What's wrong with Blender?
KND
Posts: 65
I just thought it was kinda funny knowing there are alot of Blender users here and Daz kinda pretends it doesn't exist lol. Blender should get a forum under the Software section, seems there is a spot open on the right hand side, many people would appreciate. ;)
Also i noticed Daz Studio had a checkmark beneath Animation, wich would be technically correct but i found myself scratching the back of my head looking for my keyframes... wich don't exist, whut?!
So i put Blender on top of the list just to make point. Not to mention Blender has a video editor and compositor as well wich isn't mentioned in this list hmmkay.
I love Daz, for "still photography" it is ideal to capture that single perfect moment, but without built-in keyframes and bezier curves it lacks in the animation and simulation department. Right now rendertimes maintain the suspense of the artistry, but in the future it will be a one click instant render and people will be wanting to do more then just single frames, they want to be making movies.
Remember this game?! I loved this game, this is basically what i want in Daz if there will be no default keyframes ever. And i'll do everthing else in Blender what Daz can't/won't do. Just dump Hexagon like bad boyfriend, you deserve better!
;p


Comments
Neither Lightwave nor Maya nor 3ds max have got their own forum here. Why should Blender?
DS has keyframes. You just don't see them in the timeline.
Nothing is wrong with Blender. There are keyframes in DS (on the timeline). There is animation in DS.
Examples:
https://www.facebook.com/DAZ3D.FanPage/videos/10156386041255540/?hc_ref=ARR3wklKFPyqk-6bYVdgZEOO9sDc0Ea9bD3fte3srJslHQxoZsh5xQQXiGwfUGlaIEI
https://www.facebook.com/DAZ3D.FanPage/videos/10156362767175540/?hc_ref=ARSzKhsQXU9NTA56DFAwJatiC_8dJ5VJRW2fU7X-Jkrvlouq73kVLA-Oo9yaR55JLjM
The dedicatd software froums are for applications that daz makes. People can, and do, discuss Blender in the general forums or in the application-specific froums when it is relevant to the application (as, for example, using Bender to create cntent for use in Daz Studio).
As for keyframes, while the UI offers limited support they are there - make sure you have the advanced controls enabled in the Timeline pane. For things like switching interpolation type you do need to use a script or - as many animators do - the KeyMate and GraphMate plug-ins from the store.
Nope, but they do get some props on the front page and yeah technically it has animation, but i can't touch what i can't see wich makes it very limited. I've seen the package for animation in the store for keyframes and curves, but that's external content with a pricetag. And it feels like it should be there cause i can't think of any program that doesn't makes them available to the user.
lol, doggies. I suspect this was rendered outside of Daz, i see noise generated motion and Daz doesn't support that as far i know, also some post effects.
Look, i get it. Maya belongs alongside a few other programs to the industry standard. The Daz community exists for the most part out of hobbyists instead of professionals. The pro's go for pro-ware, the amateurs go for open-source.
I think it be nice to see a forum specially for Blender 2 Daz, and Daz 2 Blender stuff. It's a win win can't lose situation. About the keyframes, i rather do it in Daz, but i also know i can take out my scenes to Blender and do even more. Basically they are outsourcing animation to other programs i.e. a loss on Daz's part.
It's not a complaint, just an urge for improvement, because the potential is there... waiting... lurking...
By coincidence, there is an upcoming Digital Art Live webinar on using Daz Studio for animation. Digital Art Live is a Daz PA. The person presenting the webinar is a frequent contributor to the forums here.
https://digitalartlive.com/event/daz-studio-getting-started-with-animation/
If you wish for more complete animation tools, within Daz studio,youreally should purchase the graphmate & keymate plugins as Richard suggested.
you get a spline graph editor with Auto clamping
( cubic interpolation) on by default which avoids the spline graph overshoot you get in poser for example.
you can also view muliple splines at once by control selecting
mulitple parameters.
The keymate plugin is a pretty complete Dope sheet for the price
that exposes the keys for every animatable parameter in a given scene for mass editing of entire Channels of key frame data at once.
