THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 27/02/2005 at 01:05, xxxxxxxx wrote:
i have scowered the net and i have found a lot of poser imports and exports at a really high prices, which at this time i am skint, to the bone. So really i would expect cinema 4d to incoportate the good characture features of poser and allow to import them into cinema 4d, free!.
There are small projects on the net that are free, for other 3d programs such as maya, so i'd expect one for cinema 4d!
thanks for your consideration
On 24/03/2005 at 23:55, xxxxxxxx wrote:
My plugin isn't free, but it's very reasonably priced. It's called interPoser. You can use the demo for free (only minor limitations). Check my sig link. And sorry that I hadn't seen this sooner - busy, busy.
On 05/04/2005 at 08:21, xxxxxxxx wrote:
Check the Curious Labs website they have a free plugin, in their downloads section, for pulling people outta Poser and into C4D :D
On 20/04/2005 at 03:59, xxxxxxxx wrote:
I can't find. Is the plugin für Poser 5?
On 20/04/2005 at 05:14, xxxxxxxx wrote:
No, the free CL plugin is for Poser4ProPack exclusively.
On 20/04/2005 at 06:36, xxxxxxxx wrote:
Does It work with C4D 8 or 9.
A long time ago, I had installed a Plugin from CL for P4PP but it had not worked with C4D 8. On the Webside they said that it works with C4d 7 and higher, but this was correktly!
On 20/04/2005 at 07:36, xxxxxxxx wrote:
It can be made to work with 8 (don't know about 9) by some special hand-waving (I have the details if you are interested). :) But only stills. Animation is completely broken in 8+.
The only official alternative is the Reiss-Studio plugin (which works with 8/9 and Poser 5). But it's $180!
On 20/04/2005 at 23:30, xxxxxxxx wrote:
Thanks, for your answer. But If there no animation, I don't need it. I had already found a way to bring poseranimation to C4D R8 but the file size of my c4d was too big then and it was too much work.
Have you already worked with the Reiss-Studio plugin ? Is it good?
On 20/04/2005 at 23:56, xxxxxxxx wrote:
Yes, that method is very tedious.
Nope, why should I spend that type of money on Reiss-Studio when I wrote my own plugin (interPoser)? Reiss-Studio's is the Curious Labs 'official' plugin for Cinema 4D (and Max/Maya), so it does work from all accounts. Mine isn't quite as nice and sophisticated (no help from Curious Labs here), but it's only $30.
If you're really pinched financially, I can always give you a discount (I already have over 60 registered users in four months). :)
On 21/04/2005 at 02:59, xxxxxxxx wrote:
cool, thank you. I the moment there need, because I have no 3D jobs with animated people to. But i will bookmark your website!
P.S 30 $ is a very good price for a plugin, everyone who works with cinema should have this money to invest! I think my plugin will coste the same, if I will get I ready. I habe ab big problem with aliastrans(i post it in the forum)...perhaps you have a idea....
On 21/04/2005 at 11:25, xxxxxxxx wrote:
I saw your message in the SDK forum concerning AliasTrans and was waiting for a response from either Mikael or someone with more COFFEE experience (esp. the new 9 version) being mainly a C++ developer myself. As far as I know, there is no AliasTrans support in COFFEE. But, there must be an alternative approach in COFFEE for doing this.
On 22/04/2005 at 00:06, xxxxxxxx wrote:
Mikael did now answerd me. Now it works. I tried to make it complikated, but it was really easy...Prehaps next time i'm going to write a plugin I will try C++. I think there are more people who do this...
On 22/04/2005 at 01:36, xxxxxxxx wrote:
I read Mikael's response.
In reference to C++ plugin development, be warned: in order to develop plugins using C++, you will need Visual C++ 6.0+ for Windows and CodeWarrior 8+ (Mac Classic Target) for MacOS. That is the one advantage of COFFEE over C++ - platform-independence that avoids the investment in these two C++ compilers! The advantage of C++ is of course the greater control and flexibility.
On 22/04/2005 at 03:51, xxxxxxxx wrote:
good to know! thanks!
On 17/02/2006 at 06:46, xxxxxxxx wrote:
this importissue is mentioned really often. I am working on a C.O.F.F.E.E open-source-plugin to import Bones, Meshes (welded an hierarchical), materials from Poser into Cinema. This already works quite fine.
(Just dynamic hair still makes little problems, cause the pointcount seems to be different between the frames with this)
The plugin allows different kinds of imports, automatically bones up your mesh or welding differnt objects together in Import. You may also import dozens of Meshes in one step. The Plugin also allows you to convert the imported meshes to PLA or Morph-keys for animation (generating only one complete object and the rest as point-clouds without Polygon-data to save memory).
