New PoserTools release

What it says on the tin: a place to discuss proposed new features.
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marco.c
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Post by marco.c »

No it doesn't.

M
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marco.c
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Post by marco.c »

Hi,

Here you find the updated version of the exporter. I fixed a small bug,
I included a compiled exe of the viewer and the exporter for those who might want them.

http://utenti.lycos.it/mcarosio/pt015/P ... Viewer.exe
http://utenti.lycos.it/mcarosio/pt015/P ... ractor.exe
http://utenti.lycos.it/mcarosio/pt015/O ... V00-15.zip
http://utenti.lycos.it/mcarosio/pt015/O ... V00-15.ace

Right click and choose "Save link as..."

Best,
M
staffel95
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more poser 6 trials

Post by staffel95 »

Marco, great work!
I am trying use the extractor on my poser 6 files also,
here is an output of an test import of just a cylinder prop in an otherwise empty scene...

I guess the missig tokens are minor, but can you provide some hint on how to handle the channel-related errors? (I dont know what channels are in poser terms...)
Also it looks like in the end no real .obj files are actually parsed?
There is no real output...

Guess all poser 6 vs poser 5 related?

Thanks!
Eric

PoserMeshExtractor: Extracts Poser meshes and materials into Ogre format.
Provided for OGRE by Paul Kinnane 2004
================
Loading PZ3 file
================
Filename = C:\dev_data\ogreAxiom\scientist\untitled.pz3
Unknown token <controlProp>
Unknown token <controlProp>
Unknown token <ambientOcDist, value 0.058135 > PoserPz3Actor::ReadMainSection
Unknown token <ambientOcBias, value 0.000900 > PoserPz3Actor::ReadMainSection
Unknown token <ambientOcStrength, value 0.700000 > PoserPz3Actor::ReadMainSection
Unknown token <ambientOcDist, value 0.058135 > PoserPz3Actor::ReadMainSection
Unknown token <ambientOcBias, value 0.000900 > PoserPz3Actor::ReadMainSection
Unknown token <ambientOcStrength, value 0.700000 > PoserPz3Actor::ReadMainSection
Unknown token <ambientOcDist, value 0.058135 > PoserPz3Actor::ReadMainSection
Unknown token <ambientOcBias, value 0.000900 > PoserPz3Actor::ReadMainSection
Unknown token <ambientOcStrength, value 0.700000 > PoserPz3Actor::ReadMainSection
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Unknown channel type <focusDistance> PoserPz3Channel::ReadChannel
Unknown channel type <fStop> PoserPz3Channel::ReadChannel
Unknown channel type <shutterOpen> PoserPz3Channel::ReadChannel
Unknown channel type <shutterClose> PoserPz3Channel::ReadChannel
Unknown channel type <yon> PoserPz3Channel::ReadChannel
Finishing loading Poser file
=================
Converting to XML
=================
-----------------------------------------------
Texture Files to copy into your Media directory
-----------------------------------------------
-----------------------------------------------
Conversion complete
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hebdemnobad
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Post by hebdemnobad »

marco here are a few questions i have answer at your convenience. i'm an alpha tester for blink3d, which creates vr scenes in internet explorer using ogre and the creative eax sound api.


again, don't feel in a rush to answer these questions.

1. does the mesh extractor work with poser rigs? ie does it get the skeleton and animation information into ogre xml format?

2. is there a command-line howto with an example of the dos syntax used with the meshextractor?

3. where should the mesh extractor and the other poser tools live in relation to the ogre root folder? or can they be located in a completely separate root folder?

thanks again for your hard work. i've been pretty depressed not being able to funnle my 5 years of poser work into the ogre engine after viewpoint and atmo pulled the plug and/or place pricey online licesning regimes on their formats, which poser could export to.

you probably know about blink3d but if you don't goto www.pelicancrossing.com

:D
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Mr.Bloodworth
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Post by Mr.Bloodworth »

How much begging would i have to do to get you to put this in a GUI?

