Animation problem, limb movement and twitching

Noved1Noved1 Posts: 160

Hello, i have been trying to fix a problem that might be hard to explain. I have a figure like genesis 2, and i try to lock their hand, and then animate the rest of the body right. Well, during playback, that locked hand now freaks out or moves and i then have to keyframe it back over and over. Which, just looks jagged. Feet do it too, if i need to provide a video i can try to if you'd like.

Is it something to do with using pins and THEN adding keyframe? or... keyframe first, then add pins, THEN animate? it's odd. I just need what i pin to stay still.

Note, the way i animate is i select the entire figure all it's children limbs, add keyframe, pose them and then do that until it's motion. Should do individual limbs instead or?

 

thank you

Post edited by Noved1 on

Comments

  • wolf359wolf359 Posts: 3,931

    Hi Daz studio does not have a proper IK solver with foot and hand 
    contact/pinning so the problem you are having 
    does not have a solution within Daz studio.sad

    So your choices are to be patient and hope Daz adds this ability to studio soon.indecision

    Manually fix the wayward hands & Feet frame by frameangry

    or Do As I ,and many others have done and use external programs to create realistic character animation such as Iclone Pro or Autodesk Motionbuilder.yes

  • Noved1Noved1 Posts: 160
    edited June 2018

    @ wolf359

    Ah yes that would be better for now then i suppose, to animate in a better animation program and then import. Does poser perhaps have good animation tools? I've not had the chance to try it out. Could maybe import from that too, or render IN that

    Post edited by Noved1 on
  • wolf359wolf359 Posts: 3,931
    edited June 2018

    "Does poser perhaps have good animation tools? I've not had the chance to try it out. Could maybe import from that too, or render IN that"

    Hi ,
    I have Poser pro 2014
    Poser's animation tools ,such as they are, have not been effectively 
    updated since the late 1990'sfrown

    Posers IK system to pin feet&hands is all or nothing
    and will completely destroy all of your work on an animation if you try to turn it off later in your motion development.

    Poser has no non linear motion mixing system Like the DS
     aniMate 2.
    Poser doe not support the latest Genesis figures without a very cumbersome 3rd party hack to get a nearly fully functional G3/G8 into poser.

    If you are consider using an external solution to create motion for the latest Daz genesis figures  consider
    investing $250 USD in the  Reallusion Iclone Pro bundle while it is still on sale.

    Permanent license 
    no subscription nonsense Like Autodesk 


    The 3D exchange pipeline will automaticly import any genesis Model to Iclone where you can animate it with powerful modern tools and export the custom BVH out to use in Daz Studio 4.10.

    I am 54 minutes into a feature length animated film,using Iclone to animate all of my  DAZ genesis figures.

    Note the person running UP a ramp at 2:43 of this Clip from my movie.


     
    Your needs may be different of course, however
    this is the kind of foot/terrain contact system I need for my work
    Tools matter, and Daz ( and certainly not poser) shows no indication of implementing such an IK system anytime soon IMHO.

    Post edited by wolf359 on
  • mindsongmindsong Posts: 1,724
    edited June 2018

    Hey wolf359, if I recall correctly, you render in c4d, and per the above, do most of your animation in iclone (I assume on xchanged DAZ figures), but you mention exporting iclone BVH exports back into DS.

    Do you then do additional animation in DS or use DS as an export tool for c4d, or ... where in your workflow does that second DS phase add capability?

    (FWIW, I use DS with Gn1 and animate2/keymate/graphmate and render w 3DL in a toon style that works well for me, but was curious about that DS segment of your workflow.)

    Also, I've got iclone 5 pipeline, and wondered if the *animation* improvements in Iclone 7 Pro warrant the upgrade price if on sale?, esp. if DS 4.10 can import BVH again with some reliability.

    cheers/tia,

    --ms

    Post edited by mindsong on
  • wolf359wolf359 Posts: 3,931

    Do you then do additional animation in DS or use DS as an export tool for c4d, or ... where in your workflow does that second DS phase add capability?

    Hi 
    Although Iclone has an excellent auto lipsinc tools with phoneme editing & replacement pallette  one cannot actually export any of that as BVH is bone animation only for the body.

    Also I animate in iclone and retarget in 3D xchange with a nude
    figure for optimal realtime performance

    Back in Daz Studio is where I apply the Iclone body motion and use mimic pro 3 or mimic live in Daz studio for my speaking,fully dressed&costumed  subD'd Daz genesis actors to be sent to Maxon C4D as  animated  .obj/MDD files for final rendering

    Mind you, sometimes I use graphmate/Keymate for a final tweak
    in DS to account for  hands not passing through coat tails ,weapons belts etc.

    But the truly heavy lifting such as people running up ramps
    or squating with good foot contact etc is from Iclone pro.

    Yes indeed I consider the improved tools in Iclone 6.5-.7x
    such as the all new mix moves algorithim and the improved modernized interface to be well worth the upgrade price

    from version 5x.

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