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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Apr 19 2:36 am)



Subject: Poser Game Dev to Unreal Engine - is there a tutorial?


mojoDallas ( ) posted Wed, 22 April 2015 at 3:11 PM · edited Tue, 16 April 2024 at 11:27 AM

I am a long time Poser user, but, have not been much of a community member, but, I retired this year, so, why not start now :)

 

I have bought Poser Game Dev and also have been using Unreal Engine 4 since about the beginning of the year.  I am making a level in Unreal Engine 4 and it had gotten to the point where I wanted to start developing characters instead of using the default third person character in Unreal Engine 4.  I searched the internet for tutorials that might show the entire pipeline of how to get a Poser Character into Unreal Engine and then how to mesh animations in Unreal Engine.  I was not able to find any.  The only thing I can find is Poser tutorials that show how to get to the FBX export.  Does anybody know where there may be some of these types of tutorials showing a full pipeline?

 

After spending the day fooling around I was able to figure out how to get part way.  I have been able to get James into my Unreal Engine 4 game as you can see in the image.   I have also gotten a walking animation in there with him by baking the transform as is hinted about in the documentation.  But, it only gets a single animation in and I need my character in unreal to be able to have an animation montage of idle, walk, run, jump, etc, that can react to game events (like how fast he is going, if he is falling off something, etc).  Has anybody been able to do this?  The only way I can think to do this is to bake each animation and import James multiple times and then somehow create a blueprint in Unreal to do this type of behavior with the animations from each of the imported characters blended into a single character that is event aware in Unreal Engine. 

 

The last thing I wonder is if there is enough interest in terms of other people that think they want to use this pipeline of Poser Game Dev to Unreal Engine for character development to make it worthwhile for me to create some tutorials if I do figure out how to do all this?  I don't want to do it if there is nobody else interested.  The best solution though would be if the community could point me to someone who already has done it. 

 file_4c56ff4ce4aaf9573aa5dff913df997a.pn

 

Hardware:  Cyberpower PC,  2 - i7-3970X CPU @3.50 GHz (12 Total Cores), 32 GB RAM, 2 - GeForce GTX 690 $GB Video Cards, 2 - Viewsonic V3D231 23" Monitors

Software: Poser Game Dev, Vue xStream 2014, 3ds Max 2014, Maya 2014, Mudbox 2014, Corel PaintShopPro, Unreal Engine 4, Iron Python 

 

 



AmbientShade ( ) posted Wed, 22 April 2015 at 6:41 PM

Sounds like you're on the right path. 

You should be able to just export the animation sequences tho, using James' rig. Shouldn't need to re-import James into Unreal each time. 

There is a series of unreal tutorials on youtube done by epic. They show you how to import animation sequences, along with a slew of other things. 

I don't think anyone has done a set of tutorials specific to Poser and Unreal combined so far tho.



mojoDallas ( ) posted Thu, 23 April 2015 at 5:47 PM

Doesn't sound like there is much interest for a tutorial from the Poser side of things.  I will ask over at the Unreal Engine Forum.

Hardware:  Cyberpower PC,  2 - i7-3970X CPU @3.50 GHz (12 Total Cores), 32 GB RAM, 2 - GeForce GTX 690 $GB Video Cards, 2 - Viewsonic V3D231 23" Monitors

Software: Poser Game Dev, Vue xStream 2014, 3ds Max 2014, Maya 2014, Mudbox 2014, Corel PaintShopPro, Unreal Engine 4, Iron Python 

 

 



mojoDallas ( ) posted Sun, 26 April 2015 at 10:28 AM

Well it can be done although I ran into a number of problems.   The video is a couple days worth of work.  The tutorials from Unreal Engine are invaluable as they show you how to set up a character from scratch.  They use an unreal character which has different skeleton, meshes and animations, but, the concepts worked after some trial in error with assets brought in from Poser Game Dev.  The animations are not very smooth in this video, but, they are blended in Unreal Engine (idle, walk, run) and react to events from Unreal Engine like input from the mouse and keyboard.  All in all, I am quite pleased to have figured out this basic pipeline.

