Thank your dear Aidan, I will have a look at Matthias script :-) and of course I can wait till the next big update of Realsoft V 6. I have tried to import *.3ds files into Realsoft, without any problems and *.obj files from Lightwave 8.3 into Realsoft 5.1, but no motionbuilder data, or converting *.fbx into *.obj files and the animation data are lost into Realsoft. It doesn't matter, it was just an experience. Thank you for Informations about Wings 3D, but I will try and work with Realsoft 3d again to make it better ;-)))... Have a nice week and perhaps you have good luck with your animation experience under Lightwave or Realsoft 3D. I am curious to see the development for the animation modul in Realsoft for the further update, I hope Carlo can help with some useful free animation tools :-)) Bye and best regards, Frank Brübach, Witzenhausen :-)

[email protected] schrieb am 09.12.05 15:30:22:

Hi Frank,

If you keep an eye on the list - you may see mails from me, Matthias or Stefan re Character Animation. Matthias recently added a Script to nail Characters feet to the floor and to stop same from going down through the floor when downward force is applied to his spine say:

http://www.matthias-kappenberg.de/index.php?id=124

Stefan is working away on his Char Anim tutes to show the rest of us proper use of IK Objects and Drag tools and that. Cant wait for this, should be good.

Carlo recently mentioned a new plugin he is writing called RealPuppet. This is to replace SkinManager: Quote from his email:

"Anyway, soon SkinManager will be replaced by RealPuppet that have many advanced features about character skinning and IK manipulation."

I was onto Juha about Character Animation recently: To qoute from his return email:

"The forthcoming v6 will introduce improvements to the character animation tool set."


So Stuff is happening. Try Matthias'es script which comes with a tutorial. Any ideas about this?

Re FBX - have a go at going via WINGS3D [ www.wings3d.com ]. OBJ to Wings to FBX to MB. But its one way traffic because you cannot bring the full animation back from MB to RS or WINGS.

With all the above and maybe RS V6, hopefully we will be able to stay in RS completely for Char Anim which would be really nice, but as you said an option to export as FBX would be nice also. I can get around this at the moment as I have LIGHTWAVE 8.5 which has full FBX support. So RS to LW to MB back to LW, but thats as far as it goes.

Cheers
Aidan


At 10:58 09/12/2005, you wrote:


Dear Adrian, many thanks, wow, you have probably the same problems like me. I wanted to import some *fbx files with skeleton rigs to handle it in realsoft 5.1, but impossible. O.K. it's not so urgent, but it could be a nice feature for RS V6. I can wait, but for the future time Realsoft (my opinion) should implement new animation features, to create more character animations and eg. an dancing gnome or women on an dancefloor :-) haha... Have a nice weekend, I will make up my mind to look for a possibility to import and export this damned file that it will fit into Realsoft ;-)) / Good time, best regards, Frank Brübach (www.realworld-3d.de), or perhaps anybody creates a new animation tool or plugin, that can import motiontracking data with a current and actually animation tool on the 3d market... Ciao und Servus Adrian :-)

[email protected] schrieb am 08.12.05 13:37:12:


Hi Frank,

In my recent mails to the list re Character Animation [ "email to the
Mothership" ] I asked for FBX support also. I have emailed Juha about this
also, hoping ver 6 will have FBX support.

I have used Motionbuilder with Lightwave, FBX Format is alot more than just
mesh import / export. It also contains info re Skeleton / Bone structure
which is carried with the mesh into MB. MB uses a skinning process peculiar
to itself which 'characterizes' the mesh ready for animation in MB. When
exported out the complete animation and skeleton goes with it back into
Lightwave again. The animation created in MB can be used in Lightwave from
then. So for RS to support FBX - this would involve not just the mesh but
the pre created skeleton and bindings in RS also.

I tried at one stage to bring an OBJ only into MB, but one had a huge
amount of work to do to add a skeleton from scratch and then Characterize
the model. MB seems to work better when you have all this done in another
app first. Even better if you can conform the Skeleton to MB's notion of same.

FROM THE ALIAS SITE:

Compatible with all authoring tools
FBX allows all types of data to be packaged into one file format that can
be used by most of today's 3D authoring software. With FBX, you don't have
to worry about which software application the data came from, or how you
are going to convert it. FBX acts as an interchange hub between most 3D
software, regardless of software vendor or computer platform.

Robust data handling
Designed for animators working on state-of-the-art feature films, games,
television series and commercials, FBX allows most 3D data types to flow
effortlessly between different software applications. Supported data
includes all major NURBS and polygon surface types, keyframe and mocap
animation, shapes and morph targets, materials and textures, lights,
cameras, hierarchical information and character animation data including
IK, envelopes and deformations.

BUT I NOTICE THAT THERE IS ALSO THIS:

FBX CONVERTER:
This utility lets you convert OBJ,DXF and 3DS files to the FBX file format
or vice versa. [ But I might add - I dont think all these formats carry
Animation / Rigging / IK data with them, so once in MB there is more work
to do - Aidan ].
This offers the flexibility to transfer project data from one application
to another quickly and easily.

http://www.alias.com/glb/eng/products-services/product_details.jsp;jsessionid=3LXYQDD0LN3NXQCLCWSSM44AJMK0IJVC?productId=1900004


By the way WINGS 3D [ www.wings3d.com ] - the free modelling app has FBX
support, so one could export an OBJ from RS into wings and export the FBX
out into MB. Only prob I see here AGAIN, is no Animation / Rigging / IK
data. Not much different from going direct with an OBJ into MB itself?

Again I stress - its been a while since I used MB, but the above is my
understanding of things,

Cheers
Aidan


At 11:52 08/12/2005, you wrote:


>Dear Brandon, thanks, I have got no problems to import *.obj or even *.3ds
>files, but *.fbx files, I can remember, it was possible by an import
>plugin for Realsoft 4.5 or 4.2, don't know, but I am sure, something
>exists! :-)). Do you know the right import scale value for *.obj files? My
>import scenes from lightwave for examples are too big :-) I believe, alle
>the 3d apps should be more compatible to each other, I cannot understand
>such import-export difficulties to make life more harder as it is with 3d
>software :-) / I have a certain look over the borderline of one 3d graphic
>software and I love Realsoft, but there might be some improvements for the
>future, as a wishlist for Version 6 could be a dream ;-) / Have a nice day
>and best regards from raining germany, Frank Brübach, Witzenhausen
>
>[email protected] schrieb am 08.12.05 10:57:58:
>
>
>Frank,
>
>No, no FBX plugins yet (as far as I know), hopefully in v6... Hint Hint
>Vesa & Juha =)
>
>Are you saying that you save the FBX files out of Mb as .obj or .3ds,
>then import to RS and get the error? Do you get an error with both .obj
>and .3ds?
>
>Please clarify if I'm not catching your explaination correctly.
>
>Regards,
>Brandon
>
>Frank Brübach wrote:
>
> > Dear RS friends, there is any Plugin for *.fbx import / export files?
> > I have some files with *.fbx (motionbuilder files) endings and wanted
> > to import it into Realsoft, but it doesn't import the file (unknown
> > file, error). - By the way: A german translation for Service Pack 1
> > and 2 is ready for downloading under www.realworld-3d.de
> > <http://www.realworld-3d.de>, download area, for all german RS
> > User:-), bye and best regards, Frank Brübach, Witzenhausen
> >
> >
>
>
>
>69ff5841.jpg
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