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Author Topic: character creation in blender  (Read 10306 times)

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Stucki

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character creation in blender
« on: May 09, 2007, 08:20:04 AM »

Hello again.

i am sure there has been a similar topic before...

is it possible to create and animate the characters for wme completely in blender and is there a 100 % working exporter for this nice engine..
i want to hire some people on the blender forums for the creation of the characters. But i have to be sure it works perfectly before i do.
I found a publisher who wants to make chess-worlds with us and i want to sign the contract. But i cannot do the character job myself ...

So i have to be absolutly sure about it.
Does anybody use blender for the characters and how exactly does it work ??

greets stucki
 

metamorphium

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Re: character creation in blender
« Reply #1 on: May 09, 2007, 09:37:58 AM »

AFAIK nobody was able to succesfully export an animation from blender. If you will be lucky to manage that, let us know how. :) There is a lot of people who want to use blender for the game creation and chracter / animation export is one of the key problems.
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Nihil

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Re: character creation in blender
« Reply #2 on: May 09, 2007, 12:31:17 PM »

I haven't heard/read of a working exporter, too so far. Is there any special reason for only using Blender? Because for 3d Studio Max and Maya and probably all other major programs there are working .x-exporters as far as I know.

metamorphium

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Re: character creation in blender
« Reply #3 on: May 09, 2007, 03:27:32 PM »

nihil: a price...
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Stucki

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Re: character creation in blender
« Reply #4 on: May 09, 2007, 08:45:37 PM »

okay thanks for the answers ..... and yes its really the price thing with 3dsmax ...

is it possible to do all modelling and animating in blender and than export it to 3dsmax and than export it to wme or is that a hell of work to do ....?

Mnemonic

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Re: character creation in blender
« Reply #5 on: May 10, 2007, 08:42:28 AM »

Perhaps it would be possible using the FBX format? Anyone knows if there's FBX exporter for Blender?
« Last Edit: May 10, 2007, 08:56:10 AM by Mnemonic »
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Jerrot

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Re: character creation in blender
« Reply #6 on: May 10, 2007, 08:56:40 AM »

Speaking of pure modelling with Blender, it *does* work great using the Wavefront (.obj) exporter to transfer a mesh to 3dsmax.

This format *should* also work for the textured materials and uv-mapping (not tested).

It *definitely is not* capable of exporting bones/armatures and animations though. I tried a lot and none of the existing exporters was able to save my animated and rigged character successfully into any format that 3dsmax or other software could read without the loss of something.

So actually I only used Blender as pure mesh modeller for my character - and everything else had to happen in 3dsmax then.
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Nihil

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Re: character creation in blender
« Reply #7 on: May 10, 2007, 01:41:04 PM »

I don't see in how far this is a price thing unless you have to buy the software for your modeler first ... in that case I would search for someone else anyway :-)

FBX is not available for Blender as far as I know.

There are always some good character modellers offering their services at www.indiegamer.com in the art portfolio secion. Many of them target indie developers directly, so I guess their prices aren't too high.

fireside

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Re: character creation in blender
« Reply #8 on: May 17, 2007, 01:05:42 AM »

Has the Ben Omari exporter been tested with Wintermute?
http://xoomer.alice.it/glabro1/index.html
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Re: character creation in blender
« Reply #9 on: May 17, 2007, 05:16:03 PM »

I think the last version I tried was that for Blender 2.40, but there is one for 2.41/42 now, don't know if that solved the problems?

Mnemonic

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Re: character creation in blender
« Reply #10 on: May 20, 2007, 11:39:01 AM »

From what I've heard, Blender 2.44 should support FBX export.
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fireside

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Re: character creation in blender
« Reply #11 on: May 21, 2007, 02:03:42 PM »

Quote
Autodesk FBX  (Export Menu)
exports mesh objects and their texface textures, multiple uv layers, vertex color layers as well as materials, lights, and cameras. (animation related features are not yet supported).

Picked that up from their scripts list:
http://www.blender.org/development/release-logs/blender-244/python-scripts-and-api/

Hopefully they'll get animation going one of these days.  Luckily I've got a huge 2d sprite project going that will take me about a year at least.
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lostbear

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Re: character creation in blender
« Reply #12 on: May 21, 2007, 03:50:33 PM »

Hey

there are alternatives to blender if your having troubles. Blender is awesome and i use it, but its a pain getting data out of it sometimes into something else.