These are optional plugin provided by a third party "PA" called
"Gofigure"
Doubtful in the extreme.
we already have realtime rendering options in the various game engines ( unreal etc)
and the number of independant people "making movies" has not increased overall because only a small portion of DAZ 3D user have such movie making aspirations at all.
Do you have any of your Blender animation to share??
as an animated filmaker myself I am always interested to see what other animated film makers are producing
Here is a clip from my current feature length marvel Comics based fan film.

Hmm that banner not does not appear to be accurate, I create animation with daz studio daily. fake news or ad?
DAZ Studio : Getting Started with Animation Saturday August 11 @ 8:00 pm - Sunday August 12 @ 10:00 pm BST
Nothing is wrong with Blender. It just doesn't click with some people.
I think the number of 'independent' hobbyists making movies will increase quite a bit after this enhancement to Unity is released and working:
https://blogs.unity3d.com/2018/06/20/announcing-kinematica-animation-meets-machine-learning/
I am one of them. tried many times for it to cluck, but I keep going back to Max which makes total sense to me.
Personally I just want to see DAZ products and ways to use DAZ products IN Daz Studio at the DAZ site. If I want to see Blender info, I have Blender.org, cgcookie, Blenderguru, Blendernation, etc
I have sunk a lot into the blender market, its basically Modo on steroids with the addons.
I also have some collaborations with DAL that are lengthy tutorials on using Blender, which Daz3d has published.
Daz is indifferent to what software we use. It all has to go into the engine in the end, it's all for export, the source program doesn't matter. I've been using Blender for primary base meshing, UV mapping, and about half my physics sims since around 2007 (before I even knew what Poser was, let alone this new upstart Daz Studio).
I've got your Gecko modeling, texturing, and rigging webinar from DAL. Two enthusiastic thumbs up!

Where is Cinema 4D and Houdini in this comparison?
No...You see ,the people who are serious about independant film making (Live action or animation), are already doing so
and not waiting for some miracle unity feature etc etc etc to set them free to create.
just as the filmmakers or even photograhers of the pre digital Era, created Great works with what tools existed in their time not the tools in some fantasy future they read endlessly about.
And IMHO' the people who are waiting for some miracle software to enable them to start animating are the very people who will never produce one bloody thing as they find endless new reasons why the available software is " just not there" yet
so making animations will take too much time.
But have much time to hang in web forums and offer all manner of expert analysis why this app is better than that app when they are NOT actually producing much of anything...with any program.
P.s. nice to see you pop in @ivy
I have these tutorials and am enjoying them a lot they are very useful, I picked them up this week. I have just finished the tutorial you did for props (the sword etc) very nice indeed!
.
I both mostly agree with this.... and feel like it's worth pointing out that wasn't true about me and art in general. There's always going to be a few people who DO get into something, very seriously, once a barrier to entry has been removed or it's presented in a way that works with how they process information. But yes. While the invention of, say,the word processor did increase the number of people writing and submitting a single manuscript, it takes more than just technology to create the stick-to-itiveness required to get past early lack of success.
I've been using keyframes in my dForce stuff today, yeah. I did pick up a couple of the animation packs because big dreams (ok, I watched that amazing film "Rosa" animated in DS 7 years ago) but I don't know enough about animation to understand them yet.
I only know one professional animator that has a IMDb listing. so I find most people talking animation do just that talk about it. I hardly see much in the way of animation posted that much for all that is said about it.
I'm not a professional animator I am just grandma looking for something to do other than knitting. I use blender to make a few models and re-rigg stuff I am animating in daz but i find the blender learning curve pretty steep for my old brain. So that is why i use daz studio. Daz does not change much and any new features that get added to the studio software does not change the UI much, . plus all and all Daz does a fairly nice job for cartoon animation if you have enough patents to create it..
I made this animation this week, I just posted it tonight. I completely done this in daz studio 4.10 accept for the film & sound editing. its rendered in 3delight. I even got my husband to do a little voice acting..lol
Another Ratty Mouse Cartoon. click picture to play
That's like people that are serious about driving could not be serious because they didn't lwant to earn to drive until there was such a thing as automatic transmissions. I'm old enough to remember as a child quite a few people, women mostly, that didn't learn to drive and didn't want to learn to drive until automatic transmissions were available. One need not indulge in antiquated technology to be good at doing something using a new technology.
