Deformations !! At last :)

Started by TpwUK, June 11, 2015, 06:14:55 AM

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TpwUK

Done some scripting and needed a rescue from Morten (Thanks Morten) but here it goes ...

1 Dump a simple rigged character example from Cheetah3D as an OBJ Sequence
2 Use the python editor that KS6 now supports and customise the Encode Video script to make it work as an import OBJ / export BIP
3 Customise Render Images script provided with KS6 to render the individual frames of the new BIP sequence
4 Used the free ImageJ to convert the PNG frames to an avi

I can see much and plenty use for this :)

Martin

Josh3D

Glad to see this is working for you Martin! Looks like some interesting stuff ahead.

Despot

Nice one Martin...

Although I think he needs some Motion Blur...

Joke  ;)

LM6

#3
Just got animated camera and material animations working so will check motion blur, but i don't think it will work

Despot

Come on then Martin, share the script, don't be a meanie !! ;)

Or the propeller heads at Luxion, please share the script so other people can have a crack at this !!

:'(  :'(  :'(  :'(  :'(  :'(  :'(  :'(

TpwUK

There ya go J

Martin

jt_pedersen

I have been working on something similar for Maya.

The importer is now able to have to import a specific frame, which means that that frame with its deformed geometry is imported as a static scene. Then scripting makes it possible to import and update geometry for all frames and then stitch the frames together in an animation.

The basic work flow i was considering was.
A. Import a specific frame from the animated file, edit the materials, scene setup etc.
B. Save as bip. (base file)
C. Invoke script to create the animation.

The animation attached clearly indicates that I am more of a programmer than an artist. But it does contain a deformed mesh, with KeyShot materials and an animated camera. (correct import of cameras is in tomorrows build)

The script will probably in some form be part of the distributed script examples.


TpwUK

Much cleaner python code than mine JT - lol

L plates on me back :)

Martin

Andyjonescreative

man thats impressive.  Im gonna need you to take me through this real slow sometime......great work mate.

Justin M

Quote from: jt_pedersen on June 12, 2015, 05:03:55 AM
I have been working on something similar for Maya.

The importer is now able to have to import a specific frame, which means that that frame with its deformed geometry is imported as a static scene. Then scripting makes it possible to import and update geometry for all frames and then stitch the frames together in an animation.

The basic work flow i was considering was.
A. Import a specific frame from the animated file, edit the materials, scene setup etc.
B. Save as bip. (base file)
C. Invoke script to create the animation.

The animation attached clearly indicates that I am more of a programmer than an artist. But it does contain a deformed mesh, with KeyShot materials and an animated camera. (correct import of cameras is in tomorrows build)

The script will probably in some form be part of the distributed script examples.


Your script works good. Thanks for sharing!  Is this the only way to render out deformations in keyshot as of now? There isn't a way to load the animation so you can scrub through it in the viewport?

Despot

Yes, this is the only way to render out an animation containing deformable geometry. So scrubbing the timeline is not possible at the moment.

Although, I think I did hear a vicious rumour that this might change in the future... :)

J

sim_on_006@yahoo.co.in

any tut video is there..? i wnats to know..how to import maya rig animation file to keyshot 6

TpwUK

I never got round to testing *.mb *.ma files with KS6 beta, I would assume you would bake FBX for non deforming geometry and/or camera paths. For deformations, then you would probably need to export/bake as *.ABC or a Sequential OBJ.

Of the three methods i favour Alembic Cache so I would suggest you find a tutorial on how to bake animations to alembic cache using Maya.

I do intend to return to animation via scripting with KS6.x but this is on hold until I have completed a model i am working on, then I will be switching OS again and then hopefully i will find time to revisit this subject

Martin

sim_on_006@yahoo.co.in

Quote from: jt_pedersen on June 12, 2015, 05:03:55 AM
I have been working on something similar for Maya.

The importer is now able to have to import a specific frame, which means that that frame with its deformed geometry is imported as a static scene. Then scripting makes it possible to import and update geometry for all frames and then stitch the frames together in an animation.

The basic work flow i was considering was.
A. Import a specific frame from the animated file, edit the materials, scene setup etc.
B. Save as bip. (base file)
C. Invoke script to create the animation.

The animation attached clearly indicates that I am more of a programmer than an artist. But it does contain a deformed mesh, with KeyShot materials and an animated camera. (correct import of cameras is in tomorrows build)

The script will probably in some form be part of the distributed script examples.


how to work ? this script !

sanchezmusics

Thanks TpwUK is a useful and interesting script compliments.
I tried to use it but I imported the animation.
After using the script, I found myself with .bip files in the folder where is the sequence of obj animation.
So now I have the OBJ file and .bip what should I do?
What should I do to see the animation automatically KeyShot 6?
Thank you and congratulations again