*wink wink*

*bows bows bows*

*beg*
Satria
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Post by Satria »

Poser 6 Mesh Extractor:
(binary and src) http://satria.addr.com/ogre3d/OgrePoser ... Poser6.zip
Please help make them support:
.obz [zipped obj file], alternateGeom,
and many others i just put 'ignore' on that blocks
and... i dont know how to play with that code...

but... its able to Generate mesh.XML and skeleton.XML
1. for now you need to extract the *.obz file manualy if its unable to locate the related .obj files
2. and also "do-not" check Use External Binary Morph Target on your General preferences
3. when exporting *.bvh files (do not use AutoScale)
4. *.skeleton.xml must be manually edit, Search: "2-Bone" replace with "1-Bone"

Thats all....
and please... help me fix the code :(
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marco.c
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To staffel95: channels and props

Post by marco.c »

Hi staffel95,

Unfortunately, the exporter ignore .obj files, because I aimed to export only human figures. There is a flag set to false, which prevent the exporter from parsing .objs. Actually, that function is provided but available. I wasn't sure whether it worked or not, so I thought to avoid the problem. I'm going to fix this point as soon as I can.
I think the missing tokens are not a problem.

marco
Satria
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Post by Satria »

@marco.c: you have solution for prevent this?
http://www.ogre3d.org/phpBB2/viewtopic.php?t=11583

About using Poser character for Game Project

High-Poly .vs. Low-FPS
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marco.c
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To hebdemnobad

Post by marco.c »

Hi hebdemnobad,

I know blink3d, I came across your website a couple of weeks ago. I was looking for info on animation and graphics stuff. BTW, your questions were:

>1. does the mesh extractor work with poser rigs? ie does it get the skeleton and >animation information into ogre xml format?
The .skeleton.xml contains the bone hierarchy, while the animations are ignored. At the moment, you can add animation information supplying a set of BVH animations to the exporter. I know it may sound a bit strange, but Poser uses such a strange format for animations. I need more info to complete this feature, but eventually, I'm going to do that.

>2. is there a command-line howto with an example of the dos syntax used with the >meshextractor?
I posted some examples in this thread. I'll paste it here for you.

Usage:
PoserMeshExtractor <PoserDir> <OgreMediaDir> <file.pz3> [animation list... [slowdown]]

PoserDir is the dir where Poser is installed. On my machine it is C:\Program Files\Curious Labs\Poser 5

OgreMediaDir is the path to the Media dir in ogrenew\Samples

file.pz3 is the figure you want to export.

Then, a optional list of animations may follow. Just write a list of file names like jump.bvh kick.bvh and so on.
At the end, you can put an optional slowdown (or speedup if less than 1.0) factor, if you want the animations slower. Put 1 or ignore it if you want them played at the normal speed.

>3. where should the mesh extractor and the other poser tools live in relation to the ogre >root folder? or can they be located in a completely separate root folder?
Unless you modify the project setting they can only be located in the ogreaddons directory. When you compile the project, the PosetTools dir should live in the ogreaddons dir, which must be in the same dir as ogrenew. Then, there's a post-build rule, which moves (or copy?) the .exe to the \ogrenew\Samples\Common\bin\$(ConfigurationName). The exe files should live there, because the refer to the OgreMain.dll file, which lives in the same dir.

I know, it's depressing when such a handy feature becomes subject to licencing policies. I'm motivated to help you. I'm graduating in ten days, then I won't be that busy. I'm going to keep working on it.
Last edited by marco.c on Mon Jul 04, 2005 9:35 am, edited 1 time in total.
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marco.c
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To Mr.Bloodworth: gui

Post by marco.c »

Hi Mr.Bloodworth,

You don't need to beg, it's just that I'm snowed under with work. I can't provide it now, but I'll put a GUI in the TODO list. OK?

bye,
M
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marco.c
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Post by marco.c »

Hi Satria,

at the moment I'm pretty busy, but I'll try to investigate on it. The current exporter version still have some problems with .objs and some other features, which I'm going to fix as soon as possible. I downloaded your code. Sorry I can't be more helpful now, but I'm really rushed.

