![]() The smoothness of animating the character.First and foremost is the ability to create characters/people in a format that can be animated smoothly and retaining things like clothing. ![]() While I think it is possible I see some real challenges: I was hoping Fredo6 might also participate in this thread. My goal with the whole discussion (which was inspired by Nuke's thread on the SketchUp forum) was to see if a character could be animated within SketchUp in coordination with other animations. I am still very interested to see Anton comes up with in his update to MSPhysics. Yes, it is not all that good but my objective was to see how hard it would be to animate a character like you did but using Animator (I have not used it for a couple of years). Click on the gif file below just to see my start. Then I played (just a little and kind of poorly) to see if I could animate the model using Animator. Then I went to the outliner and modified the names of things a little (see outliner image below) so that I could select them better in Animator. OK - I just had to try so I went to the site in your link a downloaded one of his models and imported it into SketchUp. As announced by him, the new version will not be compatible with older MSPhysics models.įaust07 wrote:The source for the outer shell of the characters is, as mentioned above, the 3D warehouse ("3D People"). ![]() If it's interesting, I could open a tutorial explaining the approach on a sample character.īut it would be better to wait for the new version of MSPhysics, as the author AntonS wants to improve the user friendliness and the effectiveness. But that would be more important for games. Direct control with keyboard and mouse is also possible. Special curve joints (CurvyPiston) are responsible for the movement of the figures on paths. The joints, the behavior of the basic bodies and thus all movement sequences are controlled via MSPhysics scripts. Then they are combined with the simple, physically active basic geometries (with MSPhysics collision, mass, material properties etc.) and these are connected with the joints. I modify and combine the body parts in order to adapt them to my representation goals and movement sequences. Most of the time I use models that are already divided into the moving body parts ("Rigged").įor example: Cronoz-artes Graphic Design, Brazil: I'll have to check around for that "free version" of Poser.The source for the outer shell of the characters is, as mentioned above, the 3D warehouse ("3D People"). Most of the time, I use Sketchup to create custom furniture to import into Turbo Floor Plan 3D. I do it for the pleasure, and showing friennds and family what can be done, artisticly, using "this medium". The problem is that they are humongously heavy on poly-count and will slow SU to a crawl. You can export to 3ds from Poser, then import into SketchUp.which is probably where most of those models originate in the 3D Warehouse. ![]() I've even had one off a cover DVD in an old copy of Computer Arts. Some of us make our living from largely doing exactly that.Īlan Fraser wrote:If you keep your eyes open, you can find free version of Poser. Many new users (and quite a few old ones) would produce more faces than this just modelling a screwdriver. Not only is is difficult dealing with the organic forms, but the main problem is keeping the face-count to something sensible.like about 2,500 faces.whilst still managing to make the figures look realistic. Producing usable human figures from scratch in SU is very tricky. ![]() There is, however, nothing to stop you exporting them for your own use.that's why the export facility exists. It's also illegal (to distribute them on places like 3DW) because.as you state.the program is designed to produce renderings the meshes themselves are copyrighted and are not for distribution.even having been edited. If you keep your eyes open, you can find free version of Poser. ![]()
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