+1
Blender makes me nuts. Thankfully, I'm an educator who gets Autodesk products for free, so it all costs the same amount ($0) for me. I realize this isn't true for most people, but if I was to answer the question "What's wrong with Blender?" the answer is the same as the one I'd give to "What's wrong with chocolate ice cream?"
"Nothing. I just like something else more." (Max or Daz Studio and Vanilla, for the record.)
Well I wil say it's turning the corner !
the interface there looks like some hope in 2.8 !!!
...that is sweet.
well DAZ owns Carrara and they omitted that
This is what Blender can do: a small studios in the Netherlands produced a short based on a Dutch comics character to pitch for a feature film. It"s all keyframe animation.
DAZ Studio animation basically focusses on premade motion capture blocks, less on keyframe animation. Keyframe animation works best on cartoony characters, that are rare in the DAZ-verse. I have worked as a keyframe animator in Maya, that has a proper spline-based graph editor. Blender should have some proper animation tools as well, but i never worked in Blender yet. Studio needs a lot of work in that department
I use Blender but the interface is a unbridled mess. Yes it is powerfull and free but I prefer Lightwave because the interface makes sense. On that note I would recommend Blender for Artists as it's interface is not so bad. I hope Blender 2.8 interface will simplify the interface mess of the previous versions. So to answer the the original question about what is wrong with blender? The horrible interface period!
Nothing; my own opinion is that it is awesome. I use it a lot.
... Like any piece of software, it isn't for everyone. That doesn't make it good or bad; it just is.
It seems for some reason we humans just LOVE to break every issue down into a very simplified binary decision. A is good, B is bad. I love X, therefore I hate Y.
As others have said, software is pretty much irrelevant. There's so much free software out there with so many features that it becomes irrelevant. What matters is the individual, and their skill level, and what they want to produce, and most of all, their personal preferences. If you're really skilled and talented you can produce incredible works with no software whatsoever.
The different software out there has different features, and it becomes nothing more than a matter of personal preference. Yeah, you could spend hours making detailed side-by-side lists of features, but if you're not going to use those features it's irrelevant. Though it can be useful I suppose if you feel a need to justify your personal preference.
If you like it, use it. If you need another feature, use the software that has that feature. There's no "best" or "worst". They're all good, and have their strengths and weaknesses, unless you personally choose to not like them for whatever reason.
This seems to imply that everything preceding this upcoming
"Kinematica "system for Unity is "antiquated" and was thus preventing many would be Character animators from Blossoming....yes??
from the link you posted:
We set out to create a radically different animation system —
one that provides motion synthesis that wouldn’t need to rely
on any of these superimposed structures like graphs or blend
trees. This technology could remove manual labor and free up
animators to focus on what they love: creating beautiful
artwork.
At the Unite Berlin 2018 keynote this week, we announced
Kinematica — a brand-new experimental package coming to
Unity later this year, developed by Unity Labs...Unlike
traditional systems, Kinematica retains everything in a single
library, and it decides — automatically and in real-time — how
to combine tiny fragments from that library into a sequence
that matches the controller input, the environmental context,
and any gameplay requests.
Animation quality was a key pillar when designing this system,
so we never alter the original animations or quality of the input
data that you as an animator provide. And remember, you still
get to decide (based on your own game design) what the
animations of your characters are. You even have the power to
tweak how the animations interact with the environment.
Lovely.. this a literally an exact description "a dynamic motion synthesis animation system", that has existed for over 10 years, that" does not rely on any of these superimposed structures like graphs or blend trees"
I know because I own it.
It is called "Endorphin" No key frame/graph editor
the ability to bring in keyframed Motion from Iclone Pro, MOBU, Maya etc. and blend in Dynamic Collision based motion based on a machine intelligent library of behaviours.and export that data back out as BVH or FBX,Acclaim etc.
My sample here with multiple Genesis figures in Daz studio.
So indeed this "new" unity feature will result in existing unity users having a quicker way to animate their game characters.
However IMHO it will do nothing to inspire the
" Online Animation Theoreticians" or the dedicated still frame artists to actually become involved in animated film making themselves.