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Daz poses to tk17


Chris

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17 minutes ago, Chris said:

Why not make them? You have the reference lol

But, I remember being told and recently was reminded that this game uses Micheal 4 and Victoria 4. So if you look that up, that is using armature from 2007'ish. Anything past that, using the genesis model is hard to convert. I tried to convert some Gen8, Gen3, and Gen2. Gen2 was semi better but never the less, required a ton of work to fix. IMO it was just easier to use the pictures as reference and making it my own. Given, that I tried V4 and M4 and it was a solid outcome but you will have to look for really old material which may or may not meet your expectation.  

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One could use Mixamo as in between "medium" to convert animations to Blender and then further. Would require program to rename the joints into proper names. DAZ has fairly different and more complex armature than default Tk17 armature, so its perfectly logical. Mixamo is very powerful program for animation.

I tested with direct export of bvh from DAZ, but ofc, there are inaccurate positions, translations and rotations - despite the majority of figure could assume correct position.

The bvh files do not have importer in Tk17 exactly, but the bvh files are put into [YourTK17Directory]/Mod/PoseEdit , then you have a Mocap folder appear in PE pose selection screen. From there bvh can be loaded into.

I assume it would work normally for V4 and M4 with some minimal conversions or corrections, but maybe Im wrong, and it would also work for other figures as well.

 

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Yep, it works ...

 

Like, one of BVH animations from Mixamo (Capoeira moves) https://www.veed.io/view/1fa3178e-2434-4e55-a6f6-9c31c19ea944?sharingWidget=true

In game https://www118.zippyshare.com/v/l5UeIcZm/file.html

BVH file is here https://www28.zippyshare.com/v/ifqsQpcn/file.html

So, the workflow process goes like this ... one can download any animation or pose from Mixamo repository, download it as FBX file without skin and with lowest FPS (only armature needed, mesh isnt). Then its imported into the Blender, and joints should be renamed to correlate to the default TK17 armature. Then its exported as BVH file in scale of one fourth of original (0.25).

The BVH file is then put into Mod/PoseEdit folder. In PE, we will see Mocap directory appear when loading new poses. There we will find our BVH file. Loading this file will load the animation, the animation should be fully correct.

 

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17 minutes ago, x17 said:

Yep, it works flawlessly (at least for V4 and M4) ...

 

Like, one of BVH animations from Mixamo (Capoeira moves) https://www.veed.io/view/1fa3178e-2434-4e55-a6f6-9c31c19ea944?sharingWidget=true

In game https://www118.zippyshare.com/v/l5UeIcZm/file.html

 

 

Wow! That's insane. Is there really a way to convert animations from Mixamo to Vx? Isn't the only format available to export a standard FBX? How do you export an FBX file to the game? It looks like voodoo magic to me.

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5 minutes ago, Maquiavella said:

Wow! That's insane. Is there really a way to convert animations from Mixamo to Vx? Isn't the only format available to export a standard FBX? How do you export an FBX file to the game? It looks like voodoo magic to me.

I think it should maybe be possible even with other formats. Even collada is capable to store animation. The SV2 is capable to read FBX files and in that way, its animation. The VX which is based on version before SV2, AFAIK, isnt. But using Blender as transition point, were easily capable to convert any animation into BVH and in that way, apply it into our VX.

 

So - as long as you have correctly exported BVH file (joints that are corrected and correlate to TK17, one fourth of scale) it should work. And I assume there should be many ways and workarounds, so one should also be able to import any figure pose into Blender, then from it into TK17 as BVH.

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1 minute ago, x17 said:

I think it should maybe be possible even with other formats. Even collada is capable to store animation. The SV2 is capable to read FBX files and in that way, its animation. The VX which is based on version before SV2, AFAIK, isnt. But using Blender as transition point, were easily capable to convert any animation into BVH and in that way, apply it into our VX.

Impressive. If someone finds an easy way to convert animations to a bvh file that works on VX we will strike gold. With each day motion capture is easier and easier thanks to AI, I mean there are even AIs that can motion capture animations from random videos without any equipment like OpenPose and Deepmotion for example. Think the possibilities, specially motion capturing non-sex animations that are very hard to do like running, sports, dancing, fighting. I know people like Xalas make a living by making movies. Imagine having realistic movie-like animations just by recording yourself with your freaking webcam or even your phone without motion suits or bullshit.

