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Subject: Poser Tools for Blender 2.5

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imagination304  

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Posted Sun, Sep 25, 2011 10:25 pm

(bookmarked)

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Ransardd  

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Posted Mon, Nov 28, 2011 1:51 pm

Seems great, but I can't get it to work is OSX. It seems to assign 'basepath' before its been initialized in line 157 of PCI1.py.

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Pol  

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Posted Mon, Nov 28, 2011 4:25 pm

Hi,


I've got Blender 2.61 and just tried PT2 11/21/11. It doesn't work on my 64 bit Windows machine.

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unbroken-fighter  Online Now!

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Posted Tue, Nov 29, 2011 12:24 am

has any thought been put into the idea of users that run multiple versions of blender and intermingling of files?


i have 2.2.1, 2.49.2b, 2.58.0, 2.6.0 and will have 2.61 asap and all of the file co-mongle from the 2.5 series to the 2.6


i abhore poser and find studio to be TOOOOO limited to even open most times  so being able to share prerigged models would be a godsend for me and might even tickle some freebie-junkies as well


 

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kobaltkween  

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Posted Tue, Nov 29, 2011 4:34 am

it's funny you say that.  i've often thought over the past year or two that the main things that stop a content community from cropping up around Blender the way it has Poser and DS are an interface for movement like the parameter dials (one already existing for morphs) and support for a library structure and an interface for it.  i know that you can link and append items from another file, but considering that a Blend file isn't the best way to store as much as i have in even one of the main content directories in one of my Runtimes, and material zones are renamed if an item with the same material already exists (annoyingly), it's more of a rudimentary solution than a full-fledged one.  a more robust, centralized library system that multiple versions of Blender could draw from would make it easier to share the already copious freebies and collaborate on movies, as well as support a content community.

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ice-boy  

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Posted Tue, Nov 29, 2011 7:50 am

woud it be possible to create an importer for a poser scene file with all the textures ?


so that when you would import it all seperate objects from the file would be seperate in Blender and all textures would be inside the material room.


 


i am asking this because everyday more people use blender for rendering or for using external renderers in blender for Poser scenes. i have not rendered in poser for months. so my worksflow right now is that i export every object as OBJ and then import it in blender. the more complex the scene is the longer it takes.

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Reddog9  

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Posted Tue, Nov 29, 2011 8:20 am

The current version has been tested with 2.58 thus far.  After the 1st of the year, I'll go back and update it for the latest version of Blender before adding more to it.


 


Quote - "


Hi,


I've got Blender 2.61 and just tried PT2 11/21/11. It doesn't work on my 64 bit Windows machine.


"

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Reddog9
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Pol  

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Posted Tue, Nov 29, 2011 1:41 pm

Quote - "The current version has been tested with 2.58 thus far.  After the 1st of the year, I'll go back and update it for the latest version of Blender before adding more to it.
Quote - "


Thanks Reddog9, you're the man.

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3doutlaw  

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Posted Mon, Jan 16, 2012 12:21 pm

Hi Reddog9!


I just found stumbled across that Poser Tools projects, and am very interested!  I see you are tackling material assignments.  That is awesome!  I haven't tried from Poser to Blender, but I have tried from Carrara to Blender, and materials seem to be the tough spot!


Would love to hear how its going!

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Reddog9  

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Posted Mon, Jan 16, 2012 6:43 pm

I took some time off over the holidays.. but have started working on the project again.  My goal at the beginning of the year was to update to the latest version of Blender.  After a few test, I decided that an independent material file reader / exporter would be a great addition..  So that's what I've been working on over the past couple of weeks.


 


 


Quote - "


Hi Reddog9!


I just found stumbled across that Poser Tools projects, and am very interested!  I see you are tackling material assignments.  That is awesome!  I haven't tried from Poser to Blender, but I have tried from Carrara to Blender, and materials seem to be the tough spot!


Would love to hear how its going!


"

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RobynsVeil  

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Posted Mon, Jan 16, 2012 6:57 pm

Quote - "I took some time off over the holidays.. but have started working on the project again.  My goal at the beginning of the year was to update to the latest version of Blender.  After a few test, I decided that an independent material file reader / exporter would be a great addition..  So that's what I've been working on over the past couple of weeks."


Mind-boggling! You're a Champion!!!

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Mint 17/Win7 - Blender 2.71 - PoserPro 2014 (inches)/Matmatic - GIMP - Lightworks12
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[we realise that people hold in contempt that which they do not understand] 

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kalifrago  

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Posted Thu, Jan 19, 2012 11:55 am

WOW !!! i can't wait until you've finished the new version


i searched for a script like your's and was happy to found it, but unfortunately it don't work for blender 2.61


thank you for your efforts

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3doutlaw  

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Posted Thu, Jan 19, 2012 12:04 pm

Don't distract with that Blender 2.61 nonsense   I specifically downloaded Blender 2.58, just to wait for the materials tool!

