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Author Topic: Animation Software (Exports to .X)  (Read 3913 times)
aviles1973
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« on: September 13, 2007, 10:15:54 AM »

OK this top is really really annoying the heck out of me!

I started out creating my animations in a very easy to use program called CharacterFX
This was a great learning tool and had basic skinning and boneing creation. It also had the capability to export to .x format. This software company is no longer in existence. So support and future upgrades will obviously be obsolete. Cheap Tool Though

I then played with Fragmotion and I actually liked it for its cheap price but didnt like the interface and limited bone building. This program was good for when I downloaded shareware .x characters with animations that wouldnt load into TV3D. I opened the .x file and re-exported it and it rewrote the .x file and I was able to load in TV3D.

I always owned Caligari Truespace and I loved its modeling interface and its uvwrapping features but it lacked in skinning and boning and even though it has .x export capabilty -> IT NEVER WORKED.

Caligari just released Truespace 7.5 and the skinning and boning interface is entirely new and easy and creating animations is great with the newest technolgies available!

THE PROBLEM: Exporting to .x format DOES NOT WORK and I think after spending lots of dough on this product -> I am done with it!

I even talked several times to Caligari's Support TECHS and still no exporting help! What a shame!

DOES ANYONE IN THE TV3D COMMUNITY HAVE ANY SUGGESTIONS ON ANY ANIMATION PROGRAMS AVAILABLE ON THE MARKET THAT HAVE .X EXPORTING CAPABILITIES?

AND WHATS THE BEST?

Thank You
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jviper
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Discipline in training


« Reply #1 on: September 13, 2007, 05:41:31 PM »

Perhaps Blender3D. Free Program and powerful, but a bit tricky.
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JAbstract.....Don't just imagine, make it happen!
aviles1973
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« Reply #2 on: September 14, 2007, 11:51:39 AM »

In case anyone else was wondering I found a great program on my own:

CARRARA 6 PRO
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Duckstab
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« Reply #3 on: September 14, 2007, 05:46:09 PM »

I Personaly use

Zbrush3 and Silo2 to model > Obj
Silo2 and Uwrap3d to Skin Uv > Obj
Xsi to Rig and Animate then export .X
Uwrap3d and Ms3d to Export to .X TVA and TVM (Good setting getting model scales and changing textures)
« Last Edit: September 14, 2007, 05:48:43 PM by Duckstab » Logged
aviles1973
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« Reply #4 on: September 14, 2007, 08:44:26 PM »

Xsi is $3,000 - I hope its $2,750 worth more then Carrara 6 PRO
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sybixsus
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« Reply #5 on: September 14, 2007, 08:56:17 PM »

Xsi is $3,000 - I hope its $2,750 worth more then Carrara 6 PRO
XSI Foundation is $500.
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aviles1973
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« Reply #6 on: September 15, 2007, 01:12:02 PM »

Thanks for your response! I downloaded Carrara 6 and XSI and I like both but I think I'm gonna go with XSI for the reason of more resources and its ability to import Poser files and then export to .x.
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obi-2-kenobi
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« Reply #7 on: November 09, 2007, 08:02:42 PM »

Actually, Blender3D is really good, and it's open source, I recommend you trying it before you spend hundreds of dollars. -obi
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blahblahblahblah
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« Reply #8 on: November 10, 2007, 02:53:51 AM »

Hi,
Here's my suggestions:

1. Blender.
I suggest you try this first. It's not really tricky. Just spent 10mins to watch the introductory videos, and you've learned it. It's superior than many other apps when it comes to Polygon modeling, and the skinning and animation in there is done easy and the resaults are good. You can also import and edit mocap data in there, which is very important. And yes, you can export to .X and it works.

2. Milkshape.
It sucks. But skinning and animation is done in a pretty much strait forward and easy way there, and you can export to both TVA and X.

3. If you can afford it go for 3DS Max. This app speaks for it self, so no need to say more here.

I hope that helps.
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JukkaKevät
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« Reply #9 on: November 11, 2007, 04:56:14 AM »

3DS Max does not natively support .x export, but I've worked with Kilowatt's .x exporter and it works fine on all aspects (sometimes even better than the tvm/tva exporter, especially when it comes to custom vertexnormals I have to agree).

http://kwxport.sourceforge.net/

Still haven't found a good .x importer for Max....

