Preserving Animation when applying Mesh Optimizers

Preserving Animation when applying Mesh Optimizers

Anonymous
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Message 1 of 5

Preserving Animation when applying Mesh Optimizers

Anonymous
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Hello Autodesk Community, this is my first time posting to this forum.

 

I have been struggling with an issue whereby I have imported a colllection of objects (using the Poser Fusion plugin) for the pruposes of optimizing the mesh for import into Unity.

 

What is happening is that after I apply the mesh optimizations I lose the animation associated with the mesh.

 

The high level process of the script is thus:

1) Loop through and add the MultiRes modifier with vertex percentages

2) Effect the optimizations by calling reqGenerate function

3) Move on to the next object

 

I've tried the ProOptimizer and the MultiRes modifiers and they both result in the loss of the animation sequence (I've applied them both manually and through the script with the same effect).

 

I tried using the simple Optimize modifier and it did preserve the animation, but it's too simple an optimization and the model gets deformed badly.

 

So my question is: How can I apply the ProOptimizer or MultiRes modifiers to an animated mesh and preserve the animation?

 

Any help or guidance would be greatly appreciated,

 

~ Ryan

 

Script attached for reference.

 

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Message 2 of 5

Anonymous
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After further reading it seems like this is a common issue to do with collapsing the modifier stack to apply the modifications to the base mesh. Losing the animation of the base (original) mesh is expected in this activity.

So now the question becomes how can I collapse the modifier stack without losing the original animation?

I'll continue reading up on this but if anyone has any quick tips it would be appreciated as well.

Thanks.
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Message 3 of 5

Anonymous
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Why would you want to collape the stack anyway?

Just leave ProOptimizer/Multi-Res at the top of the stack and the animation is preserved.

Export to .fbx and done with it, no?

 

PoserFusion is passing only vertex animation to 3dsmax, wouldn`t you also need to preserve the rigging for Unity export?

 

 

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Message 4 of 5

Anonymous
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Thanks for the reply, I tried to export to FBX without collapsing the stack and imported the model into Unity but it didn't retain the animation frames or the textures.

I agree about the rigging, but I've tried so many export types and configurations to get the model into 3DS Max to perform mesh optimization that I finally tried out PoserFusion and found that it represented the model best (visually anyway).

I had previously tried COLLADA but that export out of both DAZ Studio and Poser doesn't represent well in 3DS Max, the clothing is always reset to the origin and is not positioned correctly.

I think I may have to give up on PoserFusion for this purpose, and if so that makes this less of a 3DS Max subject and more of a how to export COLLADA properly from Poser subject.

Back to fiddling with COLLADA export configs 😛
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Message 5 of 5

Anonymous
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Accepted solution
Thanks for your attention to this, but this is now a matter of configuring the Poser COLLADA export and not really to do with 3DS Max anymore. I'll follow up with this in a Poser Forum.

Cheers.
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