Im working and animating models on 3Ds max, but i need to import for example a horse to the poser to do more animating on characters face. please help me do that if everybody knows how to do it.
Poser is very restricted when it goes for importing and exporting rigged and animated objects. The best (and probably the only) way to do that is by using an .FBX format with rigging, which is sadly available only for Poser Pro Game Dev variety of the app, and then, importing into 3ds Max can produce some weird results. In most cases the rigging will be slightly off and the bones will be very tiny / weird, but you can try and give it a shot. That's the only way to do it without re-rigging the whole thing. Wonder how DAZ Studio export rigged FBX files...
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I am a freelancer who wants to start using Sketchapp to make more trendy websites (slanted and curved line backgrounds, UI assets that have shadows, assets that go over 2 divs (see examples). Can and do freelancers (do both their own design and code) use Sketchapp to create the entire site for everything (including text) as their normal best practice and to speed up workflow and then just export everything to text editor and then tweak? Below are 2 examples that I aspire to be able to create.
Example 1 from Pinterest
Example 2 from Pinterest
The answer is Yes and No. The first example is highly using textures and graphics which is hard to do in Sketch. But for that you need to use Photoshop. For the second example is more flat and not using much graphical effect. its minimal and flat. Sketch is really fasten up your working flow to create something like that.
Hope this helps.
You definitely could create both designs in sketch but it won't be the only program you have to use to finish this job. At least if you produce each used graphic yourself.
In the first design for example you have quite a lot gradients an brush technics between the sections. Here you would need to use brushes in Photoshop to achive this look. After this you could export the layers as PNGs with transparent background and import those into sketch...
Sketch is perfect to use with SVG. I would say wen you work with SVGs you can almost only use sketch.
Hope this answer helps!
to speed up workflow and then just export everything to text editor and then tweak
First you create the website design in Sketch and then you start writing the HTML/CSS code by hand. This is how the web development process goes.
You could also use helper tools like Desech Studio to import the Sketch file and then adjust the html/css faster.
Unfortunately it's not possible to create a website in the design stack like Sketch, and also work in the web stack. These 2 stacks are different in how they work.
Alternatively you could start designing the website directly in HTML/CSS and skip the design stack completely, but you will be slower and it will be harder to make changes, compared to the design stack.
I know that it is possible to create 3D objects and enviroments in python via using Pygame. But I wonder, if it is somehow possible to use the objects that you've created in 3ds Max within a python program. Because it seems that it takes a lot of time to code every detail in pygame to create 3D stuff.I think it would be easier if I could just use my mouse to draw objects just like in 3ds Max then to code every detail.Sorry if there are any gramattical mistakes.
3D is a world in itself - Pygame leverages 3D by providing some bindings to OpenGL - which are themselves quite low level.
So, if you happen to findout a format that can be expoted by 3DS and canbe supported directly in a call to OpenGL, the answer to your question would be "yes".
But I doubt so - even if there are object formats directly usable by OpenGL, you'd still have a tough time configuring the remainder of the scene.
The advice for you is to use a highr level binding to OpenGL, or 3D, and then check what formats are common between your binding (like Python-Ogre) and the formats 3DS can export too.
My personal recommendation would be for you to use Blender 3D for your Python environment. Not only it embeds a full game engine 100% programable in Python, as it leverages tens of different file formats to import - and certainly will be hundreds of times (no exaggeration here - I mean more than one hundred times as easy as) to code something like a finished game scene than using the raw OpenGL provided by Pygame. Also, as you get used to Blender, you might start making part of your modeling in it as well, avoiding having to switch environments between Max and Blender.
I'm looking for an example of multi-threading implementation inside the game toolkit? I have the MultiCube example, but that is for WinForms and I use WPF, and I can't use the game toolkit tools from Direc3D11 because I need an instance of the GraphicsDevice. The MultiCube example is not displaying anything but a black screen, I tried it on several computers. My video card doesn't support command lists, don't know if that has anything to do with it. I was wondering how many models can SharpDX handle, because I have to draw hundreds of small
scaffold couplers, and after adding about a 100 on the default GraphicsDevice, the application slows down and gets locked. Any help would be appreciated.
Regards,
Haris
I was looking for the same thing but I couldn't find any examples. I tried converting the MultiCube example to use the toolkit and got it basically working, still very messy at the moment and needs optimizing, but at least it renders.
https://github.com/PlehXP/SharpDX-Samples/tree/MultiCubeToolkit/Toolkit/WindowsDesktop/MultiCube
I'm trying to find some free XNA friendly FBX Models to use in my test application. I found some 3DS models and converted them to FBX and tried using them, but I just see some 'lines' on the screen .. I know I may have to scale/translate them, but I tried doing this and nothing worked ... Some models won't show anything at all, not even the line artifacts ..
Any ideas where I can get fairly simply FBX models from which can be used in XNA 3.1 ?
Also, there are some models I saw which contain mutiple FBX files .. I dont want these as they require more complexity .. Right now I'm just looking for models contained within one FBX file ..
http://turbosquid.com is a great place to get some free models, but the paid ones are always better.
http://www.mixamo.com/ also has some free character models. No animations though, unless you pay. However, if you're looking for animations, Carnegie mellon university has a whole slew of motion-capture files for free. You'd have to re-rig the character yourself using 3ds max or whatever 3D program you like to use, so that they use "biped" instead of bones, that's the only way to use BVH.
Motion capture BVH files can be found here: https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion
I need to program a util for a 3d model. What i need to do is pass the 3d model to the util and have it extract multiple information. Things like poly count, size/scale (if applicable) and anything else i can grab. Then i need to take a screen shot of the model 8 times (45deg from 0 to 360). Maybe 16. Is there an app that i can use to extract data from the model and is there another app i can use to create the image? if so i can write a php script to do this all for me :) if not i'll post more question about specifics.
My OS is debian etch
the models will be any format. I may make it 3ds only or limit it to what the app(s) support. Or i may have another app to convert one format to the other and extract the data from that format.
I haven't tried this, but you could try 3ds2pov to convert your 3DS files into POV-Ray format, and then render with POV-Ray.
The 3ds2pov program is quite old, so I don't know how compatible it is with current 3DS files. The archive comes with source code so ought to build without too much difficulty on Debian.
POV-Ray itself runs easily on Linux.
nb: other 3DS to POV converters may exist. This one just happens to be the first one returned by Googling for "3ds to pov".
Your requirements are very loose and vague but most 3d engines should have the tools you need to create your custom utility. I would start by looking at Blender or the viewer tools from OGRE, OpensceneGraph and similar tools.
You can try this: Linux based A3dsViewer -> does 3ds to pov conversion.