Sign in to follow this  
fguihen

animating poser charachter in 3DS max, for use in direct x app

Recommended Posts

ok, next question, if i create a default poser charachter, export it as a 3ds file, and export object groups for each body part, can i animate this in the normal way in 3d studio max?? or am i just better starting off from stratch and creating a skelliton in 3DS?

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
If all you want to do is bring poser characters into 3ds max then this app is good for doing this:

http://www.curiouslabs.com/article/articleview/959/1/254/?sbss=254

If on the other hand,you will be trying to bring poser characters into your directx app's(and the .x format) then,that is a different story :)

Poser characters are way too high poly to use in real-time,and i believe that there is also a legal issue (at least there was a while ago with daz3d.com)when using them in games.

I would suggest using normal maps(made from the poser characters) and using them with low poly versions of your characters.

Hope this helps.

Share this post


Link to post
Share on other sites
i will be using the optimise fuction in 3Ds to optimise the charachters. its not so much a game as a simulation im writing so i d imagine this would be ok

quote "I would suggest using normal maps(made from the poser characters) and using them with low poly versions of your characters."

how would i do this??

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this