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Make Human meet Poly2vox.
- Search around for Make Human on the net, and you'll find a fanatastic human making program that is free! Although in the early alpha stages, with no clear way to export via the console, you can however use 'e' to export a obj file.
 Once you have that, any program that can convert an obj to 3ds, (can poly2vox do obj? I forget) I used Anim8tor, but it didn't retain the texture material.
 Now you have a nice arm stretched out naked person to import! Huzzah. Of course it would be best to throw a skeleton in there move posing. Converting the model by v128-196 produces nice results, obviously the higher count looks alot better.
 Not to dis those working on voxelstein, their models are about as good as my attempts have been, but I'm sure it would help out.
 If I produce a skeletoned for posing, or even a broken up version for Kwalk I'll post it up for everyone.
- Re: Make Human meet Poly2vox.- .. can poly2vox do obj? I forget .. Poly2vox currently supports: 3DS, MD2, and MD3. I have found that Blender is a good free utility for converting polygon formats. It can import/export: 3DS, LWO, OBJ, DXF, BLEND, MD2, X. Unfortunately, the import scripts are unable to extract texture information from several of the formats. I suspect the reason for this has to do with the formats themselves. Instead of storing an explicit U/V coordinate for each vertex, they store an index to a long list of possible projections (i.e. plane, cylinder, sphere, etc..) It would be hell to decode every possible projection, using only documentation and screenshots for comparison.- .. or even a broken up version for Kwalk .. Kwalk was my first attempt at a sprite animation editor. I used a hinge-based system, and was quite disappointed with the result. It was hard to get things connected and aligned in the right way. Also, splitting models is a real pain.
- Well I've split apart a human model I made before I found out how to create skeletons in Anim8tor. I created some sphererical ends to the seperated joints to connect them together.
 I also have the animator program that came with voxelstien, so I'll see how that works.
 As far as the Make Human model, I've already began disecting it and hopefully will have a few samples to show if it works well or not. I found it also exports some helppers pieces that can be found in the model. I'm guessing that it was to desiginate were the manipulations take place, but also the model has a throat, so the mouth can be animated. I'll keep it simple though, no finger or facial movements. I doubt facial movements would be practical.
- Alright, although not quite how I intended to do it, heres a full package of the 3ds file pieces of the make human model(you may want to reset there origins or rotation)
 They have been converted at a fairly low detail level, but I left a text file that will tell you the sizes you can convert them to for higher detailed models.
 Also included is some tests done with Voxelstiens animator program. Its ragdoll rigged on the 4th one. Kind of tricky to manipulate, but this is probably because I didn't reset any origins in the original 3ds max file.
 Now the pieces of the body are flat cut, so using slab you can add more to ends to round them off and let them look smoother when the move around.
 Full set
 Hope this is useful, I'll try to get around to doing a female model next.