Will Quidam work with Unity?

http://www.n-sided.com/3D/quidam.php?rub=1

It looks like they have a pretty cool modelling tool here. I haven’t downloaded the demo yet, but it sort of looks like a commercial version of MakeHuman.

Unfortunately, they charge seperately for the program, the models, and the exporters, so it’s not like you can just buy the product and use it. You need to somehow know in advance exactly what specific parts of the product you need to buy.

So, has anyone here used Quidam before and gotten it to export to a fully Unity-friendly format? If so, which version did you use, and which plugins did you need to buy in order to get to work? Also, if there are any pipeline complications, please explain.

Sorry for asking about it here. I would have just asked in the Quidam forum, but their english is a little sketchy, there’s hardly any users, and the developers don’t seem to enjoy giving straight answers to earnest questions.

And I guess while I’m here, I might as well ask if there are any plans to make Unity support the QDM format any time soon?

Thanks in advance.

Comprehensive Analysis:

UNITY IMPORTS THESE
Maya .mb .ma - Not supported by Quidam.
3D Studio Max .max Actually FBX. Also, not supported by Quidam.
Cheetah 3D .jas - Not supported by Quidam. Actually i’ve never heard of this one. Is it good?
Cinema 4D .c4d Not supported by Quidam ~and~ Actually FBX ~and~ the exporter is buggy!
Blender .blend - Alternate path for DAE content in case for whatever reason Unity’s DAE importer can’t handle it directly…
Carara - Actually FBX; not supported
Lightwave - Actually FBX; not supported
XSI 5.x - Actually FBX; not supported
Wings 3D1 - Not supported; Mesh-only
3D Studio .3ds - There needs to be a
Wavefront .obj - color worse than red
Drawing Interchange - like maybe “Super-Red”
Files .dxf - or something.
Filmbox .fbx - not supported by Quidam
Collada .dae - Exporter match! And with an alternate pipeline through Blender in case of problems!

QUIDAM EXPORTS THESE
3DS MAX Plug-in - QDM Importer for MAX, Not Helpful.
Carrara Plug-in - Native export from Quidam 2 Studio Standalone. Supports model, texture (UV), the animation skeleton with its bones and influence/skinning
Cinema 4D Plug-in - QDM Importer for C4D, not helpful.
Lightwave Plug-in - Quidam Plugin exports LWS/LWO, supports model, texture (UV), the animation skeleton with its bones and influence/skinning
Maya Plug-in - QDM Importer for Maya. Not helpful.
Collada Plug-in - Quidam exporter produces COLLADA 1.4.1 format (.DAE) files. no mention of what types of content are included. Supposedly this makes them compatable with XSI, Blender, and others.

I haven’t looked at Quidam in a long while, but the last time I did the price for the low poly export module was pretty steep. Not sure if you knew this, but when Eovia (the previous owners/developers of Carrara, Hexagon and Amapi) sold out, one of their key developers went off to develop Quidam.

Yeah, right now it’s something like $500 for the pro version with the lowpoly export plugin. It’s really not that bad compared to the cost of buying a mac just so I can use Unity, but selling the plugins and models seperately just feels like highway robbery.

I’m considering it anyway because MakeHuman is in such sad shape.

Actually I just now realized that a lot of what’s advertised as “exporters” on their wesbite are actually IMPORT scripts for various programs. So I can’t use, for instance, the Max exporter, because you need Max to use it. This is really sad support.

If you end up getting Quidam be sure to let us know how it goes. Sounds like the price has dropped appreciably from what I remembered. Still a bit high, but not so high as to be completely un-affordable.

I’ve only played with MakeHuman, never really tried to do anything important with it. Have you tried the latest version yet? In some ways, the old Python Script version was actually more useful for gamers (version 1.8 I believe). It at least had a built in rig. I think it’s still available if you look for it.

They still haven’t gotten it to export a rigged mesh yet, but 0.91 includes some posing ability, which is nice, and some kinda raytracing system, which is kind of pointless. They promise the next version, 0.92, will include “all features,” so it might be possible to quickly and easily export, well, basically nude characters soon.

The latest versions of MakeHuman have felt like “two steps forward, one step back.” Every time they improve the UI or the exporter, they also make a small change to the base mesh that completely breaks all previously developed content.

Also, converting quads to tris upon export is done asymetrically, which tends to ruin topology in a way not easily fixed.

I’d still say MakeHuman can be a time-saver, especially if your game calls for anatomically precise characters. But it’s still a ways away from being the one-click content creator it has the potential to be.

