Digital Art Zone

 
     
Genesis motion and MOCAP foot issues!?
Posted: 11 October 2012 11:33 PM   [ Ignore ]
New Member
Total Posts:  1
Joined  2012-10-08

Hello,

Firstly, well done for a really GREAT and extremely helpful and handy program…. smile

Question!?

I would like to use the Daz characters that I create in Max 2012. I would like to be able to create the character AND animate the character in Daz. Then let 3d Max do the rest…. scene environments, lighting and rendering!

I can NOT however animate in Daz as Genesis has a few flaws:

1) The bones naming system - MOCAP / bvh motion files use very different name for each bone in the arms and legs mainly. So MOCAP does not seems to work properly - Even in Motion Builder, where you have to re-attach / link all the bones before you can animate ... What a PAIN!

2) In Daz inself - Genesis does weird things with its feet. must be something to do with the rigging. In Daz if I import bvh MOCAP to my character.. The feet turn up and the whole point of using MOCAP is mute.. because of the amount of repairing the animation involved!

3) The same foot issue - happens when trying to attach older shoe models to Genesis - ie: Pretty 3d content….. The boots never attach or get correct rigging?!

Please help - Am I doing something wrong when doing these things?

 

Image Attachments
Screenshot.jpg
Profile
 
 
Posted: 12 October 2012 03:26 AM   [ Ignore ]   [ # 1 ]
Addict
Avatar
RankRankRankRank
Total Posts:  7082
Joined  2005-08-15

You are using Gen4 animations on Genesis, which is a completely different figure to any of the Gen 4 models. 

The same thing happens in Animate 2, but they have provided a fix for it.  I will see if I can find a link for you.

Profile
 
 
Posted: 14 October 2012 12:10 PM   [ Ignore ]   [ # 2 ]
New Member
Avatar
Total Posts:  18
Joined  2012-04-28

Yeah, there are definite issues when using animate2 with Genesis.  The feet can be fixed very simply though.  Bring up your key frames on the animate timeline and switch the level from ‘base’ to Level 1 (or higher) and then rotate the feet to what you want.

Profile
 
 
Posted: 14 October 2012 01:21 PM   [ Ignore ]   [ # 3 ]
Addict
Avatar
RankRankRankRank
Total Posts:  7082
Joined  2005-08-15

Have a look at this thread, GoFigure have a fix for this:
http://www.daz3d.com/forums/viewthread/8256/

Profile
 
 
Posted: 20 October 2012 12:59 AM   [ Ignore ]   [ # 4 ]
Member
Avatar
Rank
Total Posts:  167
Joined  2003-10-09

I find the same problem when I use other figures with the aniblocks but I do the same thing that wayofthesword does.  Works everytime!

Profile
 
 
Posted: 20 October 2012 10:37 AM   [ Ignore ]   [ # 5 ]
New Member
Avatar
Total Posts:  1
Joined  2005-06-07

You can also pin the feet down. If you are using DS4 then highlight both feet and go to bend in the general parameters and click on the lock. Although your character might start skipping a step. But if you are better at animating than I am then you may know how to solve that problem. Hope this helps smile

Profile
 
 
Posted: 18 April 2013 08:26 PM   [ Ignore ]   [ # 6 ]
Member
Rank
Total Posts:  26
Joined  2010-05-19

If you have shoes on your Genesis figure here’s a workaround without having to purchase animate2.

You can’t bend the shoe parent node but open it up and down the hierarchy in the scene tab you can bend the foot, toes and big toe nodes of the shoe object (about 20, 60, 60 degrees respectively I think and you have to do all 3). This will shift it from the foot position of the genesis figure but retain the animation. The Genesis feet will poke through so select those and click the eye icon to make them invisible.

Profile