Planetside Software Forums

General => Terragen Animation => Topic started by: Hannes on November 08, 2017, 01:27:34 PM

Title: More Mixamo fun
Post by: Hannes on November 08, 2017, 01:27:34 PM
Here is something completely meaningless. I found a funny model (Cadnav, as far as I remember), reworked the shaders, put it into Mixamo, created a twenty frames object sequence and put it into TG.
Tried some more things: footprints masked by an animated SSS, one animated cloudlayer per print for the dust puffs etc.
Title: Re: More Mixamo fun
Post by: luvsmuzik on November 08, 2017, 03:19:24 PM
Kewel! ;D
Title: Re: More Mixamo fun
Post by: Hannes on November 08, 2017, 03:40:22 PM
Kewel! ;D

?????
Title: Re: More Mixamo fun
Post by: luvsmuzik on November 08, 2017, 04:27:08 PM
Cool....two syllables ;D Haha!
Title: Re: More Mixamo fun
Post by: Dune on November 08, 2017, 04:45:40 PM
Awesome! Must have been quite a job to synchronize the footsteps and feet...

So, if you import some character at Mixamo, you get a sequence of objects?
Title: Re: More Mixamo fun
Post by: Kadri on November 08, 2017, 07:18:21 PM

Nice :)
Title: Re: More Mixamo fun
Post by: KyL on November 08, 2017, 07:52:28 PM
wait what? I see deformation motion blur on the character? Did you add that in post?
Title: Re: More Mixamo fun
Post by: Oshyan on November 08, 2017, 10:05:18 PM
Wow, impressive result.

- Oshyan
Title: Re: More Mixamo fun
Post by: Hannes on November 09, 2017, 04:56:54 AM
Kewel. OK...  ;D ;D ;D

Awesome! Must have been quite a job to synchronize the footsteps and feet...
So, if you import some character at Mixamo, you get a sequence of objects?

Thanks, Ulco. Unfortunately Mixamo doesn't give you an object sequence, but an FBX that contains the mesh, some bone structure and the animation you chose. When you open that in 3ds Max for example, you have exactly what you had in Mixamo, but in one file. To get an object sequence I had to use a script, that does exactly this.
So to get the footsteps in place I created simple ellipsoid objects in 3ds Max exactly where the feet touched the ground and exported these as one object as a helper. Since the mesh of the guy and the footsteps object matched perfectly together I could temporarily disable the running guy, create an orthogonal camera, rendered an above view of the footsteps object (with a bright white luminous shader assigned to it and the rest of the scene black without any lighting) and used the result as a displacement map for the sand by creating an image map shader set to "through camera" using the same orthogonal camera as some sort of projection. I then used an animated simple shape shader as a mask to make only those footsteps visible, where the guy had already been running.
I could also use this footsteps mesh as an orientation, where the cloud puffs should be.
So, yes, quite a job...  ;)

wait what? I see deformation motion blur on the character? Did you add that in post?

Yes, I did. Too bad that there is no object motion blur in TG (YET!!!!)

Wow, impressive result.

- Oshyan

Thanks!!!!!!

Title: Re: More Mixamo fun
Post by: Dune on November 09, 2017, 06:10:51 AM
Thanks, Hannes. That is very smart! I know I am in good company here  :P
Title: Re: More Mixamo fun
Post by: otakar on November 09, 2017, 04:31:05 PM
Love what Mixamo gives you, but is there a free tool where you can open the FBX and isolate a frame and then export that as an object? All I want now is a static object in the right pose.

Pretty cool stuff you are showing here, Hannes.
Title: Re: More Mixamo fun
Post by: KyL on November 09, 2017, 04:33:45 PM
Awesome. Stunning result!
Title: Re: More Mixamo fun
Post by: Ariel DK on November 10, 2017, 02:54:59 PM
Kewel. OK...  ;D ;D ;D

...So to get the footsteps in place I created simple ellipsoid objects in 3ds Max exactly where the feet touched the ground and exported these as one object as a helper. Since the mesh of the guy and the footsteps object matched perfectly together I could temporarily disable the running guy, create an orthogonal camera, rendered an above view of the footsteps object (with a bright white luminous shader assigned to it and the rest of the scene black without any lighting) and used the result as a displacement map for the sand by creating an image map shader set to "through camera" using the same orthogonal camera as some sort of projection. I then used an animated simple shape shader as a mask to make only those footsteps visible, where the guy had already been running.
I could also use this footsteps mesh as an orientation, where the cloud puffs should be.
So, yes, quite a job...  ;)


Nice work Hannes! Let me know if I undertand, you simply move the simple shape shader "over" the projected footstep texture?
And how do you did the fire? is an animated mesh? I understand everything else, Im working in something similar right now :)

Love what Mixamo gives you, but is there a free tool where you can open the FBX and isolate a frame and then export that as an object? All I want now is a static object in the right pose.

Pretty cool stuff you are showing here, Hannes.

otakar you can use meshlab or PovRay. they are both free
Title: Re: More Mixamo fun
Post by: Hannes on November 11, 2017, 04:35:32 PM
Nice work Hannes! Let me know if I undertand, you simply move the simple shape shader "over" the projected footstep texture?
And how do you did the fire? is an animated mesh? I understand everything else, Im working in something similar right now :)

Right!
The fire is basically what I used here:
http://www.planetside.co.uk/forums/index.php/topic,22454.msg226370.html#msg226370
Title: Re: More Mixamo fun
Post by: Ariel DK on November 12, 2017, 04:33:16 PM
Very ingenious 8)
Title: Re: More Mixamo fun
Post by: otakar on November 14, 2017, 04:21:05 PM
Hannes, I looked at both Meshlab and Povray as you suggested. None of those can import FBX format. Autodesk used to have a free exporter but it is no longer available. The OBJ, 3DS or DAE formats downloaded from Mixamo just contain the default pose, which is useless. Any other ideas?