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Reddog9  

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Posted Thu, Jan 19, 2012 12:05 pm

Quote - "

WOW !!! i can't wait until you've finished the new version


i searched for a script like your's and was happy to found it, but unfortunately it don't work for blender 2.61


thank you for your efforts


"


 


If you've run in to bugs with 2.61, please send me what ever info  you have so I can make the corrections needed.. 


 


Ughhh..  just found out all my sites were Hacked..  :(

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Reddog9
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kalifrago  

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Posted Thu, Jan 19, 2012 1:54 pm

hello, thank you for your quickly reply.....


my problem is, i can see the addon in the user-preferences of blender but it's not possible to select and activate the addon.....


i guess it's the version 1.2 ?


 


Quote - "


Ughhh..  just found out all my sites were Hacked..  :(


"


ooohhhhh, now i understand, i tried to download the newest version of your script, but after clicking the link, a blank site appears....


so i looked around and found the older version on your website, and it doesn't works *g*


sorry for my bad english *g*

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Reddog9  

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Posted Sun, Jan 22, 2012 4:22 pm

Working on getting a new site up.   The new script page is located here for the time being.


 


http://blender3dc.com/?page_id=9


 


The Blog page was undammaged.


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Reddog9
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kalifrago  

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Posted Sun, Jan 22, 2012 4:57 pm

thank you very much for the link, now i can activate  the script 


now i will look around how it works....


good luck for your new site and i hope it won't be hacked in the future

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Reddog9  

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Posted Mon, Jan 23, 2012 4:53 pm, Edited Mon, Jan 23, 2012 4:54 pm

Mat reader coming along well so far:



Basically, just select the file and load.   The script will determine if new images need to be loaded and/or if materials need to be created before applying them to the selected model. 


Existing materials with the same name are changed to new settings / new texture images.


As soon as I have a more complete version, I'll post an update.


With Blender's multiple texture mapping options and texture painting abilities, a Mat file writer should make an excellent addtions for phase two of this part of the project.


:)

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3doutlaw  

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Posted Mon, Jan 23, 2012 6:13 pm

So this reads the MAT's on the objects in poser and applies them to the imported objects in blender...???  Am I getting this right?

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Reddog9  

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Posted Mon, Jan 23, 2012 8:43 pm

Quote - "So this reads the MAT's on the objects in poser and applies them to the imported objects in blender...???  Am I getting this right?"


The scripts are designed to read Poser files, ie .CR2, .PP2, .PZ2 (.MC6 soon / possibly) directly into Blender. 


The sample I'm working on now, Daz Millenium Dog, was imported via the Character importer script.  Default materials are created at that time when the character is loaded. 


The Mat Reader I'm working on now directly reads a Poser Material file, .PZ2, and applies the material changes to the selected object.  (The character must have the materials created & assigned in the first place which is what the character importer does).


It will change color values, alphla values, assigned textures, etc. 


The dog in the example above was loaded with the default colors via the character importer (The middle section of the dog).  With the material reader, I was easily able to click and load the textured Mat (The front section of the dog), then the all white Mat file (The back section of the dog) and easily click and load back to the default colors..


 


I over laid the 3 samples with Gimp just to create the sample image.


These are the pure blender renders:


 




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Reddog9
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RobynsVeil  

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Posted Tue, Jan 24, 2012 5:01 am

Quote - "The scripts are designed to read Poser files, ie .CR2, .PP2, .PZ2 (.MC6 soon / possibly) directly into Blender. 

The Mat Reader I'm working on now directly reads a Poser Material file, .PZ2, and applies the material changes to the selected object.  (The character must have the materials created & assigned in the first place which is what the character importer does).


It will change color values, alphla values, assigned textures, etc. 


"


The shader would be a basic ImageMap connected to Diffuse_Color, right? Or do you read any nodes connected to Alternate_Diffuse?

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Mint 17/Win7 - Blender 2.71 - PoserPro 2014 (inches)/Matmatic - GIMP - Lightworks12
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[we realise that people hold in contempt that which they do not understand] 

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3doutlaw  

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Posted Thu, Feb 16, 2012 11:08 am

Hi, just checkin in, and seeing how your material loader was working out?

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Reddog9  

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Posted Sun, Feb 19, 2012 10:35 am

Posted an update this morning with the first material file reader version..


