totally unique :)

 

Yes its expensive >< But if you get the chance to try it out or take part in the process in some fashion, give it a shot its hilarious fun :)

 

And btw yes Keyframe animation will always be more popular because people like exaggerated animations and the all-around 'feel' of Squash and stretch, something that mocap lacks.

(but to me I consider THAT cheating lol. Doing the actions in mocap is more 'honest' to me hehe :) Manipulating your characters bones by hand is easy =P cleaning up raw point data is hard and challenging hehe. (ok they both have their degrees of challenge, ill back down lol)

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And btw yes Keyframe animation will always be more popular because people like exaggerated animations and the all-around 'feel' of Squash and stretch, something that mocap lacks.

(but to me I consider THAT cheating lol. Doing the actions in mocap is more 'honest' to me hehe :) Manipulating your characters bones by hand is easy =P cleaning up raw point data is hard and challenging hehe. (ok they both have their degrees of challenge, ill back down lol)

 

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Mocap is more fun though :) Ive done the entire process from acting in the suit to directing others, to being a prop grip for the actors, to the entire post production process of cleaning up the raw data in Vicon and making it useable then exporting it out into files that 3d Packages can read, then in there importing and cleaning up the data and saving it out into BIP files....

Lots of work, but you get to see your own bodys actions imprinted on 3d characters, which is something totally unique :)

My assessment is that mocap generally makes more artificial-looking action, but this could be due to awkwardness of the actors in the suit, and their tendency to behave more emotive, more theatrical, less believable. This observation is borne out by the greater believability of animations done by stuntmen, so maybe they're just more comfortable and less self-conscious in the suits.

 

But animation done free-hand by someone with talent always has more energy, more character and at the same time looks more natural, and it's done quicker and cheaper. Poser 7 is definitely not limited in it's animation toolset, you might be thinking of Daz Studio. Though 3DSMax may be more powerful for modeling and shaders, the interface for animation is clumsy, slow, and doesn't give as clear a view of the final product. Blender has the same problem, compounded by an arcane interface that not only defies intuition, requires a learning curve separate from any standards for design applications.

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