suggestions for Genesis 9

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  • nicsttnicstt Posts: 11,715
    Isosceles said:
    Isosceles said:

    Never happen, but I wish they would make the head and body morphs part of the starter essentials. We already have to pay $45.00 for the "base" figures - do we really need to spend another $40.00 on the morphs?

    The base figures are free for the current generations - in Starter Essentials. Or do you mean one of the Name 8 characters?

    Sorry, yes I meant the "named" figures...Victoria, Aiko, Michael, etc. If you only buy one figure (say, Victoria), then that figure costs you $85.00. If you pay $180 for the Pro Bundle, you still have to pay another $40.00 for the head/body morphs. So the Pro Bundle, and the incorrectly named "Starter" Bundle, are incomplete without also buying the head/body morphs, since you can't actually use any of the included figures without the additional morphs.

    I always wonder is: how much should be provided free, before folks thinks it is too much, and they should start paying something?

    Studio is a great piece of software ( sure it has issues, which will be different depending on who one asks); not only is the software provided free, but there are a number of models, hair, and clothers, and even a few clothes and props.

  • My suggestions for Genesis 9 have little to do with the actual figure, but I believe are important. Rather than be concerned with geometry or materials, I would like to include something more functional that I believe is past due. What I would like to see for Genesis 9 is an honest to goodness, functioning control rig in the viewport for all of the bones, that includes IK that actually works consistently across the board. I don't care if you license HumanIK from autodesk or build one specifically for the Genesis 9 figures, but the really disheartening thing is that an addition like that would allow for some truly monumental leaps forward when it comes to actually trying to do animation. I'm tired of dial switching endlessly in order to get a pose. It's inefficient and just about every 3D animation system has something like that bult in. I would like to see HumanIK, SplineIK and Mechanical IK all become a part of DAZ studio. I mean I can get by without particles but animation without a control rig is agonizing.

     

    When you see stuff like this show up in once people figured out that you can use it for animation, it really makes me wish for something similar built specifically for Genesis. I honestly wouldn't even look at another animation package if we had something like this in DAZ Studio.

  • RAMWolffRAMWolff Posts: 10,352

    WOW.. just WOW... rigging, saving home built facial expressions on the fly... IK doing what its' supposed to do.... NICE! 

  • RAMWolff said:

    WOW.. just WOW... rigging, saving home built facial expressionto s on the fly... IK doing what its' supposed to do.... NICE! 

    After seeing DAZ to Maya and Genesis 8 in DAZ, I figured it was high time to incude some native tools in DAZ for posing that were more functional and up to date. I really think that if DAZ ever implemented a real life Control rig built for Genesis 3/8/9, that a lot of people would flock to DAZ's platform as animators and not just still renders. I honestly believe that DAZ has the best models when it comes to look and feel. And with the new DForce adding more to what you can do, I really think it's time for DAZ to come out as a full on, animation platform. That's just my two cents on the matter.

  • RAMWolffRAMWolff Posts: 10,352

    While I don't personally do annimation the tools you showed us are really cool and would be useful for still renderers too! 

  • LintonLinton Posts: 543

    A melanin slider for the skin tones. Where we can simply slide the bar across and darken or lighten the skin tone. 

  • BBlogoBBlogo Posts: 54

    Just going back to good looking models would be enough. I can't stand the general look and standards of this generation 8, haven't buy any of them and worse this has turned me out of Daz Studio for more than one year now.

  • wolf359wolf359 Posts: 3,936
    edited October 2018

     What I would like to see for Genesis 9 is an honest to goodness, 

    functioning control rig in the viewport for all of the bones, that 

    includes IK that actually works consistently across the board. I don't 

    care if you license HumanIK from autodesk or build one specifically 

    for the Genesis 9 figures, but the really disheartening thing is that an 

    addition like that would allow for some truly monumental leaps 

    forward when it comes to actually trying to do animation. I'm tired of 

    dial switching endlessly in order to get a pose. It's inefficient and just 

    about every 3D animation system has something like that bult in. I 

    would like to see HumanIK, SplineIK and Mechanical IK all become 

    a part of DAZ studio. I mean I can get by without particles but 

    animation without a control rig is agonizing."

     

     

    I have to wonder if The majority of Daz studio users would ever use the updated HumanIK animation tools.

    Also we would need an updated  native spline graph editor and dope sheet to make full use of a true human IK system.

