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23/06/2016 14:23:32

ikesMuvizu mogul
ikes
Posts: 282
PatMarrNC wrote:
primaveranz wrote:

Is there a way to extract the 3D mesh for one of the Muvizu dummies into a modelling tool, or do you have to create it from scratch?


The quick answer is "no, we can't export a character mesh from Muvizu"


Well, actually there is. With a program called umodel. You can use that to explore the upk files in Muvizu Play/MuvizuGame/Content/Packages/
from there you can export meshes as psk file and for that is a blender plugin to import the model. It does only import the static mesh. I could not find any props or hair, but I did extract fatman's body as well as the skeletal.

Look here for more information:
http://www.gildor.org/en/projects/umodel#files

blender plugin:
https://github.com/Befzz/blender3d_import_psk_psa
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23/06/2016 14:42:29

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
awesome Ikes!

Since you already know how to do it, any chance you'd be willing to extract the basic mesh for each of the Muvizu characters and post the collection somewhere in OBJ format?

For the purpose intended, details don't matter.. just the basic shape and size.

====update=====

Wow, I just DL both files and briefly read thru the information... this is great! The implications are that not only can we get basic models of the current Muvizu characters, but same goes for any future characters, since they'll always be made for the Unreal engine!

We need to get this info in a WIKI because it will come up again...

Ikes, you da MAN!! Thanks for being smart enough to know about both of these products, and double thanks for sharing your knowledge instead of hoarding it!
edited by PatMarrNC on 23/06/2016
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23/06/2016 15:08:57

ikesMuvizu mogul
ikes
Posts: 282
PatMarrNC wrote:
awesome Ikes!

Since you already know how to do it, any chance you'd be willing to extract the basic mesh for each of the Muvizu characters and post the collection somewhere in OBJ format?

For the purpose intended, details don't matter.. just the basic shape and size.


Yeah, I will see what I can do. I will just import the mesh in blender, position it on the skeletal and export it as an OBJ. I will also save the blender file, so you can pose the model in blender in pose mode. I'm not sure if it is in the right size. You will have to experiment with that yourself.

I have extracted the default actors and uploaded them here as OBJ and blender:
www.ikes.nl/downloads/muvizu_default_meshes.zip
edited by ikes on 23/06/2016
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23/06/2016 15:45:18

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Ikes, I could kiss you.


This is the back door to all the assets, not just the characters. Can't open any of the content packs though, just crashes out the Umodel program. But the really good bit is the skeleton of the character is still intact inside blender, so you can pose them to match the animated ones. Still working out how to do that bit, but it's okay because I can just export just this T pose as is, bring it into 3d Coat, and repose it in there (organically) and resculpt it. Regardless, Ikes, you da man Big Grin

Edit : Pose mode in blender (duh my bad) lets you rotate and scale the skeleton using the existing joints. Awesome potential to make things, like the bottom half of someone just sitting on the ground...
edited by ziggy72 on 23/06/2016
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23/06/2016 16:01:26

ikesMuvizu mogul
ikes
Posts: 282
Thanks Ziggy!

Indeed not every upk file is able to read with umodel, and the newer actors seem to consist of loose parts, like head, hair, legs, etc.
I did not have the time to look through every file yet. Also from some files you can extract the textures.
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23/06/2016 16:06:11

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
primaveranz wrote:
Thanks Ziggy, do you do all the texturing and rendering using 3D Coat?
The visual quality of your screenshots always look better than anything I can achieve in Muvizu.

And thanks for the Fat Man Pat


Sorry, missed this one - I've only recently got 3dCoat and all rendering is done inside Muvizu as normal. The apparent quality of the screenshots is down to (I reckon) understanding that the default environmental settings are a bit crap. I've listed this before, but I'll do it again :

With lighting turned on...
Edit > Edit Environment
Ambient Light - both to zero (and then later raise as needed)
Shadow > Shadow Mode - Custom

Sliders
Ambient Light Intensity - zero
Individual Shadow Intensity - 100
Shadow Sharpness - 100 (or less if your video card is weaker)

Now when you create a light, and edit it's properties, always set to :
Shadow > Shadow Merging > change to Cast Individual Shadows

...unless you don't need more shadows, in which case the default light shadow setting is fine.

And that's it, that's what I always do with every video - I go from no lighting to complete lighting by starting with a shadow system that works the way you'd expect, rather than the random, directionless blobbyness of the default Environmental settings. Hope that helps someone
edited by ziggy72 on 23/06/2016
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23/06/2016 17:11:16

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
I can control them at last! Well, not really - it's just a static mesh, but it's a great base to work from (and very accurate, of course).



