Is there a Free base character for use with unity mecanim ?

edited September 2014 in The Commons

Has anyone thought of making a low or mid poly character for use with unity and its Mecanim system?

http://docs.unity3d.com/Manual/MecanimAnimationSystem.html

The model would not need any clothing it would be used to create our own animation using daz studio and animated with the use of ani blocks.

Are there currently any artists who have a model that could be used in this way?

We would need to be able to use the mesh within unity and I know that's an issue re selling a model, but a freebee would not count now would it?

Kind regards

colpolstudios

Post edited by smithhondas_5f5e5bbc1d on

Comments

  • patience55patience55 Posts: 7,006
    edited December 1969

    Has anyone thought of making a low or mid poly character for use with unity and its Mecanim system?

    http://docs.unity3d.com/Manual/MecanimAnimationSystem.html

    The model would not need any clothing it would be used to create our own animation using daz studio and animated with the use of ani blocks.

    Are there currently any artists who have a model that could be used in this way?

    We would need to be able to use the mesh within unity and I know that's an issue re selling a model, but a freebee would not count now would it?

    Kind regards

    colpolstudios

    Not sure all what you're after but freebees are still copyrighted items unless explicitly stated otherwise ... and normally cannot be redistributed either unless explicitly stated otherwise.

    There is the "Make Human" project for a human type figure ... and over in sharecg.com, Ghastly has a rigged version for people to use.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    The Game Dev version of Poser Pro 2014 has low poly models for use in game engines like Unity3D. Fugazi1968 has a couple of tutorials on using the Game Dev edition with Unity over at RMP.

  • edited December 1969

    Thanks for your reply, I downloaded, Ghastlys rigged version.

    However I cannot get the make human version to work with the genesis ani-blocks.

    Ghastly has two download versions of the make human figure

    http://www.sharecg.com/v/65913/gallery/5/3D-Model/MakeHuman-Base-Figure-In-Genesis-Pose

    If you fit it to a Genesis figure you'll basically have a MakeHuman base figure that will work with genesis poses and animations.

    However I am using this version http://www.sharecg.com/v/65999/gallery/21/DAZ-Studio/MakeHuman-Rigid-Rigged-for-DAZ-Studio

    possibly I am not fitting the make human figure correctly to Genesis.

    I am thinking you could not export the animation legally if I am fitting to the Genesis figure.

    Thank you for your help

  • icprncssicprncss Posts: 3,694
    edited December 1969

    A cut away animation (one that is simply viewed during the course of the game) is fine. If you want to take the actual figure into Unity then no. The Genesis rig aka Triax is trademarked to DAZ.

    Can you clarify something? Are you planning on making a cut away animation to add to a game or are you looking for a low poly figure to actually use inside the Unity game engine?

    When you post you will use the hair and clothing in DS, do you mean you will buy hair and clothing from the DAZ store and use them in the Unity game engine?

  • edited December 1969

    I would like to use the make human rigged figure I downloaded, Ghastlys rigged version.

    I would be exporting this make human figure into unity along with any animation either I create or if it is possible fit the make human to the Genesis figure and use for example walk forward from the ani blocks.

    I would then be using the .fbx as a reference for Mechanim in regard to the animation created.

    Would doing this in this way be Legal?

    The game created would be sold hopefully, however the end user cannot access the files used for example the created characters or models used within the build.

    At present The make human does not like to follow poses or animation targeted at Genesis even when fitted to the Genesis figure model.

    possibly i am doing it incorrectly:(

    Ideally I want a low or mid poly male figure to use inside unity, however I would like to use the model in Daz to animate/ pose and use ani-blocks to speed up creation of animation.

    Figure size and build would be M4.

    Is there something like this available either paid for or free?

  • ArtiniArtini Posts: 9,455
    edited December 1969

    Have you looked at the Unity asset store? They have a lot of figures, licensed for game use, both free and paid ones.
    In the past, I have also looked at the possibility to use Genesis in Unity, but have abandoned that idea, because
    of the licence (EULA) at Daz3D. Good luck with your searching.

