Using Daz Studio renders for game characters ( UNITY )
smithhondas_5f5e5bbc1d
Posts: 22
So you want to use your Daz Studio renders of Genesis/M4/V4 or poser characters.
No need to pay for the commercial or indie license.
You only ever use renders.
Here is a unity project demo: http://goo.gl/qH14UC
Any current gaming software that allows the use of .png images could also use the renders of figures as there own game characters.
All made possible with the 2d & ISO setup for Daz Studio 4.
Currently working on providing examples using other gaming software.
Multimedia fusion2 flash example.
images: Game editor, Game maker and Stencyl
I do not have time to create examples with these gaming software :(
Stencyl.jpg
1600 x 840 - 150K
game_maker.png
1600 x 860 - 127K
game_editor.png
1600 x 900 - 187K
Post edited by smithhondas_5f5e5bbc1d on
Comments
Not that I have need for this but that does seem like a very quick way for someone to make their own older fashioned adventure styled game. Use of 2D images in games is perfectly legal since we are not exporting any geometry.
Maybe we will see some small adventure games pop up in the next year or so made from DS or Poser renders.
Maybe we will see some small adventure games pop up in the next year or so made from DS or Poser renders.
No need to wait try mine out today
http://nx8.com/play/16728/Prairie_Sheriff/
There are actually lots of games already on the market, and more in production, that do this. It's not quite so easy as the posts in this thread so far seem to imply or assume, though. DS is a mixed bag of good features and bad features, and relying on it in your game development pipleline is not without risk. I'll explain.
To give you some background, I've been a part of the art team on a game for a year now, which uses DAZ Studio renders for all its characters. The game is 2.5D, so all the art assets are pre-rendered images. I won't name names, but it's currently available as a Facebook game, as well as in app form on IOS and Android.
The client company financing the game (who are NOT game devs themselves, and have no idea what's actually involved with making a game) fell in love early on with some renderings they saw on the DAZ website, and they decided DAZ Studio must be the end-all-be-all of the digital art universe. They went ahead and bought about $30,000 worth of content from the DAZ market, and the rest is history.
At the time, they believed they'd struck gold, as there was no other way they could have gotten such a large volume of content so inexpensively. If we'd made all that stuff from scratch, it obviously would have cost at least an order of magnitude more.
The downside, for those of us who are actually responsible for making the game, is that reliance on DS routinely causes no end of headaches, all throughout the development pipleline, since it's such an oddball piece of software. We're all Maya and Max users for everything else, and as such, we just instinctively expect to have a lot more direct control over what we do than DS allows. DS's various quirks and limitations tend to drive us batty, on an almost daily basis.
Everything takes longer than it should, and consistency is really hard to achieve. Renderings come out different on every computer, even with identical settings, and similar hardware. And no one at DAZ ever seems able to answer our technical questions. Add all that up, and it's hard to say whether the client actually saved any money or not. We spend so much time problem-solving, I often feel it would be quicker and less expensive just to make content from scratch in Maya, like I do for every other game.
But this is what the client wants, and as long as they're paying the bills, it is what is.
So, for those of you considering creating games this way, I can tell you that while it obviously does work, you do have to be willing to put up with a lot of frustrations. The smaller your team, the smoother it will go. If you're a hobbyist, or semi-pro, doing it totally on your own, on one machine, and you're really good with DS, then you might well have no problems at all. However, if you're a professional, working collaboratively with others, you're going to lose a lot of hair.
As a single person who creates games for the indie market Daz Studio has never given me any issues with use.
I also have poser 8, but find Daz Studios my preferred software.
Genesis can be tricky to work with when using ani-blocks and animate 2 if you are only using the free version like me.
The flash example shows my old mistakes with the foot offset problem.
But all of the movement examples within the flash example are all done only using the free ani-block content.
However it is possible to use maximo downloadable content with the Genesis figure.
You most likely notice i am not a professional animator.
I am looking for a fee idle .bvh example i could use if you know of one?
unlike your client company financing the game i only have limited Daz and poser content but i could choose from the market place what figure model i wanted to use and what clothing they would wear.
I was in total control of the character pipeline in regard to content and usage within the game.
All made possible with the 2d & ISO setup for Daz Studio 4.
Even with limited content attached is an example of varied character examples.
Upaded:
I had issues with my old camera setup, so i have been busy re-working it.
New C# script now controlling the camera.
Issues: There are hanging ropes/cables and other elements that will get in the way.
I just do not have the time to find and assign these elements to a new layer.
My biggest challange is to find a better free way to manage the sprites/renders.
The beauty about using my system is you the user can decide what character or model cloth them to suit your own gaming needs.
Best of all no daz licence as you only ever use the rendered images.
You can play the untiy demo by clicking on the link.
http://goo.gl/VfdY7M