I’ve started researching each format individually and color-coding the results in the first post. Looks pretty bleak, so far… :frowning:

Update: Well, that’s an hour of my life I’ll never get back. Would it kill them make this information more accessible on the Quidam site? I guess they’re operating out of some developing nation where nobody’s ever had to deal with the concept of customer service before.

Oh well, the good news is, there appears to be exactly one direct pipeline, with an optional stop in Blender for touch-ups. Now I guess all I can do is research the heck out of Quidam’s DAE support and see if they implemented it according to standard or not.

Hey guys, a little off topic

I’ve been chatting with this dev, about his facial mocap device. He has plans to port it to mac, but currently is developing an fbx exporter for the win32 version. I havent had time to load it up on windows yet, but his intentions are such that in a few months this could be an amazing tool to use in our pipelines.

If theres anyone who has experience using the fbx sdk that wants to say hi to Luuk, he’ would probably appreciate hearing from you. He sounds pretty clued up, and other than offering him fbx files as reference, I’m not a great deal of help to his efforts…

AC

That is pretty off-topic… I think that’s worthy of its own thread, Targos. :smile:

Point taken. Sorry. MakeHuman is pretty good for building reference models though. use them as reference for origional works…

AC

If Quidam’s Carrara exporter works well, then you may have a path from there to Unity. Carrara 6.03 exports .FBX files with mesh and animations, but AFAIK it doesn’t export UV’s or skeleton. There’s another update in the works (should be out very soon) which may address these limitations. If you don’t have Carrara and need someone to give a file a try I’ve got Carrara 6 Pro and am a beta tester for Daz.

The .DAE importer for Blender should support skeleton, mesh and UV’s (I haven’t tested this). If so, you could bring it into Blender, clean it up and then export to Unity using the (very nice) .FBX exporter.

Did you ever give MakeHuman 1.8 a try? It’s pretty elusive to find, but its still out there, and it may work much better for you than the more recent concoctions. If it doesn’t work with Blender 2.45, you can always download an older build and get it to work with that. That’s the route I was going to go when I was looking into this.

No, I don’t have Carrara. Nor do I have Max, Maya, or Cinema4D.

Is there any reason standard DAEs can’t be imported directly into Unity? It says Unity supports the format.

Oh, wait… I just realized I DO have Carrara 6 Pro! From back in my DAZ phase. How could I have forgotten about that!? Wow. That makes a BIG difference. XD

Okay, I guess I have two potential pipelines now. I’m gonna take the plunge. I’ll let you guys know how it goes.

Just wanted to bump this thread.

I am interested in using Quidam to model some characters and possibly animate them in Motion Builder. Then bring the animated characters into Unity. Does anyone know if this pipeline works.

I’m trying to avoid modeling, skinning, weighting, and rigging from scratch. It would be great if all that can be done in Quidam with perhaps some tweaking in Maya, then into Motion Builder for animating.

Anyone have any thoughts or experience with this workflow?

Mitch

Yes, it works, although I find it necessary to tweak the characters, rigs, and vertex groups a bit (and recreate the eyes).

I use the full Quidam Studio version, from which I export Collada 1.4 files, and import these into Blender, where I tweak and pose, and then import into Unity. My friend does a similar process into Maya using the Maya Exporter plugin. For realtime game use, you really need to export the Low Poly level, which ranges ~ 5k to 7k polys. The geometry is good, but not great, and as I say, may need some tweaking or smoothing.

The Quidam rigs, though, leave something to be desired - they don’t match the standard Motion Builder rig or mocap rig, it needs at least one more spinebone, and some bone rotations are very wrong.

While it is a great timesaver for demo purposes, I’m starting to think that the only way to get the necessary quality and polycount for production is to go from scratch, or at least, to retopo the Quidam models, replace the rig, and redo the weightpainting. Which of course is still a lot of work, but it does help to have a reference model.

hth

Hi,

I know this is an old post, but I thought I’d comment as it keeps popping up in Google searches for even unrelated 3D character import/export issues and questions.

First off, I’ve been able to realize very smooth Quidam Studio to Unity flow with Blender in between. I am very new to all three, but I’m a very fast learner :roll: … uh huh…

Quidam Studio v. 2.3
Blender 2.48a
Unity latest as of today.