  • edited December 1969

    Artini said:
    Have you looked at the Unity asset store? They have a lot of figures, licensed for game use, both free and paid ones.
    In the past, I have also looked at the possibility to use Genesis in Unity, but have abandoned that idea, because
    of the licence (EULA) at Daz3D. Good luck with your searching.

    If you purchase the http://www.daz3d.com/other-resources/indie-game-developer-license you could indeed use Genesis within unity or another software.

    Hopefully the creators of the character generator will add the ability to export in Collada export, well they did listen to my other request.

    https://charactergenerator.autodesk.com/

    Could someone at Daz clarify.

    I would like to use the make human rigged figure I downloaded, Ghastlys rigged version.

    I would be exporting this make human figure into unity along with any animation either I create or if it is possible fit the make human to the Genesis figure and use for example walk forward from the ani blocks.

    I would then be using the .fbx as a reference for Mechanim in regard to the animation created.

    Would doing this in this way be Legal?

  • patience55patience55 Posts: 7,006
    edited December 1969

    Artini said:
    Have you looked at the Unity asset store? They have a lot of figures, licensed for game use, both free and paid ones.
    In the past, I have also looked at the possibility to use Genesis in Unity, but have abandoned that idea, because
    of the licence (EULA) at Daz3D. Good luck with your searching.

    If you purchase the http://www.daz3d.com/other-resources/indie-game-developer-license you could indeed use Genesis within unity or another software.

    Hopefully the creators of the character generator will add the ability to export in Collada export, well they did listen to my other request.

    https://charactergenerator.autodesk.com/

    Could someone at Daz clarify.

    I would like to use the make human rigged figure I downloaded, Ghastlys rigged version.

    I would be exporting this make human figure into unity along with any animation either I create or if it is possible fit the make human to the Genesis figure and use for example walk forward from the ani blocks.

    I would then be using the .fbx as a reference for Mechanim in regard to the animation created.

    Would doing this in this way be Legal?

    The gaming license is certainly there for a reason. For the final, and indeed the only answer that truly matters, I would suggest contacting Support for final clarification and/or advice.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,203
    edited December 1969

    I honestly think you would be better off buying iClone 5 pipeline bundle
    not only can you use included content legally in a game but you could also retarget most figures in 3dx5pipeline for any motions.
    DAZ/Poser or any other FBX inc Unity ones so if nothing else can use same animation in a render as in the game.
    the included iClone animations are very good.
    on Poser, there is now a game add on for that too which is affordable and it has walk designer

  • edited December 1969

    I honestly think you would be better off buying iClone 5 pipeline bundle
    not only can you use included content legally in a game but you could also retarget most figures in 3dx5pipeline for any motions.
    DAZ/Poser or any other FBX inc Unity ones so if nothing else can use same animation in a render as in the game.
    the included iClone animations are very good.
    on Poser, there is now a game add on for that too which is affordable and it has walk designer

    Hey Wendy good see you still around and helping me yet again.

    I was not aware you could import from IClone to Daz without re rigging, I had looked at this option, as I have the kinect and the software to use it.

    To be honest I prefer Daz to poser, but i only have and rarely use poser 8.

    maybe you have seen my work over on share cg, http://www.sharecg.com/v/76444/view/21/DAZ-Studio/2D-and-ISO-setup-for-Daz-Studios4

    Thanks again for your help

    colpolstudios

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,203
    edited December 1969

    no you cannot but you can import retargetted bvh
    so the motions themselves which you wanted to use an be used in DS on Genesis for rendering cut scenes etc.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    I would like to use the make human rigged figure I downloaded, Ghastlys rigged version.

    I would be exporting this make human figure into unity along with any animation either I create or if it is possible fit the make human to the Genesis figure and use for example walk forward from the ani blocks.

    I would then be using the .fbx as a reference for Mechanim in regard to the animation created.

    Would doing this in this way be Legal?

