ANIMATING THE GENESIS 8 FEMALE?? ... WHY BOTHER??

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  • Fixme12Fixme12 Posts: 589
    edited October 2017
    pdr0 said:
    A properly retargetted BVH for G3/G8 that works in other programs, doesn't work within DS. The keys aren't being placed correctly. But they know of this problem, and a fix is reportedly coming.

     

    Oh sure they know this problem, the question off all this is it done deliberately/for a reason? (as kind of form to protect, to keep the content in dazuniverse)? Just guessing...
    An iclone alternative for 3dXchange....?
    Why else difficult export/specially import...

    Post edited by Fixme12 on
  • Fixme12Fixme12 Posts: 589

    Anyone tried AKEYTSU from nukeygara and daz G3/G8 figures?

  • The latest beta release of DS, as well as including dForce (which should be of interest to animators) has the modifications to the BVH importer thata re intended to address the problems with the newer Daz figures.

  • wolf359wolf359 Posts: 3,951

    "Oh sure they know this problem, the question off
     all this is it done deliberately/for a reason? 
    (as kind of form to protect, to keep the content in dazuniverse)?

    If Daz wanted to keep their content in the "dazuniverse" there would be no
    export options in studio at all and the Daz EULA would expressly forbid it as well

    When they created G3/G8 they clearly had the still render majority in mind
    as they buy the most content thus the inability to properly import
    BVH files to G3 was not considered an important matter.

    The reality is this:
    If you wish to create Character animation with Daz genesis figures
    and the only software you can access is Daz studio or carrara,
    then you should use G1-2 

    If you have access to other FBX capable programs for both motion creation and rendering
    then you can use G3/8 if you desire them for your films.

  • Fixme12Fixme12 Posts: 589
    edited October 2017
    wolf359 said:

    "Oh sure they know this problem, the question off
     all this is it done deliberately/for a reason? 
    (as kind of form to protect, to keep the content in dazuniverse)?

    If Daz wanted to keep their content in the "dazuniverse" there would be no
    export options in studio at all and the Daz EULA would expressly forbid it as well

    When they created G3/G8 they clearly had the still render majority in mind
    as they buy the most content thus the inability to properly import
    BVH files to G3 was not considered an important matter.

    The reality is this:
    If you wish to create Character animation with Daz genesis figures
    and the only software you can access is Daz studio or carrara,
    then you should use G1-2 

    If you have access to other FBX capable programs for both motion creation and rendering
    then you can use G3/8 if you desire them for your films.

    yeah stuped from me offcourse there would be no export options then, it was a rushed comment from me.

    but it's not as easly done as you can with 3dxchange from iclone...

    Post edited by Fixme12 on
  • Leonides02Leonides02 Posts: 1,379

    The latest beta release of DS, as well as including dForce (which should be of interest to animators) has the modifications to the BVH importer thata re intended to address the problems with the newer Daz figures.

    This is exciting new, Richard. Thank you. Are there any specifics on this I can read somewhere? 

  • IvyIvy Posts: 7,165

    The latest beta release of DS, as well as including dForce (which should be of interest to animators) has the modifications to the BVH importer thata re intended to address the problems with the newer Daz figures.

    Thats great news indeed, Properly a big reason why I have not moved on to g3 yet. its really nice to see some efforts to target us animators.    Do you know what the modifications to the BVH importer are by any chancce? is it like a script or is it some Kind of control panel we can access  import/export settings on?  honestly a option panal would be awesome.  would I be asking to much of you knew if any things been changed in the IK area?

  • In the new Beta release notes, Ivy... 

    "BVH Import

    • Added a "Limit Translations to Hip" option
    • Now attempts to match node names exactly when seeding the node map; if more than one node name does not match (e.g., the figure root), node map seeding reverts to the previous behavior"
  • IvyIvy Posts: 7,165

    In the new Beta release notes, Ivy... 

    "BVH Import

    • Added a "Limit Translations to Hip" option
    • Now attempts to match node names exactly when seeding the node map; if more than one node name does not match (e.g., the figure root), node map seeding reverts to the previous behavior"

    Thanks Kevin

  • IvyIvy Posts: 7,165

    OT for a moment.:  this animation won  3rd place at the September animation contest at renderosity.com I finely got it uploaded to my own site. 

    Rendo also has a Halloween contest so make sure you guys get your Halloween animations in soon if you got em.

     

     

  • From the change log:

    BVH import now first attempts to match node names explicitly to seed the node map; if more than one name does not match (e.g., figure root), node map seeding reverts to the previous behavior

  • Leonides02Leonides02 Posts: 1,379

    From the change log:

    BVH import now first attempts to match node names explicitly to seed the node map; if more than one name does not match (e.g., figure root), node map seeding reverts to the previous behavior

    Forgive me, but does this make BVH import work again like it does with G1 and G2?

  • From the change log:

    BVH import now first attempts to match node names explicitly to seed the node map; if more than one name does not match (e.g., figure root), node map seeding reverts to the previous behavior

    Forgive me, but does this make BVH import work again like it does with G1 and G2?

    That's certainly the hope - if not, please bug report any remaining (or new) shortcomings.

  • Leonides02Leonides02 Posts: 1,379
    wolf359 said:

    That is fantastic news!

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,671
    edited October 2017

    and as I mentioned in another thread if you first bake joint rotations on G8F in a tpose the animations for G3F work on her and exported as a BVH reloaded on an unbaked one.