Quidam Studio is quite pricey, but it is worth it in the incredibly intuitive interface. The big downside is that the basic content included (models) require a per model license to use in your game, though if you have a reasonable budget and are likely to gain income from your project, the pricing is extremely reasonable from an ROI point of view IMHO.
Quidam Studio, however, has good import features (obj format meshes and bvh format skeletons), and apparently very good auto skinning and weight painting features. In other words you take your mesh, a standard mocap bvh skeleton, mix them in Quidam and wala! you can use the entirety of Quidam’s neat features (minus perhaps the LOD and mesh combining for clothes) with your own content. So the question is, does N-Sided try to apply the license requirement to your own original content which you passed through Quidam, or only to N-Sided original content? Questions questions…

Anyway, just quickly, to get the standard Quidam content into Unity it is easy. You just create your character with the Quidam tools as you wish. Then export as Collada 1.4. The only essential option is “merge meshes” which is found on the third tab of the export options. You can play with the units and scale options on the first tab. I recommend turning off the internal scale check box and turning on cm to meters check box. This does not give the right size in blender still (too small) but otherwise you get a gigantic sized model in blender.

Next, you simply import the collada file in Blender, File>Import>Collada 1.4. The character imports almost perfectly, but rotated on the z axis so it is facing to the right. Just rotate back (hold ctrl to snap). Then you find it becomes just a bit off center so again translate with ctrl key to get it exactly centered. Remember to do those operations on the Armature object which you see sticking out through the mesh and not the mesh itself. The mesh follows the Armature (which is the Quidam bones exported). Now you can scale to the size appropriate for your needs, again scale the armature.

Finally, you can use Blenders perfectly adequate animation functions and IK constraints and all that stuff to animate your character.

Then simply save in the native blender format somewhere in the Assets folder of your Unity project. Start unity and it will automagically import the character. If you made more than one animation for your character (along a single time line, that seems important), then right click on your asset in the Project pane of Unity and open ‘Import Settings’, then a window and at the bottom you can split the time line into discreet animations.

Wala! you have your character.

Note that this process says nothing about number of polys, so this results in a very high poly (15,000+) model, but this animates fine in a simple test scene on my Pen D 2.8 Ghz, nVidia 8800 machine…perhaps not a good idea if you want to distribute to low end. But Quidam has a solution: you can export a low poly mesh (4000-6000 range depending on which base model you use) by changing a subdivision option in Quidam before you export (just read the manual, it is a mouse click). This only works, I assume, with N-Sided content.

So, the problems mentioned above by Polytropoi, these can, according to the Quidam manual, be solved in the following way:

  1. Create your skeleton first in whatever 3d program you use or use the one you already created in that program and export in .bvh format
  2. If you want to use mocap animations, just import the standard mocap skeleton into Quidam and auto skin your mesh to it, then brush up the weight painting to taste. Weight painting is so intuitive and cool in Quidam, you won’t need to be afraid of it anymore.
  3. Create your own mesh, or export the Quidam mesh, tweak it first, and reimport to Quidam if you want to optimize the model before you sculpt in Quidam. When sculpting, watch which subdivision mode you use so you don’t add/subtract polys in your mesh.

In closing: unless you own Maya or some other heavy lifting equipment, Quidam will greatly speed up the pipeline IMHO, and you don’t need advanced modeling skills or poly modeling and rigging skills which the low priced character modeling options require you to have (milk shape, fragmotion etc with their slightly antique interfaces). If you do have Maya, 3D Studio or any of that caliber, you don’t need Quidam so much except to quickly sculpt human meshes for testing or something. Quidam really does behave like you are playing with clay and acts as an inexperienced person would expect it too.
However, if you want to get the most out of Quidam and not (again, need to check this) pay model licenses, you are still better off knowing how to create or import/export a skeleton that suits your purpose and model your own mesh or get a free one. One option to explore perhaps is the possibility of using the MakeHuman mesh? I wonder what the license on that one is.

Anyway, I am still exploring Quidam Studio so I will post more when I get more advanced.[/b]

Thank you for sharing your experience with Quidam. Appreciate it.

Mitch

One note I should mention though, Unity crashes every time if I try to import the collada file exported from Quidam directly to Unity, no exception. But I don’t see it as an issue since you need to animate the character in another program anyway. I would see the need for unanimated characters as low.

On the positive side, the UV mapping and textures translate smoothly. Quidam exports the images for mapping as separate files which show up in the Project pane in Unity (just drag them into your assets folder along with the Blender blend file). Blender uses those files with uv mapping set correctly as is, so nothing to do in Blender, except that because materials have not been actually set in Blender, “shaded” view mode shows up black. I use “solid” view to animate and “textured” just to see that yes in fact blender correctly imported Quidam’s uv textures. The blender mesh loaded in Unity has the materials defined but the images are blank. Simply drag the appropriate images from the project pane to each material definition and your character appears properly UV mapped. This is only for color mapping so far, have not tried bump mapping. That may require actually setting materials in blender. However, the result in Unity looks identical to the original in Quidam with the exception that eyelashes are not transparent. I think that is easy to fix.

Please use Report Bug (attach collada file) to submit this issue, if you have not already.