----------------
www.studiohorisen.com
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Soeasy1
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« Reply #10 on: April 01, 2008, 09:23:19 PM »

My thoughts on 3d modelers:
while I haven't tried many, I can say that Blender3D is an awesome modeling tool, but it suffers when using high polies, it has bad optimization, but using it is very straightforward. Also, 3DS Max, while not my favorite modeling tool, comes through in texturing, Animating, and reliability(Blender crashes sometimes)

PS: If you want a HUGE discount on 3dsMax, check out Academic Superstore: http://www.academicsuperstore.com/products/239377/3ds+max/765552

Yes that price is real
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JukkaKevät
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« Reply #11 on: April 02, 2008, 01:41:49 AM »

Actually Blender handles highpoly models better than Max. You can sculpt, paint and do soft body editing much easier in Blender.

Blender has couple of issues regarding game graphics, like wierd normals, no easy smoothing group tools, inability to differentiate clockwise texture coordinates...

I really suggest to look into Blender it is being developed and enhanced faster than any other app, but also recommend to learn Python script on the way so you can do workaround with it's issues (and do some nifty tools Cheesy).
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Albertus
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« Reply #12 on: May 04, 2008, 05:11:22 AM »

hello

Did you try Messiah 3.0 ?
It supplies all the features of high end packages at a reasonable price
The auto rigging and the bones system seem to be partuculary good
I just tested the demo version but I have got a very good impression
maybe someone here on the forum is more familiar with this package
It exports the .x file
Generally speaking I agree with you
The huge Indie comunity deserves a good animator, Messiah can be the solution
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phether
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« Reply #13 on: June 06, 2008, 09:12:46 AM »

I had my company buy PolyTrans.
It is a great program for transfering between different 3D file formats.
AND it comes with a plugin you can install for 3DS Max, Maya (maybe others can't remember)
That also does export/import within the program with a large variety of options for the export/import.

-paul
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Birds of a phether...
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thonx008
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« Reply #14 on: June 30, 2008, 11:51:59 PM »

Hey guys!!! I hope I shed some light on the subject...

I was checking the thread and notice that none ever mentioned Maxon's Cinema4d. The current release I think is R10...

you see Cinema comes with a directx exporter just as the rest of you mentioned. and it hold on its on just as long as you stick with the rules in directx meshes. The included exporter does not however export animations... but it good enough just for static ones. If you want to export x animations.... there a way and I'm quite sure you guys might love the result.

First...
download the Xport 1.22 plugin for cinema 4d... you can download it here
http://www.squishers.de/code-gardeners/xport/XPort_v1.22_c4d9.0.rar

the site also has a simple guide on how to use the plugin and its pretty intuitive to use.
and you're pretty much set if you've gone to this point. But wait there's more.

the plugin will allow you to export your animation into directx but the catch is, you may only export 1 sequence of animation. and its pretty much of no use if you can't load up a single directx hierarchy with various sequences and later be accessed accordingly by your API. However this may be enough if you require simple animations.

To load up a single hierarchy with as much animation as you wish... what you will need is download DirectX SDK. The package includes a very useful tool of theirs it called... well
"Mesh Viewer" What Mesh Viewer does is that apart from simply opening up and rendering your images in real time, it also allows you to import an external .x animation into a current x file.

Still with me? The problem with this though, or maybe I haven't got around this yet, is that once you import an additional animation sequence. Mesh Viewer doesn't assign a unique name to the sequence and hence it won't be accessible either in the API. What i did, I opened the newly appended animation file and renamed it from the inside... You will find something like a function that names this sequence. Saved it then opened it again in mesh viewer to check if it is working.

and that's it... so to summarize the workflow using this technique...

1.) Animate your model
2.) Export it to directx .x file using the plugin you downloaded for cinema4d

to add another animation sequence:
1.) start a fresh animation starting from a desired starting pose
2.) export the animation but this time... you will be just exporting the bones since you already have the initial mesh with same bone structure (don't worry in case you're not using bones to animate your mesh, the Xport plugin also offers another xport feature - as i said is intuitive you'll get the hang of it)

3.) Open Directx SDK's Mesh Viewer
4.) Load your Initial Mesh
5.) Import the .x animation file you wish to add to the initial mesh
6.) Save it
7.) test if it worked by reloading the updated initial mesh
8.) Open the .x file notepad and find the function that names the animation sequence and name your sequence.
9.) Save and test it again. by selecting the animation sequence from the toolbar of Mesh Viewer. If you see the unique animation ID you just made.... then tadah! you're done

I hope this help
right now I'm in the process of making a tutorial and guide site for this method that includes the files for download I hope I don't get too lazy though. I'll update anyone who wish for it.
Anyway please reply if it worked for you. Because It does for me.
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