    The optional add-ons from "gofigure are "useable" however they are rather primitive compared to what we see in other programs like Maya or Lightwave. 


    Even with the "gofigure" add-ons I still need the help of third party scripts from Mcasual to perform task like Cycling keys  or reducing keys on motion captured Data to make them easily editable.

    So Daz would have to consider the cost of developing an internal Graph editor & Dope sheet in terms of how much it would contribute to increasing store content sales


    Also I have to wonder ifCharacter animators would flock over to Daz studio if it had a proper human IK Control system because as nice as the G3/9 figures look ,at some point you have to render your animations.

    3Dlight is getting less an less material/content support in favor of IRaycool
     
    We are having quite the sobering Discussion over at the Reallusion forums now that IRay has come to Iclone.
      while it is certainly possible to render animations in IRay
    (With top end NVIDIA hardware)
    Most animators  there agree it is not the most desireable particulary for dense, complex scenes.

    Finally Daz studio has Little  to no support for the importing  of  Non poser/Genesis Figure rigs,

    Not every animator is fixated on the DAZ genesis line of Character rigs
    Many want to use the animation tools of a program for there own custom character rigs without any licensing concerns
    hence the popularity of solutions like Autodesk MAYA ,Motionbuilder, Ikinema and Iclone pro Pipeline.

    Post edited by wolf359 on
  • My suggestions for Genesis 9 have little to do with the actual figure, but I believe are important. Rather than be concerned with geometry or materials, I would like to include something more functional that I believe is past due. What I would like to see for Genesis 9 is an honest to goodness, functioning control rig in the viewport for all of the bones, that includes IK that actually works consistently across the board. I don't care if you license HumanIK from autodesk or build one specifically for the Genesis 9 figures, but the really disheartening thing is that an addition like that would allow for some truly monumental leaps forward when it comes to actually trying to do animation. I'm tired of dial switching endlessly in order to get a pose. It's inefficient and just about every 3D animation system has something like that bult in. I would like to see HumanIK, SplineIK and Mechanical IK all become a part of DAZ studio. I mean I can get by without particles but animation without a control rig is agonizing.

     

    When you see stuff like this show up in once people figured out that you can use it for animation, it really makes me wish for something similar built specifically for Genesis. I honestly wouldn't even look at another animation package if we had something like this in DAZ Studio.

    I've been thinking of buying this as I'm lucky enough to have a DAZ games license !

  • kyoto kidkyoto kid Posts: 41,928

    ...four things.

    1. Bundle the Head and Body morphs together at a reasonable price as they are DOs and pretty much a necessity to make a new Genesis mesh really useful.

    2. Make it truly backwards compatible with other Genesis iterations (clothing, morphs, skins, shapes, etc.).

    3. Release a "Skin Pack" like Gen 3 & 4 had instead of having to buy individual character morph sets to get skins.

    4. Make it a distinct, overall improvement over the last Genesis generation, not just a few minor tweaks like G8 was from G3.

     

  • kyoto kid said:

    ...four things.

    1. Bundle the Head and Body morphs together at a reasonable price as they are DOs and pretty much a necessity to make a new Genesis mesh really useful.

    2. Make it truly backwards compatible with other Genesis iterations (clothing, morphs, skins, shapes, etc.).

    3. Release a "Skin Pack" like Gen 3 & 4 had instead of having to buy individual character morph sets to get skins.

    4. Make it a distinct, overall improvement over the last Genesis generation, not just a few minor tweaks like G8 was from G3.

    2. and 4. are probably incompatible. I'm not sure what you mean by 3.

  • I personally love how realistic the Gen 8 characters look. I just started learning Daz and 3D work this past year, but I never touch anything early than G3, but when I'm building a scene, I always first look at the G8 characters I've picked up to see if they'd fit first. What I would really love to see in G9, or even the next update to Daz, would be making animation waaaay more easier. My background is filmmaking and I started learning Daz because I want to begin animating my own films because I think the possibilities are limitless, but the controls to animate are frustrating. I hate how I can't go from an aniblock to a pose, and if I try to change a position during an aniblock by a new sub block, it never works right. I really do love Daz 3D and I'm going to keep pushing through the animating frustrations because the shots I'm getting are so amazing, but it would be great to make the whole process more user friendly. 