Then, you said you noticed a low fps rate in your application. It's normal, Poser figures tends to use many more poligones than necessary. You should try to reduce them. In the end, you are handling more than a million triangles...

Hope it helps.
M
Satria
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Post by Satria »

You should try to reduce them
How to... ?
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marco.c
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Post by marco.c »

You can remove some figures, or try to simplify the mesh. PoserTools does that for you, but it might not be enough. Try to import the mesh into another tool and save it again. Sometimes it works, because they tend to use fewer triangles.
Otherwise, I think you can tell the OgreXMLConverter to reduce the number of polygons, but I don't remember how.

Marco.
stuartf
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Post by stuartf »

Hi Marco

Just been trying to use your converter so I can try and get Poser files around the houses and into blink3d.

Just a few (very) dumb questions.

Which version of Ogre do I need to install and do I need to compile it ain't got C++ and always been a mystery to me I'm afraid :)

as there is no path on the Poser file in the command line which folder should my Poser file be in - ?main poser directory?


Thanks!
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marco.c
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Post by marco.c »

In order to use the PoserTools, you need Ogre 1.0.x installed. With the 0.15..x or earlier it won't compile unless you modify the code.
Then, you don't need to compile Ogre. You can always download the SDK.

You also need to place the pz3 file in the Ogre working dir. It should be something like:
C:\Ogre\ogrenew\Samples\Common\bin\Release, where you also fine the PoserMeshExtractor.exe (if you compile it - it added a post build rule).

Hope it helps.
M.
stuartf
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Post by stuartf »

Hi Marco

Thanks for the info

Sorry to be equally dumb again but which of the SDKSs( list at end of message) do I need to download if I don't want to compile?

(I'm Running on Windows XP).

Basically I'm using Blink3d to do the stuff (using Ogre in the background) and am not using Ogre directly so only want to install what I need for the conversion

Thanks in hope and admiration :)



OGRE 1.0.1 DevPak for DevC++ 4.9.9.1
Short Description: Prebuilt DevPak for Dev-C++ users; not officially supported (this is a community contribution)


OGRE 1.0.3 SDK for Visual C++ .Net 2002 (7.0)
Short Description: Precompiled OGRE libraries packaged into an installable SDK for Visual C++ .Net 2002 (7.0). Note that you will need STLport too if you don't ...


OGRE 1.0.3 SDK for Visual C++ .Net 2003 (7.1)
Short Description: Precompiled OGRE libraries packaged into an installable SDK for Visual C++ .Net 2003 (7.1).


OGRE 1.0.3 SDK for Visual C++ 6
Short Description: Precompiled OGRE libraries packaged into an installable SDK for Visual C++ 6. Note that you will need STLport too if you don't already have i...


PyOgre (precompiled OGRE SDK for Python)


STLport 4.6.2 Installer
Short Description: Precompiled version of STLport v4.6.2 in a handy installable package. You MUST USE STLport if you are using Visual C++ 6 or .Net 2002 (7.0), but n...
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marco.c
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Post by marco.c »

Hi,

It depends on which version of C++ you use to build the applications. If you don't need to build anything, try downloading the latest, so that you don't need to install stlport.
If it doesn't work, try downloading the 7.0 version, along with stlport installer.

Hope it helps.
Best,
M.
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drumicube
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Post by drumicube »

Hi Everybody !
I'm totally new to this posetools stuff, but I spend a little time testing it...

First of all, the links provided here for the updated version are all broken...
So, I finally downloaded the one from CVS, patched it again myself to compile with Dagon 1.2.2 under Visual Studio 2005...

Until now, here is what I have:
  • Good mesh export of one big character.
  • Good UV mapping materials and textures
  • Good Sketeton
I have not tested animation yet, because I'm stuck on a normal issue:

My Wavefront OBJ file doesn't include normals, so they're generated by the poserTool exporter:
Some vertex normals seems to be a little badly oriented...