    The game created would be sold hopefully, however the end user cannot access the files used for example the created characters or models used within the build.

    At present The make human does not like to follow poses or animation targeted at Genesis even when fitted to the Genesis figure model.

    possibly i am doing it incorrectly:(

    Ideally I want a low or mid poly male figure to use inside unity, however I would like to use the model in Daz to animate/ pose and use ani-blocks to speed up creation of animation.

    Figure size and build would be M4.

    Is there something like this available either paid for or free?

    If you intend to use any part of Genesis or anything sold here that lists DAZ3D as a vendor then you will need the DAZ gaming license. This includes the use of the Triax rigging.

    If you wish to use any other vendors products in your game, you will have to determine if the vendor actually offers a gaming license and then purchase a license from each of the vendors.

    You may actually find that the Unity asset store or iClone is cheaper in the long run.

    While DAZ has collada and FBX exporters, are you certain the files exported from DS are fully compatible with Unity. I'm not even sure how aniblocks will export. Animate and aniblocks are primarily aimed at DS although there is a plugin to allow their use in DS.

  • edited December 1969

    Thank you all for you help with my question.

    Is there a rigging product I can buy to learn how to rig a character for use in Daz Studios and import into unity.

    There was a tutorial on how to rig for poser that seemed quite easy to follow, but I cannot remember where I saw that :(

  • icprncssicprncss Posts: 3,694
    edited December 1969

    There are rigging tutorials for DS. But that will not really help you. DS uses the Triax WM rigging system. It is native to DS. Unity cannot read or use the Triax rig out of the box. If you rig your figure in DS, it will work in DS. If you rig it in DS and use the DSON importer for Poser to take it into Poser, it may work fine and it may have issues depending an several factors.

    One thing I have learned is that there is no one standard for FBX or Collada. I believe that is why DAZ also offers the Alembic plugin for DS. This is supposed to be the next improvement on cross platforming. There was a thread when it was released in the store but it's been a while since I've heard any mention.

  • FSMCDesignsFSMCDesigns Posts: 12,754
    edited December 1969

    Thank you all for you help with my question.

    Is there a rigging product I can buy to learn how to rig a character for use in Daz Studios and import into unity.

    There was a tutorial on how to rig for poser that seemed quite easy to follow, but I cannot remember where I saw that :(

    This might help with rigging


    http://www.daz3d.com/blondie9999/advanced-rigging-in-daz-studio-4-pro

    The game created would be sold hopefully, however the end user cannot access the files used for example the created characters or models used within the build.

    Don't know if you realize, but there are a few apps out and a few communities full of users ripping mesh out of games, hence why gaming assets are produced in house or cost what they do, once it's released anything goes these days.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Yes it is possible to legacy rig a figure in D/S. Slightly different workflow than before.

    In the modeler, have all the "bones" as a shading domains.
    Import that into D/S [n.b. ALL mesh modeling must be finished first].
    Then in D/S make all those shading domains into face groups.
    Then make all the shading domains to areas and names as you please.
    Export out .obj file.
    Bring it into the Figure Setup pane.
    Do the legacy rigging.
    Create the figure.
    Use the joint editor as necessary.
    Fix the surfaces as desired.
    Export out the .cr2 file.
    Make any desired morphs.
    And then once again, export out the final .cr2 file.

    I highly recommend Blondie's tutorials for rigging - all of 'em! They don't cover legacy rigging but they do cover triax and explain very nicely how to use the tools.

    I have some free tutorials in my DA Gallery [patience55anotherone]

  • icprncssicprncss Posts: 3,694
    edited September 2014

    If I'm understanding the OP, he wants to rig a Make Human Figure in DS, use Animate and AniBlocks to create a walk animation and then take the whole thing into Unity. Mesh, rig, ect.

    While it's possible to do it if your have the right import and export formats for both platforms, it's not simply a matter of rigging the figure.