  • MendomanMendoman Posts: 404
    edited October 2018
    BBlogo said:

    Just going back to good looking models would be enough. I can't stand the general look and standards of this generation 8, haven't buy any of them and worse this has turned me out of Daz Studio for more than one year now.

    Haha, I kinda agree.... Daz probably listened too much of those naysayers who demanded more character for their models. Now all we get is old wenches or beauty with an edge, but since I'm only looking beaty it's disappointing wink Oh well, in all fairness, there's been couple pretty good models, but I do agree, that in general G3 had better looking girls.

    Post edited by Mendoman on
  • no noseno nose Posts: 315

    I feel like it takes way more effort (scene setup, lighting, etc) to make genesis 8 look good compared to other models.

  • MasterstrokeMasterstroke Posts: 2,320

    All this pretty or not pretty is irrelevant, for Genesis 9 would be only the base figure. It suppose to be most generic. So, simple as that, if you won't like the character sets coming for her, then make your own.

     

    I just wonder, what is left to improve. Everything, that I can imagine, is more a matter of technology, that had to be built in coming DS versions. E.g soft body dynamics, gravity or rigging improvements, that should even work with G3 and G8 figures. But however, I am still curious, what is simmering in the DAZ kitchens.

  • Eustace ScrubbEustace Scrubb Posts: 2,720
    edited October 2018
    RKane_1 said:
    AllenArt said:

    I've been around this hobby since about 1997 or so and since the dawn of Vicky and Mike the morphs have always been a separate purchase, so I don't see that changing any time soon. I wouldn't complain if it were part of the essentials tho ;).

    Laurie

    Innovation requires change. Just because something has always been done a certain way doesn't mean it s the best way. Think outside the box and the benefit of it if they did.and its completely plausible and simple for the company to do.

    Post edited by Eustace Scrubb on
  • Noah LGPNoah LGP Posts: 2,617
    edited October 2018

    Millennium 3 and 4 wearables are still valuable, this content can't be outdated yet.

    I hope the 9th generation will extend the compatibility to these previous generations.

    Post edited by Noah LGP on
  • Noah LGPNoah LGP Posts: 2,617
    edited October 2018

    Another thing, this generation should merge Female and Male again.

    Honestly the most of the content is for the Female figures but several items could be unisex, the PA never or rarely release a Male version due to the low sales. 

     

    Just the shop need to know if the item is designed for female morph, male morph or both.

    Post edited by Noah LGP on
  • jaxprogjaxprog Posts: 312

    Genesis 9? Let's just keep Genesis 8 and add the improvements to that base model, kind of like the way Windows is now. You used to have to buy the new operating system everytime a new version came out, but now, updates just improve a single system. That they way Genesis should be, a single model which improves so that it doesn't have to repurchased over and over again in generations.

  • takezo_3001takezo_3001 Posts: 2,027

    Hire zev0, xenic 101 and K.H.Image studio to help with the bend/muscle morphs!

  • kyoto kidkyoto kid Posts: 41,928
    edited October 2018
    kyoto kid said:

    ...four things.

    1. Bundle the Head and Body morphs together at a reasonable price as they are DOs and pretty much a necessity to make a new Genesis mesh really useful.

    2. Make it truly backwards compatible with other Genesis iterations (clothing, morphs, skins, shapes, etc.).

    3. Release a "Skin Pack" like Gen 3 & 4 had instead of having to buy individual character morph sets to get skins.

    4. Make it a distinct, overall improvement over the last Genesis generation, not just a few minor tweaks like G8 was from G3.

    2. and 4. are probably incompatible. I'm not sure what you mean by 3.

    ...Gen4 figures had skin map packs with different skin types which were Daz Originals not PA products.

    https://www.daz3d.com/victoria-4-skin-maps-std-res

    https://www.daz3d.com/victoria-4-skin-maps-high-res

    With Genesis those disappeared and one now needs to purchase individual characters to get different skins (a lot more expensive as they usually are priced 17$ - 20$ each and you only get a single map).

    I also don't see how #4 is not "compatible"  I didn't bother with G8 because the "improvments" over G3 were fairly minor compared to G1 - G2 or G2 - G3 and really did not warrant the cost of reinvesting in all new support content (particularly since there likely will be no more updates to Gen-X).