Here is a screenshot of my problem (white lines represent Normal vertex)

Image

I suspect there's a problem with the _GenerateNormals() function from the exporter, but to tell you the truth I'm not an expert...
I'm quite sure it's not a problem with the original model, exporting this Wavefront file alone with another tool gave me a correct result.
It's also possible this bug comes from my personnal changes in the exporter code...:roll:
Someone already got this problem, or have an idea of what could be wrong ?


PS: If someone has one of the updated and running version of this tool, please contact me !

Cheers.
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drumicube
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Post by drumicube »

Ok, I don't know if someone is still involded on the posertools, the less I can tell is this thread looks totally dead...
Anyway I have worked a lot on this stuff and updated the converter with the following:
  • Export Poser6 content
  • Export and play one pose
  • Play the animation using Hardware Shader
Image

I have a big problem with the pose (a one key frame anim in fact):
The Rotation and Translation are correct but I'm not supporting the vertex blending yet... So it's very ugly !

The hardware blending in Poser looks quite complex, and the technical doc about it is inexistant :
Using the Python API included with Poser, I managed to export Vertex Weights as xml output and inject them in the Ogre mesh, but the input data looks like this...

Code: Select all

<actor name="rThumb2:1" >
   <wertexid="0" joinX="0.5" joinY="0.42708305" joinZ="0.37742755" />
   <wertexid="1" joinX="0.5" joinY="0.38523734" joinZ="0.22292070" />
   <wertexid="2" joinX="0.5" joinY="0.33109629" joinZ="0.00000000" />
...
</actor>
So what I'm supposed to do with that ?
Poser just says it's the vertex weights by join axis but nothing else...
The sum of those 3 components is not 1.0, and the nodeId related to each vertex weight is missing !
Of course using hardwareSkinningFourWeights_vp is not working with those weights...
I suppose the input weights are absolutely not weigth factors to apply between tree nodes...Knowing the Join has it's own position, why not applying them to this join itself?
More over this is weights for a Vertex applied to a Join, but there's also the same for a Twist, so in fact it's a total of 6 weights by vertices...
Another problem of course, Ogre is limiteds to 4 weights by vertex!

Finally, the code needed to deal with those weights is a total mystery to me...
I don't even know if it can works under Ogre :roll:


I'm not releasing the code yet, It's really work in progress, and a little cleaning is needed, but if someone wants it, no problem...
I also feel very alone on this, so anybody who want to cooperate is really welcome!
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Lee04
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Post by Lee04 »

Hi

if you have more bones than 4 to support you have to convert them down to 4 bones or less by simply taking a way the less important bones and splitt the execess bones waits proptionate to the bones left.

Hope you keep working on this.

cheers Lee04
Ph.D. student in game development
edoron
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Poser exporter... any progress?

Post by edoron »

Hi,

Any progress with these Poser exporter tools?
Can I please get the latest version?

I can try and and help improve it as I might need this tool for an upcoming game.

Thanks,
Doron
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tom_b
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Re

Post by tom_b »

I would also like the latest and greatest. I think this is a tool that anyone wanting to render models (humans or animals) and pose them would find extremely useful. ( I never did get the pre-compiled version to work). Anyone have luck with this project working lately.
LuckyWolf19
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Post by LuckyWolf19 »

I found another forum where there seems to be some movement on PoserTools. http://www.ogre3d.org/phpBB2/viewtopic. ... 362#206362

Scott Peal
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Re: New PoserTools release

Post by johan07 »

Hi,
i want to donwload the posertools but the link do not work
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bvanevery
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Re: New PoserTools release

Post by bvanevery »

You're responding to a 6 year old thread. Links break over 6 years, especially if projects have been abandoned. No idea what the status of PoserTools is, but please don't respond to 6 year old threads to ask questions or raise issues. Just start a new thread in an appropriate subforum, like "General Discussion" if you can't think of anything else. This is the "Feature Requests" forum.