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2 minutes ago, Maquiavella said:

Impressive. If someone finds an easy way to convert animations to a bvh file that works on VX we will strike gold. With each day motion capture is easier and easier thanks to AI, I mean there are even AIs that can motion capture animations from random videos without any equipment like OpenPose and Deepmotion for example. Think the possibilities, specially motion capturing non-sex animations that are very hard to do like running, sports, dancing, fighting. I know people like Xalas make a living by making movies. Imagine having realistic movie-like animations just by recording yourself with your freaking webcam or even your phone without motion suits or bullshit.

Mixamo rig is fairly simple and in line with TK17 one, from what Ive seen. But considering Mixamo is a treasure trove of various animations (which are all FREE) it alone carries a huge number of potential animations that people can use for anything.

Now, surely would be problems for some more complex armatures - but from what I have seen using Blender and similar other programs, there are always workarounds. As long as animation would be consistent and accurate with base Tk17 armature, it will look good, and the rest is just exporting as bvh.

Animations - not only for body, but in general, for any object, are very important aspect of TK17 and I think it has untapped potential in many ways. 

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30 minutes ago, Maquiavella said:

Impressive. If someone finds an easy way to convert animations to a bvh file that works on VX we will strike gold. With each day motion capture is easier and easier thanks to AI, I mean there are even AIs that can motion capture animations from random videos without any equipment like OpenPose and Deepmotion for example. Think the possibilities, specially motion capturing non-sex animations that are very hard to do like running, sports, dancing, fighting. I know people like Xalas make a living by making movies. Imagine having realistic movie-like animations just by recording yourself with your freaking webcam or even your phone without motion suits or bullshit.

I mean, theres even some tech like this - which was tested back in 2008., ages ago

 

 

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5 hours ago, Smoke said:

Why not make them? You have the reference lol

But, I remember being told and recently was reminded that this game uses Micheal 4 and Victoria 4. So if you look that up, that is using armature from 2007'ish. Anything past that, using the genesis model is hard to convert. I tried to convert some Gen8, Gen3, and Gen2. Gen2 was semi better but never the less, required a ton of work to fix. IMO it was just easier to use the pictures as reference and making it my own. Given, that I tried V4 and M4 and it was a solid outcome but you will have to look for really old material which may or may not meet your expectation.  

It’s difficult. Transitions never work for me

If somebody make some poses for me I can donate money to them or website?

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A user did post a script for SV2 which a few of us tried which basically is the Mixamo conversion. The script can also be modified to try to convert G2 as I almost got it working but things like feet needed to be fixed.

Even for Mixamo the animations were not that smooth, so not sure if it is a TK17 thing or something else as Rick9 did add some code to the game regarding BVH conversions. 

Maybe someone better at armature and blender scripting can perfect it. 

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2 hours ago, hfg2 said:

What script?

import bpy
context = bpy.context
obj = context.object

namelist = [
("mixamorig:Hips","hip"),
("mixamorig:Spine","abdomen"),
("mixamorig:Spine2","chest"),
("mixamorig:Neck","neck"),
("mixamorig:Head","head"),
("mixamorig:LeftEye","leftEye"),
("mixamorig:RightEye","rightEye"),
("mixamorig:LeftUpLeg","lThigh"),
("mixamorig:LeftLeg","lShin"),
("mixamorig:LeftFoot","lFoot"),
("mixamorig:RightUpLeg","rThigh"),
("mixamorig:RightLeg","rShin"),
("mixamorig:RightFoot","rFoot"),
("mixamorig:LeftShoulder","lCollar"),
("mixamorig:LeftArm","lShldr"),
("mixamorig:LeftForeArm","lForeArm"),
("mixamorig:LeftHand","lHand"),
("mixamorig:RightShoulder","rCollar"),
("mixamorig:RightArm","rShldr"),
("mixamorig:RightForeArm","rForeArm"),
("mixamorig:RightHand","rHand")

]

for name, newname in namelist:
    # get the pose bone with name
    pb = obj.pose.bones.get(name)
    # continue if no bone of that name
    if pb is None:
        continue
    # rename
    pb.name = newname

 

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