Author Topic: Importing people  (Read 4617 times)

Simoni

    Reputation: 23
Importing people
« on: February 26, 2012, 08:47:03 pm »
February 26, 2012, 08:47:03 pm
Any ideas on importing realistic people into Lumion, have tried DAZ people without much success, (see other post in this section), have looked at Marlin Studios alpha textured videos of people (basically applied to a moving billboard in a 3D programme) but I gather Lumion does not support this? Am about to have a look at Poser, and maybe Life Forms.
I could revert to billboard materials... I realise also that Lumion does not support importing moving 3D people.

Re: Importing people
« Reply #1 on: February 27, 2012, 10:30:44 am »
February 27, 2012, 10:30:44 am
We are working on importing point cache animation. I think it will be useful for people animations.

Re: Importing people
« Reply #2 on: February 27, 2012, 11:00:36 am »
February 27, 2012, 11:00:36 am
have looked at Marlin Studios alpha textured videos of people (basically applied to a moving billboard in a 3D programme) but I gather Lumion does not support this?

True, Lumion does not (yet) support video textures.

I could revert to billboard materials...

If you are short on time and the client doesn't mind, this would definitely be the easiest and cheapest way. You can find many 2D billboard people collections in the TurboSquid and The3DStudio shops.

Simoni

    Reputation: 23
Re: Importing people
« Reply #3 on: February 27, 2012, 12:08:43 pm »
February 27, 2012, 12:08:43 pm
I would be happy to compromise and be able to import static 3d figures, but it is proving problematic see first post above. Anybody managed it?

Re: Importing people
« Reply #4 on: February 27, 2012, 03:13:08 pm »
February 27, 2012, 03:13:08 pm
I've tested FBX and OBJ export with the latest version of Daz Studio Pro 4. Everything is correct (scale, textures etc) but for some reason, Lumion always loads the T-pose by default, regardless of what pose you assigned to the character in Daz Studio. I don't know what the reason is, but Artur will hopefully be able to shed more light on this.

TIP: The default Daz3D characters use a lot of polygons, so performance will suffer if you add even a small number of characters. Perhaps it would make more sense to buy some static characters from http://www.axyz-design.com or http://www.rocketbox-libraries.com ?

Simoni

    Reputation: 23
Re: Importing people
« Reply #5 on: February 27, 2012, 03:30:04 pm »
February 27, 2012, 03:30:04 pm
Thanks Morten, problem is models in these sites cost $65 to $500, have you tried importing Poser models?

Re: Importing people
« Reply #6 on: February 27, 2012, 04:42:02 pm »
February 27, 2012, 04:42:02 pm
No, I haven't. Is Poser also free now?

Simoni

    Reputation: 23
Re: Importing people
« Reply #7 on: February 27, 2012, 08:12:27 pm »
February 27, 2012, 08:12:27 pm
I have a really old Poser 4 lying around, I have tried exporting from Poser to Lumion:
3DS model correct pose and scale but texture to skin replaced with textures of garment.Have tried correcting this in Lumion, no joy.
DXF Model correct pose, but tiny, not scaleable all the way up to full size, no textures.
OBJ Same as DXF.


These results were about the same as for DAZ, except  DAZ supports FBX export and the only thing that was incorrect was the pose

enricob

    Reputation: 9
Re: Importing people
« Reply #8 on: February 28, 2012, 04:45:49 am »
February 28, 2012, 04:45:49 am
Export from DAZ to 3ds Max (via FBX - tick "Merge Clothing into Figure Skeleton") and collapsing the stack will freeze the model in the desired position (from DAZ), however screws the UV's of the clothing but the skin maps ok. Model on the far right is the current progress :



I'm not a character animation expert by any means (just started today!!)

enricob

    Reputation: 9
Re: Importing people
« Reply #9 on: February 28, 2012, 05:15:57 am »
February 28, 2012, 05:15:57 am
Success!!

Export from DAZ to Max, right click separately on each part of model (each clothing item and body) and convert to editable poly (didn't test mesh - probably still works though), export from Max via FBX or Collada (FBX file is 10.5MB and dae is 44.5MB) both file types work from Max to Lumion and look identical :



I guess this removes any T-pose info that seems to sneak in when exporting from DAZ. All UV's look correct.

enricob

    Reputation: 9
Re: Importing people
« Reply #10 on: February 28, 2012, 05:31:07 am »
February 28, 2012, 05:31:07 am
Same method with different pose :





FBX on the left (12.5MB), DAE on the right (53.1MB)

Re: Importing people
« Reply #11 on: February 28, 2012, 08:21:22 am »
February 28, 2012, 08:21:22 am
Excellant work, thanks for share.  Must give DAZ a try.

I did try a while back using Carrara as that has a good DAZ Collada and general Collada exporter, but model results were not that good on couple of times tried.

Have you used/tesed with Carrara ? or Carrara to DAZ to Lumion or DAZ to Carrara to Lumion?

enricob

    Reputation: 9
Re: Importing people
« Reply #12 on: February 28, 2012, 08:42:39 am »
February 28, 2012, 08:42:39 am
Hi Peter,

Haven't tried Carrara yet, but it looks pretty good.
I'm still new to character animations etc., but if it looks good I'll try it and post any success.

Cheers.

enricob

    Reputation: 9
Re: Importing people
« Reply #13 on: February 28, 2012, 08:45:30 am »
February 28, 2012, 08:45:30 am
^^^ Static characters of course...

How's the animated point cache for Lumion looking Artur, promising??

byzantium1200

    Reputation: 40
Re: Importing people
« Reply #14 on: February 28, 2012, 09:05:12 am »
February 28, 2012, 09:05:12 am
I realise also that Lumion does not support importing moving 3D people.


Did you check this: http://lumion3d.com/forum/index.php?topic=2637.0

It works very well if you don't get very near, and you can make them walk in any path.