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Importing Models From Other Games

Discussion in 'Questions & Queries' started by Hegyak, Sep 18, 2014.

  1. Hegyak
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    Hegyak Minion

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    I wanted to ask how and if it's possible to import model data from another game and use it in FaceRig. I ask because I noticed that Source Engine (HL2, TF2, L4D1/2, DotA2) games have faces that are articulate. The models can have various emotions and appear to handle multiple languages correctly as well. But, I don't know how any of this stuff works, so I wanted to ask.

    I would assume that sharing the model data would not be allowed due to licensing issues but if a user can extract the data themselves with their owned content, that may be allowed.
     
  2. Xyphien
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    Xyphien Administrator Staff Member Administrator

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    The law here for me in Virginia of US is, if it's just for personal use you're able to share the models if you've made them directly yourself. This includes MLP, TF2, ect. Just like the Planet Minecraft website, where they share copyrighted materiel in the form of minecraft. These won't be allowed to be livestreamed, ect. But you can play with them for personal use.

    As for your question, you'd have to go in and change their bone structure, ect. to match that of the facerig requirements which sadly, they have not released yet. No one knows any requirements for characterizing in facerig. They said they will be adding the documents in one of the next upcoming patches, so we're going to have to sit tight until then.

    Edit: I've emailed the artist who works for Holotech, and is the one that makes the documents. If I learn anything I'll be more than happy to share it ASAP.
     
  3. shadowking97
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    shadowking97 Well-Known Minion

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    the facerig documentation had the skeleton and bone names listed in it already. It's what I'm using on making my avatar. Or is this information rendered obsolete?
     
  4. Hegyak
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    Hegyak Minion

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    I don't know what you said. From what I know (which isn't much) Half-Life 2 has Models and textures. I don't know much about modeling or how things work with the Source Engine vs. FaceRig. I think Source Engine renders an object then places the texture over that. At least for static props (boxes).
     
  5. Xyphien
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    Xyphien Administrator Staff Member Administrator

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    Someone said that you didn't have the physics of the skeleton or something along those lines, and was unable to create the character model due to that. I'm unsure on if that's true or not as I do not know anything about said topic.
     
  6. shadowking97
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    shadowking97 Well-Known Minion

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    Well, I'm nearing the completion of creating animations, which according to the docs is the last step, so I should be able to tell soon.

    I'm unsure about physics for bones, it sounds strange. I do know they haven't released how to make bones for physics, but from what I'm reading, those should be obmitable.

    Back to the original topic: you'd have to set up a skeleton and create the propper animations for facerig to use, so it won't be something just anyone can do.
     
  7. RhinoRulz
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    RhinoRulz New Minion

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    I know it's slightly necro, but I didn't see the need to create an additional topic.
    Assuming one were to already have a fully bipedal model (that they have full unrestricted permission to use and edit), with a full skeleton, that is ready to animate, what would need to be done to import? What format is recommended for the import? .3ds? .obj? and the texture mesh, should I import it from the model or the separate .mtl file?
     
  8. Xyphien
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    Xyphien Administrator Staff Member Administrator

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    @mmdanggg2 Do you mind coming in here and answering this question?
     
  9. mmdanggg2
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    mmdanggg2 Minion

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    If you mean importing into a 3D program like blender or maya you really just need to find out what your program supports. For importing into facerig you have to use the DAE format. You also need to make sure the rig matches what facerig requires.
     
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  10. waltervd
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    waltervd New Minion

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    i wanted to ask i have the japanese program called mikumikudance
    is there a way to import the models there to facerig
    or the other way round from facerig to miku miku dance ?
     
  11. Navihawk
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    Navihawk Ardalys' Rider

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    Depends on the file type used for the models and textures.
     
  12. waltervd
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    Mmd used pmd, pmx and x

    If i can import them to meta i could work with mqo and obj ( so far i know )
     
  13. Navihawk
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    Navihawk Ardalys' Rider

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    OBJs you can pull and turn into FBX, but you'll need to do all the rigging yourself still before exporting don't know what MQOs are
     
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