 

Hardware:  Cyberpower PC,  2 - i7-3970X CPU @3.50 GHz (12 Total Cores), 32 GB RAM, 2 - GeForce GTX 690 $GB Video Cards, 2 - Viewsonic V3D231 23" Monitors

Software: Poser Game Dev, Vue xStream 2014, 3ds Max 2014, Maya 2014, Mudbox 2014, Corel PaintShopPro, Unreal Engine 4, Iron Python 

 

 



WandW ( ) posted Sun, 26 April 2015 at 6:40 PM

Pretty cool!  Nice render quality...  :)

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moogal ( ) posted Tue, 28 April 2015 at 9:30 PM

Doesn't sound like there is much interest for a tutorial from the Poser side of things.  I will ask over at the Unreal Engine Forum.

I am very interested in this.  Any info on exchange between Poser/iClone, UE4/Unity etc. will be appreciated.  I don' t know why more people aren't trying to get their Poser figures into UE, I have to assume they either don't know that it is even possible or just assume any messing around with a game engine would be over their head.
Poser GameDev has been out for a while now, but I haven't seen many examples of people using it...


threedeesix ( ) posted Sat, 25 July 2015 at 10:00 AM

I'm hugely interesting in this as well.

I have been using POSER for years and consider myself a master (of simple things), layout, basic animation, etc.

I have been playing the new game Ark: Survival Evolved which just came out with the Ark: Development kit and uses the Unreal Engine. I have been tinkering with it and went to their website (Unreal) and found that they sell buildings, vehicles, scenes and more for game designers to add to their own games. They look just like the tons of stuff I already own for Poser and it got me thinking that there must be a way to import my stuff into the UE.

Thanks for this thread, I usually stumble across this stuff years after it was posted.

So YES! I would love some tutorials based on what you find.

Thanks in advance,

Rod


CrystalGames ( ) posted Sat, 25 July 2015 at 5:51 PM · edited Sat, 25 July 2015 at 5:52 PM

Yes, please do the tutorials!  I, too, am very interested.

Edit to add, VERY nice video!  Good stuff.


AmbientShade ( ) posted Sat, 25 July 2015 at 6:02 PM

I've been toying with this myself. Once I get an acceptable walk cycle going for James I'll try to do some how-to's on it, if Mojo doesn't beat me to it first.



imagination304 ( ) posted Tue, 28 July 2015 at 9:46 AM

Please make it!


trepleen ( ) posted Sun, 22 November 2015 at 7:15 AM

Smith Micro needs to make a beautiful looking female/male model between 4k-15k polygons for game development purpose. Something that looks like Victoria 7 or genesis but with lower poly count.


wolf359 ( ) posted Mon, 23 November 2015 at 9:18 AM · edited Mon, 23 November 2015 at 9:19 AM

"Any info on exchange between Poser/iClone"

Hi, I am currently using Iclone pro 5.5 with 3D exchange although there is no "official" direct support for poser you can use the 3D exchange pipeline tool to retarget Iclone created motion to any poser biped by importing a one frame BVH File of the poser figure and using the (GULP!!!) Daz genesis preset in 3Dx to auto convert the poser skeleton for retargeting.

you can then apply any of the amazing Iclone created motions you made in real time and export a custom BVH for use in poser

I am doing this daily right now for my current film project for figures as Old as the vestigial Mike 2

I plan on creating a proper tutorial for this at some point but ATM I am horribly pressed for time as this film project enters act III involving alot more visual effects shots.



My website

YouTube Channel



R_Hatch ( ) posted Wed, 25 November 2015 at 12:47 AM

wolf359 posted at 12:27AM Wed, 25 November 2015 - #4240456

although there is no "official" direct support for poser you can use the 3D exchange pipeline tool to retarget Iclone created motion to any poser biped by importing a one frame BVH File of the poser figure and using the (GULP!!!) Daz genesis preset in 3Dx to auto convert the poser skeleton for retargeting.

Sorry for the OT, but this paragraph made me chuckle, as it reminded me of the old Pace picante sauce commercials (as do some of the reactions to any mention of the "G" word round these parts). Here's an example for those unfamiliar: https://www.youtube.com/watch?v=qeilxKluTCU.

Back on topic: @mojoDallas please let us know the status of that tutorial.


wolf359 ( ) posted Wed, 25 November 2015 at 9:18 AM

@Richard... LOL!! But in all seriousness, we poser animators should be grateful that DAZ convinced Reallusion to build in the genesis rig into their Auto retartget templates alongside the Autodesk MAX biped& Maya Human IK presets.

Despite the obvious and tediously Debated Differences, at its core the genesis basic bone naming/rotation conventions are not much different from a basic poser figure and this IMHO is good for us CG animators who care more about retargeting motion from various, disparate sources than we do about external appearance of figures or for what program they were designed.



My website

YouTube Channel



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