The "Animators Assemble!" thread for Daz animation WIPs, clips, and tips

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  • wolf359wolf359 Posts: 3,724
    edited July 2023

    @CoXComics

    There are several AI voice options available for lone animators now.
    This was made with one of the free voices over at Artflow.ai

    Post edited by wolf359 on
  • DartanbeckDartanbeck Posts: 21,076

    A couple of fun videos I made using test renders from Daz Studio

    I made this one trying various post production methods in PD Howler

  • amehtanasamehtanas Posts: 17

    Hi,

     

    Anyone here familiar with animating Daz characters with dForce clothing? I'm looking to hire for a project.

  • DartanbeckDartanbeck Posts: 21,076
    edited July 2023

    amehtanas said:

    Hi,

     

    Anyone here familiar with animating Daz characters with dForce clothing? I'm looking to hire for a project.

    See the post above yours

    EDIT: Particularly the top most video

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,076
    edited November 2023

    Wanna have some Fun aniMating in Daz Studio?

    Post edited by Dartanbeck on
  • GordigGordig Posts: 8,927

    Spent a whole lot of time getting all of this to work, mainly the complex mixed simulation of the top, which isn't where I want it but good enough for now. I also dove into using Houdini's FEM system to add jiggle to her boobs and butt.

  • DartanbeckDartanbeck Posts: 21,076

    Looks awesome!

    Curious, do "life" morph dials work in Houdini? Like various shape-changers for twitching the nose, flaring the nostrils, making a smirk, those sorts of things?

  • GordigGordig Posts: 8,927

    I haven't used any, but I see no reason they wouldn't. You could even set up a CHOP network to automate and randomize things like blinking and breathing.

  • ImagoImago Posts: 4,834

    amehtanas said:

    Hi,

    Anyone here familiar with animating Daz characters with dForce clothing? I'm looking to hire for a project.

    Check my signature, you can check my previous works there. wink

  • GordigGordig Posts: 8,927

    Adapted an animation for Coral 8.1 to the older Laguna mertail (which I prefer). The hair isn't moving quite like I want it to after setting the gravity to 0, but I also have a pretty strong wind, so maybe that's canceling it out. I'll probably end up just making my own animations from scratch, because even this one isn't great.

  • DartanbeckDartanbeck Posts: 21,076

    That's cool, Gordig!

    Don't give up on the hair. Try more things with it. Example, to simulate being in water, you'd want to perhaps run the wind forwards and backwards to get that motion opposition effect that hair does under water - something to that effect. Looking great!

  • GordigGordig Posts: 8,927

    Made some slight tweaks to the animation, got a better handle on the hair and experimented with an underwater rendering style. I think there's a mismatch on the surface settings between her head and face, and I still don't really get how to get Karma renders to clean up without exploding the render time yet, but we're getting somewhere.

  • WendyLuvsCatzWendyLuvsCatz Posts: 37,550

    I discovered something that's a gamechanger for me, maybe not others

    it's painfull to do the first time but after that is mindblowingly easy

    I created a Dforce2Morph animated walk cycle oin the Morphing Fantasy dress to match the basic Poser Walk Designer walk

    I had to save 30 morphs and then keyframe an animation

    it took all day a few months ago

    BUT

    I can fit any dress to the MFD instead of the figure and thanks to Skin Weights it will follow the animation AND morphs just make sure the smoothing collisiuon is set to the figue NOT the MFD

    Capes work too

    is it as good as a discrete Dforce simulation, well yes and no

    NO explosions, No pokethrough but it is tad stiff as morph based but does at least interpolate if more frames per second

    bonus I used the genesis 1 MFD and it works on Autofits to other generations too as long as you convert the walk cycle too

  • CoXComicsCoXComics Posts: 49

    On January 1st I gave myself a one month animation challenge. Using only DAZ Studio I rendered and edited as much as I could over the course of January 2024. This is the result from that self challenge.

    https://youtu.be/y0dOmJXXM6I

  • wsterdanwsterdan Posts: 2,339

    Looks very good; it ends with a nice cliffhanger leaving the viewer wanting to know what's next, well done!

    Thanks for sharing.

  • AuroratrekAuroratrek Posts: 199
    edited February 23

    CoXComics said:

    On January 1st I gave myself a one month animation challenge. Using only DAZ Studio I rendered and edited as much as I could over the course of January 2024. This is the result from that self challenge.

    https://youtu.be/y0dOmJXXM6I

    This looks good. The lighting and environments are effective and atmosphering (no pun intended)(well, maybe a little). Two small suggestions would be to add a little head movement when we see the person from behind. And particularly where we don't see the character's feet later when they are walking, you could probably add a lot of smoothing in the walking animation to take out the bit of jitter there. 

    Post edited by Auroratrek on
  • AuroratrekAuroratrek Posts: 199

    Happy to announce that Chapter Two of my medieval fantasy series "Quest of the Key" is now online:

    As usual, it makes use of a lot of Daz assets!

     

  • Auroratrek said:

    This looks good. The lighting and environments are effective and atmosphering (no pun intended)(well, maybe a little). Two small suggestions would be to add a little head movement when we see the person from behind. And particularly where we don't see the character's feet later when they are walking, you could probably add a lot of smoothing in the walking animation to take out the bit of jitter there. 

    Thank you. In hindsite I think there were too many external beauty shots of the starship before the dropship launch. One of the motionless headshots you mentioned could have been a deliberate time saver on my part by using a static foreground PNG overlaying an animated background. Some of the assets used turned out to be less than optimal (Dropship) but noy discovered until well into the challenge. I'll experiment with smoothing, maybe try extra frames from 30/sec to 60/sec within Daz Studio.

    Only a few days until February's challenge project is wrapped up and posted.

  • CoXComicsCoXComics Posts: 49
    edited February 26

    Auroratrek said:

    Happy to announce that Chapter Two of my medieval fantasy series "Quest of the Key" is now online:

    As usual, it makes use of a lot of Daz assets!

    May have spotted a few of those Daz assets. What other applications are you using to produce the final product? Having voice talent available is a real boon no doubt.

    Post edited by CoXComics on
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