     

    Post edited by kyoto kid on
  • FSMCDesignsFSMCDesigns Posts: 12,845

    All this pretty or not pretty is irrelevant, for Genesis 9 would be only the base figure. It suppose to be most generic. So, simple as that, if you won't like the character sets coming for her, then make your own.

     

    I just wonder, what is left to improve. Everything, that I can imagine, is more a matter of technology, that had to be built in coming DS versions. E.g soft body dynamics, gravity or rigging improvements, that should even work with G3 and G8 figures. But however, I am still curious, what is simmering in the DAZ kitchens.

    Agreed, for every character that someone thinks is attractive, numerous others think she is ugly That is why there are morphs, make what makes you happy instead of relying on the PAs. it's what I have always done. I never use any character out of the box..

    i agree on more advancements in DS rather than the figures. A great physics engine would be very welcome. It would open a whole new door to realistic posing.

  • Linton said:

    A melanin slider for the skin tones. Where we can simply slide the bar across and darken or lighten the skin tone. 

    That and enthic morphs like Genesis 1 had.

  • deleted userdeleted user Posts: 1,204
    edited October 2018

    .

    Post edited by deleted user on
  • Rather than have this thread turn into yet another repeat of the HD argument several posts have been removed. The creation of HD morphs by non-PAs is not relevant to a particular figure and so has no place here.

  • almahiedraalmahiedra Posts: 1,366

    Changes in rigging for G3 can broke compatibility  with their own clothes, these will need the new rig, being rigging the worst part of the work to create clothes I can't see a lot of PA reriging all their products. River soft an SY have batch rerigers, but the process needs minimal tweaks at the end, which is acceptable in a conversion between different generations, but unacceptable for clothes in the same generation that before worked well at 100% and suddenly stop to work or work at 95%, 90% or lees without minimal (or maximal) tweaks because a change in rigging.

    In summary, changing rigging in G3 have the same effect that create a new G8. So, to change G3 or G8 to avoid a G9 doesn't worth if a change in rig is required.

  • ErdehelErdehel Posts: 386
    edited October 2018

    I play a lot and I tend to prefer games where I can play a hero and customize his face and Body. This is possible in games like Black Desert online, Mass effect and The Elder Scrolls games, Fallout 4, Aion, and even The Sims 4 to name a few of them. They all rely on a customization basis using anchor points that you can move around or they have a slider based morph manipulation with less than 100 morphs for face and body. I'd like to see something similar in DAZ like a 'PowerShape' (PowerPose serves posing characters).  The PAs would then come in with morphs to fine tune a character. 

    Merging face and body morphs like was suggested in an earlier post is not a good idea IMO. It prevents the mix and match in character customization.

    Post edited by Erdehel on
  • MasterstrokeMasterstroke Posts: 2,320
    edited October 2018

    I don't know, if this has been mentioned before, but I'd like to have her thumb posing addressed. I find it pretty hard to dial real grabbing poses, especially when grabbing props with a bigger diameter like coffes mugs, bowls or something. Right now, much to often I have to unhide some rotation dials to get pose the thumbs. The pose controlls for hands often don't give the best results.

    Post edited by Masterstroke on
  • alexhcowleyalexhcowley Posts: 2,403
    Mardook said:

    I hadn't thought of that... but would there be a way round it this time around. A solution built in before such a figure would be created? Not that that is the direction Daz is going... I'm just wondering if there would be a better solution than two figures.

    Mardook said:

    Just re-do genesis 1 again, since it is been widely discussed that the male figures just don't sell all that well anyway. 

    May as well just put out a single figure again with male and female options, no point in making us buy a male or female figure if the options and support of individual figures are disporpotionately one sided.

    Please no. I don't want to be fixing male breasts again. 

     

    The reason for splitting them was because it was difficult to make something distinctly male or female from exact mesh, which is why Genesis 3 and 8 have different poly counts with the poly placed in different areas for males and female. You combine them and you're back to original situation... and the female characters didn't sell as well as they do now because of that, so I don't think they'll go back to that situation.

    There are significant differences between the proportions and articulation of male and female skeletons.  As a consequence, I doubt we will ever see a combined figure again.

    Cheers,

    Alex.

  • alexhcowleyalexhcowley Posts: 2,403
    Cybersox said:

    Don't release it until 2022. 

    Do you really think we need it that soon?  I have yet to use Genesis 8 in anything other than a test render.  I can get everything I need from Genesis 3.

    Cheers,

    Alex.

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