Give it a try.  :)


 


http://blender3dc.com/?p=113

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Reddog9
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Reddog9  

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Posted Sun, Feb 19, 2012 11:13 am

I'll be working on catching up the Linux version next.  If any one is using Mac OS and is experiencing problems.. please take screen shots / quote the error messages and send them my way.. I'll do my best to correct those, although I do not have a Mac for testing on at this time.


 



 


Project page is located here:


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Reddog9
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RobynsVeil  

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Posted Sun, Feb 19, 2012 1:54 pm

Happy to test the Linux version for you... in this system, that's all I run, pretty much.

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Mint 17/Win7 - Blender 2.71 - PoserPro 2014 (inches)/Matmatic - GIMP - Lightworks12
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[we realise that people hold in contempt that which they do not understand] 

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ice-boy  

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Posted Wed, Feb 22, 2012 3:44 am

this mat reader will work on any version?

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Reddog9  

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Posted Thu, Feb 23, 2012 10:25 am

Quote - "this mat reader will work on any version?"


Version of? Material file?  I believe so.. there's still much testing to do. 


The current version of PT2 I've been testing with Blender 2.61 & Windows 7.


I'm going to fall back and work on Linux updating now. 


 


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Reddog9
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davesf  

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Posted Thu, Feb 23, 2012 12:56 pm, Edited Thu, Feb 23, 2012 1:03 pm

Quote - "i've often thought over the past year or two that the main things that stop a content community from cropping up around Blender the way it has Poser and DS are an interface for movement like the parameter dials (one already existing for morphs) and support for a library structure and an interface for it. "


I would really like to see this happen for Blender. I think it's a much more capable tool, it just needs some 'glue components' to make it accessable to the scene-composer community. My more detailed list of things blender needs are:



  • side-panel library browser (with thumbnails)


    • easy way to load/link textures, shape keys, poses, etc onto existing object


  • dopesheet extension "unified paramater editor"


    • like blender's shape-key editor, with sliders, but with parameters for everything


      • transform

      • bones

      • shape-keys


    • allow hiearchial organization of unified paramaters

    • aggregate paramaters up an object hierarchy (shows all sub-object paramaters)


  • outliner features


    • checkbox to toggle show/hide of meshes

    • (so you can see object hierarchy without seeing meshes)


  • 3d viewport features


    • easy way to select the "top" of a hierarchy (daz uses double-click on any object)

    • clearer visual for selection of object hierarchy (maybe just an armature visual?)



Quote - "i know that you can link and append items from another file, but considering that a Blend file isn't the best way to store as much as i have in even one of the main content directories in one of my Runtimes..."


I'm confused by this... You could have a directory of blend files, and link in a single asset from each blend file.


Individually, blend files seem superior to the poser-library because you can pack an entire prop into a single blend file (material, textures, and all)... In other words, a blend file can be a "self contained container" for all the parts of a single prop.


Personally I dislike the way poser/daz libraries are spread out by function. I'd prefer to see a single "archive" for each asset.. with some type information to help tie textures and poses to the models they are designed for. Then the library browser could show you only those assets designed to load onto the model you have selected.


That said, hopefully PT2 will allow interoperability with the existing Poser/Daz libraries.


Quote - "...and material zones are renamed if an item with the same material already exists (annoyingly)"


I guess this is a product of Blender's flat material namespace. I'm not sure of the proper solution to this one. One solution would be to use fully-qualified material names, so the material name has some relationship to the library location. This would prevent them from colliding when loading.


Quote - "a more robust, centralized library system that multiple versions of Blender could draw from would make it easier to share the already copious freebies and collaborate on movies, as well as support a content community."


Agreed. Blender could be an incredible tool for scene composers with a few tweaks. 

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Prof_Null  

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Posted Fri, Mar 2, 2012 4:38 pm

Hi Reddog9,


I have the PT2 scripts and Blender 2.58a on Mac OSX 10.7. Although 2.58 loads the PT2 Main script into Addons it won't let me tick the box to get it running.


Have I got something wrong here?  I would really like to get this working.


I have DAZ 4 and it would be great to be able to put my Blender models into scenes with characters that look amazing. 


I don't mind doing some feedback for you if it helps make it work either - and if it worked with the latest version of Blender (2.62) that would be even better, but I admit they keep updating too fast at the moment.  I wish they would slow it down a bit and finish the stuff they started so other devs can catch up. We only just got the knife tool back and that disappeared with the start of the 2.5x series.

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Prof_Null  

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Posted Fri, Mar 2, 2012 5:08 pm

Update: Okay, now  the addon works,  I only needed to take the main script and folder out of  the containing folder first !

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