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,671

    I saved the map too, that might be needed

  • Leonides02Leonides02 Posts: 1,379
    th3Digit said:

    and as I mentioned in another thread if you first bake joint rotations on G8F in a tpose the animations for G3F work on her and exported as a BVH reloaded on an unbaked one.

    Would you mind linking to that thread? I don't know how to "bake joint rotations" or, really, what that means. :)

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,671

    it was the BVH import thread about improvements last beta

    forum search sucks

    if you select the tool that looks like a bowtie that you use to create bones for rigging you can rightclick and under the edit dialogue choose bake joint rotations 

    this is what I meant

    basically making genesis 8 rigging identical to genesis 3 on a figure temporarily 

    do not save it as support asset, you can load the tpose as a pose to make it easier

     

  • Leonides02Leonides02 Posts: 1,379
    th3Digit said:

    it was the BVH import thread about improvements last beta

    forum search sucks

    if you select the tool that looks like a bowtie that you use to create bones for rigging you can rightclick and under the edit dialogue choose bake joint rotations 

    this is what I meant

    basically making genesis 8 rigging identical to genesis 3 on a figure temporarily 

    do not save it as support asset, you can load the tpose as a pose to make it easier

     

     

    Got it (I think). So I set the G8 in a t pose, then "bake joint rotations" and everything works?

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,671
    th3Digit said:

    it was the BVH import thread about improvements last beta

    forum search sucks

    if you select the tool that looks like a bowtie that you use to create bones for rigging you can rightclick and under the edit dialogue choose bake joint rotations 

    this is what I meant

    basically making genesis 8 rigging identical to genesis 3 on a figure temporarily 

    do not save it as support asset, you can load the tpose as a pose to make it easier

     

     

    Got it (I think). So I set the G8 in a t pose, then "bake joint rotations" and everything works?

    well yes but you need to export it as a BVH to use on a G8 that has not got baked joints

  • Leonides02Leonides02 Posts: 1,379
    edited October 2017
    th3Digit said:
    th3Digit said:

    it was the BVH import thread about improvements last beta

    forum search sucks

    if you select the tool that looks like a bowtie that you use to create bones for rigging you can rightclick and under the edit dialogue choose bake joint rotations 

    this is what I meant

    basically making genesis 8 rigging identical to genesis 3 on a figure temporarily 

    do not save it as support asset, you can load the tpose as a pose to make it easier

     

     

    Got it (I think). So I set the G8 in a t pose, then "bake joint rotations" and everything works?

    well yes but you need to export it as a BVH to use on a G8 that has not got baked joints

    Sorry, but what is the "it" I need to export? The figure? So it would go...

    1) Set a G8 in t-pose.

    2) Bake in the joints as you described.

    3) Export the BVH from DAZ (is the iclone motion data applied at this point?)

    4) Import the BVH onto a new G8 figure that has the default A-pose?

    Thank you for your help! 

    Post edited by Leonides02 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,671
    edited October 2017
    th3Digit said:
    th3Digit said:

    it was the BVH import thread about improvements last beta

    forum search sucks

    if you select the tool that looks like a bowtie that you use to create bones for rigging you can rightclick and under the edit dialogue choose bake joint rotations 

    this is what I meant

    basically making genesis 8 rigging identical to genesis 3 on a figure temporarily 

    do not save it as support asset, you can load the tpose as a pose to make it easier

     

     

    Got it (I think). So I set the G8 in a t pose, then "bake joint rotations" and everything works?

    well yes but you need to export it as a BVH to use on a G8 that has not got baked joints

    Sorry, but what is the "it" I need to export? The figure? So it would go...

    1) Set a G8 in t-pose.

    2) Bake in the joints as you described.

    3) Export the BVH from DAZ (is the iclone motion data applied at this point?)

    4) Import the BVH onto a new G8 figure that has the default A-pose?

    Thank you for your help! 

    the applied animated pose for future use on Genesis 8

    otherwise you need to bake joints every time you applied an animated pose and it would affect Joint controlled morphs etc

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,671

    and no do not apply an iclone BVH to G8

    use one you saved as a duf on Genesis 3

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,671
    edited October 2017

    I might need to make a step by step video tutorial for this as seem to be just confusing everyone 

    its actually simpler than its looking

    I just assumed most saved any iClone motion imports as duf after loading them 

    not doing afresh each time

    Post edited by WendyLuvsCatz on
  • rames44rames44 Posts: 336
    th3Digit said:

    I might need to make a step by step video tutorial for this as seem to be just confusing everyone 

    its actually simpler than its looking

    I just assumed most saved any iClone motion imports as duf after loading them 

    not doing afresh each time

    Add one vote for a potential tutorial, ad I’m not quite following either. (But VERY interested...)

  • Leonides02Leonides02 Posts: 1,379
    th3Digit said:

    I might need to make a step by step video tutorial for this as seem to be just confusing everyone 

    its actually simpler than its looking

    I just assumed most saved any iClone motion imports as duf after loading them 

    not doing afresh each time

    Likewise. This would be MOST appreciated!!!

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,671

    https://www.daz3d.com/forums/discussion/208126/show-off-your-dforce-genesis-8-starter-essentials-just-got-over-3-dozen-free-animations#latest

    well I just saw this

    and yeah will get around to it, was not overly keen as hardly use Genesis 8 anyway but yes

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