It should be possible to use these instead:

GMAX (often overlooked game tool the looks like 3ds max - Free!) i know it can export quake models etc, FBX shouldnt be a problem.

http://www.turbosquid.com/gmax

CaracterFX - Very cheap might be useful
http://www.insanesoftware.de/index.php?page=cfx/features.php

Milkshape - Supports Just about anything for caracters. http://chumbalum.swissquake.ch/

XSI Mod tool - http://softimage.com/community/xsi_mod_tool/default.aspx

hope this helps
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Mnemonic

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Re: character creation in blender
« Reply #13 on: May 21, 2007, 05:10:35 PM »

GMAX (often overlooked game tool the looks like 3ds max - Free!) i know it can export quake models etc, FBX shouldnt be a problem.
I'm afraid it is a problem. gmax is now discontinued and it was never meant to be a standalone free modeller, but a modding tool to be licensed by game developers. I guess there's no one to write a FBX exporter for gmax.
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fireside

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Re: character creation in blender
« Reply #14 on: May 21, 2007, 05:59:47 PM »

The XSI mod tool sounds interesting.  The site link is dead, but it's down loadable from downloads.com.  It shows a 2005 update though.  It also says it exports in SMD and some other format I'm not familiar with it, but Milkshape imports it and exports .X.  I'd rather just work with sprites, myself, at least for now.
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lostbear

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Re: caracter creation in blender
« Reply #15 on: June 06, 2007, 10:44:41 PM »

SMD is the format used by HalfLife, which is the reason for XSI mod tools existence. HalfLife was made using xsi, so they put together the mod tool which is a cut back version of XSI basically.

as you say, Milkshape can convert SMD files to other formats.

Im a longtime 3ds max user, i remember gmax being released. It was never a commercial product. The idea was that games developers would release "packs" - essentially a bunch of plugins and tools that extended GMAX to enable the creation of user made addons for games with it. It didnt really take off, only about 6 or 7 developers took it on. I believe Microsoft Train Simulator was one.  Autodesk stopped supporting it a long way back, but turbosquid quite happily dish out liscences. its a free a its a good way to learn the basics 3ds max without spending $3000.
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lostbear

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Re: character creation in blender
« Reply #16 on: June 06, 2007, 10:53:16 PM »

i posted old link to the mod tool. here is actual link.

http://softimage.com/products/modtool/

its a complete version of XSI 4.2. 
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fireside

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Re: character creation in blender
« Reply #17 on: June 07, 2007, 01:27:59 AM »

Yeah, that link has an add on for directX.  I'm a Blender man at heart, but I think it would be a good idea to learn this for a decent directX export for models.  I'm doing 2d tooned sprites right now, but it always takes a while to get used to a different modeler so I might as well download it.  Thanks for the updated link.
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nuclear_winter

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Re: character creation in blender
« Reply #18 on: August 14, 2007, 10:55:54 AM »


I installed Mod Tool (a FREE version of XSI-6) and it exports to OBJ, X, and others...COOL! the limitations are:
Quote
XSI Mod Tool Version Limitations           
Most of the features and functionality of the commercial version of SOFTIMAGE|XSI 6 are enabled in Mod Tool, without the hassle of licensing. Data from all sources can be brought into the XSI Mod Tool, including data from the commercial version of SOFTIMAGE|XSI.

Before installing Mod Tool, please be aware of the following limitations:

Mod Tool does not support polymatricks. XSI transforms are fully supported.

Mod Tool supports only DXFX and CGFX material types. Mental ray materials are not supported.

Mod Tool supports only polygonal mesh primitives.

Exported geometry is limited to 64000 triangles.

The mental ray renderer is used only Rendermap and Ultimapper. All other mental ray rendering is disabled.

Maximum resolution for Ultimapper maps is 512x512.
Images output using the hardware renderer are limited to a maximum resolution of 512x512.

this is the official page and DOWNLOAD

sounds too good to be free ;)
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