Hats off to Ikes for pointing us in the right direction

And apologies to Primaveranz, I seem to have hijacked your thread! but hey, it's lead to something positive - whatever position you want the patient to lie in, it can be done much more convincingly now
edited by ziggy72 on 23/06/2016
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23/06/2016 17:21:20

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
ziggy72 wrote:
I can control them at last! Well, not really - it's just a static mesh, but it's a great base to work from (and very accurate, of course).

I have a feeling this is the beginning of some cool new stuff!

Hats off to Ikes for pointing us in the right direction

Absolutely! I feel like we should be singing "for he's a jolly good fellow" and carrying him around on our shoulders as we squirt champagne at him, or something like that!

And apologies to Primaveranz, I seem to have hijacked your thread! but hey, it's lead to something positive - whatever position you want the patient to lie in, it can be done much more convincingly now


when something this big gets revealed, its appropriate to hijack a thread! And Primaveranz got his question answered before all this came up, so it's all good!
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23/06/2016 17:24:32

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
the upshot of all this is that, with models, UV maps and keyframing, we can now create all those moves that were never before possible with standard actions.

Ikes, PM me an address and I'll send you some money. You just saved me a month or more of my life that I won't have to spend making models manually!
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23/06/2016 17:30:33

drewiMuvizu mogulExperimental user
drewi
Posts: 302
ikes it looks really good......The link to the zip doesn't work
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23/06/2016 17:32:26

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
ikes wrote:

I have extracted the default actors and uploaded them here as OBJ and blender:
www.ikes.nl/downloads/muvizu_default_meshes.zip

Ikes,
what ZIP program and version did you use to create this archive? I downloaded it but my version of 7ZIP doesn't know how to extract it
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23/06/2016 17:33:43

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
drewi wrote:
ikes it looks really good......The link to the zip doesn't work

I had to right click on the link and select SAVE AS... which did allow me to save it. Unfortunately my zip program won't open it.
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23/06/2016 17:40:11

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
PatMarrNC wrote:
the upshot of all this is that, with models, UV maps and keyframing, we can now create all those moves that were never before possible with standard actions.

Well, it sure makes it easier. Even a static mesh, posed right, can look good enough to fool the audience into thinking it's a part of the 'living' character.
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23/06/2016 18:17:30

ikesMuvizu mogul
ikes
Posts: 282
PatMarrNC wrote:


Ikes,
what ZIP program and version did you use to create this archive? I downloaded it but my version of 7ZIP doesn't know how to extract it


Uh, I just packed it in windows 7 by rightclicking the folders and "copy to zip"? No idea why you can't open it.
I've just also packed it as rar, maybe you can open that...
http://www.ikes.nl/downloads/muvizu_default_meshes.rar

Thanks everybody for the compliments, I'm glad this opens up new posibilities.
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23/06/2016 19:54:20

Machiya
Machiya
Posts: 16
Great job on and all.

I was just looking to see if you could use these meshes to 'paint on'. Alas, it has a different set of Uvs and ID_Textures.

Not sure I have the skills to unwrap a set of UVs to match the costume templates on the website?



Gary
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23/06/2016 20:06:13

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
the RAR file worked! Thanks!

I don't know where you found all these models! I installed the UMODEL program, but I could only get it to load the blob, a man, a woman and Rosie's head.
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23/06/2016 20:10:01

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Extracted and prepped as FBX models.



I will put this set into the store (free, of course) so you can use it for reference if you don't want to have to extract the figures yourself.
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23/06/2016 20:13:42

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ziggy72 wrote:
Extracted and prepped as FBX models.



I will put this set into the store (free, of course) so you can use it for reference if you don't want to have to extract the figures yourself.

but... a set is useless because the characters are for sizing in external programs right?
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23/06/2016 20:19:08

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Dude, have you ever tried to make something in a 3d package and then try to get it to match the dimensions/curves of a character? It ain't easy, and the characters move, and you have to put them into poses to see what's happening... This set just keeps them nailed in place in a nice, easy to see pose when creating new attachments.

Ikes upload is what you need it you want to edit them directly, yes, my set is just a quick reference, essentially.
edited by ziggy72 on 23/06/2016
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23/06/2016 20:20:24

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ziggy72 wrote:
Dude, have you ever tried to make something in a 3d package and then try to get it to match the dimensions/curves of a character? It ain't easy, and the characters move, and you have to put them into poses to see what's happening... This set just keeps them nailed in place in a nice, easy to see pose when creating new attachments.

Ah I see!
Can you link the FBX models with the set?
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