    Post edited by icprncss on
  • patience55patience55 Posts: 7,006
    edited December 1969

    icprncss said:
    If I'm understanding the OP, he wants to rig a Make Human Figure in DS, use Animate and AniBlocks to create a walk animation and then take the whole thing into Unity. Mesh, rig, ect.

    While it's possible to do it if your have the right import and export formats for both platforms, it's not simply a matter of rigging the figure.

    True ... thought I read a question back a page though that they were wanting to know if they can rig in D/S. Yes they can.
    Using Animate2 and/or the other products by the same company are helpful for creating the walk animations.
    Exporting out appropriately then, from what I've read it could/might be usable in Unity.

  • edited December 1969

    Hey, thanks for your input and advice.

    Possibly I miss understand some elements.

    So lets start over.

    I can model my own characters, https://www.facebook.com/#!/pages/Colpolstudios/212712528855685?fref=ts

    I am a blender user, but it does not offer the ease of use like Daz Studios does when it comes to animating.

    Personally I like the ability to use ani - blocks its an quick an easy workflow to create animation.

    The image attached shows a character of my work.

    I did try using the transfer, but as explained I cannot use Genesis as a reference its not legal unless I pay for it.

    After reviewing my needs I would like to use my own work, its very low poly.

    It seems the only way to go is via mixamo and there rigging, but this will not work on my model without re rigging it in Daz or am I wrong?

    I can import the .bvh files, but they use a version of daz studios to create there rig, well it seems that way.

    So I could not use that legally either without paying for it.

    So im back at the start so to speak, I need to rig the model myself so that it will work with ani blocks and daz.

    With no other options, personally.

    I need to learn how to rig a character for Daz freely.

    I know its a long shot but is there any help on doing it?

    fisherman_complete.jpg
    960 x 540 - 17K
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,203
    edited December 1969

    well Patience has already suggested Blondie's book and her PDF
    I do rough rigging myself in DAZ studio which works with aniblocks scaled same as DAZ figures and same node names.
    And my rigging works FBX exported to iClone and I can export iClone bvh back to DAZ on my figures.
    But bearing in mind the Go figure motions themselves need a licence, something l would suggest is making your own motions if not using game license ones.
    Poser walk designer is one tool you can use and Poser has a new game license version, you can rig in Poser too.
    iClone Pipeline, my tool of choice also is game ready licensed and works with Blender rigging too.

  • edited December 1969

    Thank you

    Could you clarify, what motions do, Go figure need a licence for, as I was unaware they asked for one.

    I was under the impression this tool could be used by me to create my own animations?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,203
    edited December 1969

    you can create your own aniblocks
    i meant using premade ones would need a license

  • icprncssicprncss Posts: 3,694
    edited September 2014

    Animate and any aniblock sets sold here are copyright to GoFigure. GoFigure is the vendor for Animate, it's add on products and Aniblocks. You can create your own aniblocks from scratch using animate but you cannot take a set sold in the store, alter it and use it in a game without a gaming license. That is redistribution.

    The biggest hurdle between Unity and DS is the export from DS and import into Unity. It's been along while since I even bothered with the FBX exporter (back then it was a separate plugin). Unity uses the Autodesk FBX format. I'm not certain the FBX export for DS is in the Autodesk format. Unity doesn't state which version of Collada it will import. It's been awhile so I don't know if the newer version will import Alembic format.

    DS comes with all the rigging tools you need. There are tutorials sold here, at RDNA and in the RMP.

    Haven't been to Mixamo since the V4/M4 days and those were designed for those figures and for use in DS. I'm not sure what the difference between the Mixamo rig and the DS rig is.

    Post edited by icprncss on
  • jestmartjestmart Posts: 4,449
    edited December 1969

    If I understand the BVH format it is just a set of instructions on how to adjust the bones of the figure. The figure it was made for and the figure it is being used on only have to have the same number of bones and the bones be named the same (it also helps if the figures have roughly the same proportions), they do not have to use the same rigging system.

  • edited December 1969

    Again thank you all for your help.

    Closed

Sign In or Register to comment.