As I am using the normal obj-filter to read the meshes and the normal bvh-importer for the bones the plugin really works fast although its made in C.O.F.F.E.E. .
The idea is to import a boned Poser-figure, use this figure to create IK-animation and then re-export this data as BVH-file to Poser. Then you export the animation as usual from poser frame by frame as obj-file and re-import this to cinema to avoid the messy bone-effekt, when deforming the object too much. This would combine the possibility to make the whole animation in Cinema and generate PLA-sources from the high-quality meshes poser exports from this motiondata in cinema again.
As I said its 75 % ready. I am only working on the bvh-export from cinema to Poser, cause this is not as easy as I first hoped.
The project will be a plugin-suite called "Actor" and will have 4 plugin-components:
(A) Import Meshes (and bones)
(B) Generate Morph or PLA from Meshes
(C) Import mtl-libraries
(D) Export bvh-files.
There area already several plugins providing similar or same functionality freeware or to be payed but I tried to extract the technologie used in small open-source-examples (like generating PLA-Keys) and extend ther functionality for my requirements. This suite will offer all in one and for free.
The project is planned to be free and open source. So if anyone has interest, please contact me here, I may send you the source-files.
And of course I'd be gratefull to find little help in errortracking, testing and developement. (Made in Cinema 4d XL 7)
Thanks a lot everybody,
On 24/03/2006 at 12:26, xxxxxxxx wrote:
i did a small menuplugin that does '(A)' and '(B)' in 2004 with coffee. it safed us a load of time back then. looking through my old coffee files i feel like putting it on the net somehow. are you still working on the 'actor' project?
On 27/03/2006 at 01:08, xxxxxxxx wrote:
yes I am still on it. But meanwhile I changed my Cinema Version to 9.52 with MOCCA, HAIR and DYNAMICS. My 7Xl-plugin does not work properly in that version, so that I will have to do it again in some parts. Parts A & B were already working quite fine. I had a lot of problems with the BVH-export (My exports looked like "extreme-yoga" on reimport in Cinema :)) )
My current version offers some new interesting possibilities especially concerning bones (MOCCA). I will have to change my import, so that hair will be optinally imported as splines (for converting them into C4D-hair after import) and cloth will have a possibility to be imported as softbody or clothilde property. If this all works, there will be no more need for a BVH-export back to poser, because this version allows you
Which cinema versiona re you using? If it is 7XL I may send you my sources if you are inerested, cause I will not continue the work on that version, so you may take from it what you like.
Looking forward to your release,
On 11/07/2006 at 06:47, xxxxxxxx wrote:
some new update to my open-source project concerning Poser-imports:
Some localisation of language is still needed (replace some literals in code by res->GetString), but except of this (all functions work properly on my system so far) :
Environment: C4D 9.5/9.6, Windows XP, pure C.O.F.F.E.E:
1a.) Import welded Mesh (for Boneanim) -> Ready to be tested
1b.) Import Pointclouds (for PLA/Morphanim.) -> Ready to be tested
2.) Import MTL-file-> Ready to be tested
3.) Setup Skeleton-restrictions including saveable/loadable script-> Ready to be testet
4.) Move Polygonselection-borders between two selections (needed to make shldr and collar looking right in animation) -> Ready to be tested
5.) Setup mesh as conforming cloth, conform it to figure-> Ready to be tested
6.) Convert pointclouds to PLA/Morph-animations -> Ready to be tested
7.) Import of lines in an OBJ-File as splines into C4D for later user with HAIR (Conversion to guides with hair is possible) -> Ready to be tested
8.) Import animation of a bone-skeleton on the tracks of an existing one selected to be inserted a specified frameposition inside your scene -> Ready to be tested
ToDo for me:
localisation of literals inside the code (s. above), write a documentation for the plugin(s)
But how do I get someone testing this, helping me releasing it? I do not have a website myself to publish it there. I did not find a text concerning the post of a plugin here so far (maybe I am too silly :) ), although I would rader prefer some other people have a look at it, before posting an offical beta, cause I really would like to know something about the plugin working on a Mac or toher Cinema-versions/OS-versions.
As said, it is planned as open source, absoultely cost-free for everyone without any commercial interest, because I found so much helpful open-source plugs and help of the community that I feel responsible of giving something good back, if I can.
Please contact me, if still interested.
Ps: Sorry for my worse othography and grammar ;)
On 18/07/2006 at 05:50, xxxxxxxx wrote:
09) Mimics partialmorphs with new plugintrack
10) welding bodypartseams lossless (no point-reorder/delete)
XL7 Version nearly ready,
available in German & English incl. html-documentation.