Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

PoserFusion/3DSMax - Researching

Gusher Castaignede
SL Builder
Join date: 8 Oct 2007
Posts: 342
01-10-2008 12:13
Has anybody used PoserFusion with 3DSMax? If so, is it compatible with SL AVs?
http://www.contentparadise.com/us/user/poserfusion_for_3ds_max_product_36887
Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
01-12-2008 10:17
Man, I've been dying to do animations in 3DS Max for SL. I miss using the Curve Editor. I adore Avimator, it's off-spring, and sometimes I like Poser - but I really want my Curve Editor.

Past few days I've been teaching myself Max Script, digging into BVH, and getting to know the default SL skeleton. I think I know enough to get it done. That is, I've got the pieces, but I have yet to put them together. Not bad for around three days of poking around in my spare time. Being a genius rocks.

Great. Now I'm also gonna have to brush up on my rigging skills. It's been a few years since I've done a full-blown rig. Sounds like a good chance to get to know Max's new Character toolset.

I'm doing this for personal use and it's going to be quite some time before I'm happy (weeks perhaps).

Is there interest in something along these lines?
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
01-12-2008 11:07
For the record, note that you can edit animation curves in Poser, but I suppose it isn't as good as the Curve Editor in 3ds max. Of course, the Curve Editor in 3ds max isn't as good as the Graph Editor in Maya :E
_____________________
(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
01-15-2008 02:20
Lies! Max > Maya!

In the end, it doesn't really matter to me. As long as I don't have to work with those glorified dope sheets. I can do it, but I really Really REALLY want my curves.

I got it working. It's not pretty, but it works. Well, mostly works. I can get animations into SL as long as I stick to FK. Once I add some IK - even with trajectory baking - things go all wrong. I'll settle for FK as long as I have my curves.

I'm going to re-build it from scratch and start a new thread to release it. Hopefully someone that knows more about Max Script, coordinate space, and rotation order will take it farther. Believe me, the MS is seriously long-winded because I don't know it too well just yet. It's got to be one of my ugliest hacks to date.