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

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  • CoXComicsCoXComics Posts: 79
    Nice use of imagery. Minimal animated motion bringing life to the scene. Did you render whole images, or did you render moving objects and stack the animated cells on static background? into an editor?

    melonvice said:

    Hi!

    I'm new to the forums, so I hope this is the right place to share a video I made with Daz. 

    I'm sure there are smarter ways to make a video, but Daz is all I know and love! 

  • AuroratrekAuroratrek Posts: 218

    Chapter Three of Quest of the Key is now available on YouTube. As always, lots of Daz assets used here!

     

  • melonvicemelonvice Posts: 0

    Auroratrek said:

    melonvice said:

    Hi!

    I'm new to the forums, so I hope this is the right place to share a video I made with Daz. 

    I'm sure there are smarter ways to make a video, but Daz is all I know and love! 

    This is nicely done--very effective imagery to accompany the music. Good job! 

    Thank you for the compliments! I was hoping it could evoke some emotions :)

     

    CoXComics said:

    Nice use of imagery. Minimal animated motion bringing life to the scene. Did you render whole images, or did you render moving objects and stack the animated cells on static background? into an editor?

    melonvice said:

    Hi!

    I'm new to the forums, so I hope this is the right place to share a video I made with Daz. 

    I'm sure there are smarter ways to make a video, but Daz is all I know and love! 

    Thank you! I rendered whole images, so as you can imagine, the whole proccess took a very long time...

    There were some cheat clips though, such as the laundry basket or pedestrian light. But like you said, minimal movement to bring life to a scene!

     

  • AuroratrekAuroratrek Posts: 218

    For anyone curious about my animation process, this the animatic I made for Chapter 3 of my animated series, using the final dialog, but sketches for placeholders for the animated sequences. I find it a useful way to plan my  shots.

     

     

  • GordigGordig Posts: 9,913

    I've been trying to get a handle on C4D's dynamics objects (motors, connectors, etc.) to automate a car driving. This is how well that's going so far:

    The funny thing is that I started in C4D, ran into an unrelated problem and moved on from that, then started trying to figure the physics out, and realized that I could easily do both of the things I was trying to do in Houdini, so I did that. After only a minute or two of setting the car up for carring, I started looking through the operators and was quickly reminded that 20.5 introduced specific car physics objects, so setting up a car for driving is damn near a one-click solution. So having seen just how easy it is in Houdini, I naturally dove right back into trying to achieve the same thing in C4D, because my brain is broken like that.

  • AuroratrekAuroratrek Posts: 218

    Gordig said:

    I've been trying to get a handle on C4D's dynamics objects (motors, connectors, etc.) to automate a car driving. This is how well that's going so far:

    The funny thing is that I started in C4D, ran into an unrelated problem and moved on from that, then started trying to figure the physics out, and realized that I could easily do both of the things I was trying to do in Houdini, so I did that. After only a minute or two of setting the car up for carring, I started looking through the operators and was quickly reminded that 20.5 introduced specific car physics objects, so setting up a car for driving is damn near a one-click solution. So having seen just how easy it is in Houdini, I naturally dove right back into trying to achieve the same thing in C4D, because my brain is broken like that.

    Yikes! I've been using C4D for years; it's a great program, but I have to confess that whenever I try to understand physics in C4D, I get so frustrated that I generally end up animating things by hand. 

  • GordigGordig Posts: 9,913
    edited August 20

    Auroratrek said:

    Yikes! I've been using C4D for years; it's a great program, but I have to confess that whenever I try to understand physics in C4D, I get so frustrated that I generally end up animating things by hand. 

    They've improved the physics quite a lot in recent updates, but I'm still intending to use Houdini for all the actual animation and physics I do (after creating base animations in Cascadeur). I'm mostly just engaging in this whole exercise because I want to understand how C4D's systems work. They've always had a pretty good hair system, their cloth physics got a major upgrade in....2023, I think, and now they've got a better particle system and pyro simulations to boot. But, you know, Houdini.

    edit: I should add that it's stupid simple to make a working car out of primitives, and I did later discover that the Character object has a car rig component, but I haven't been able to make either work with an actual car model. I think the biggest obstacle is the collision mesh of the car's chassis, which even creating a custom collision mesh hasn't entirely solved.

    Post edited by Gordig on
  • AuroratrekAuroratrek Posts: 218

    Gordig said:

    Auroratrek said:

    Yikes! I've been using C4D for years; it's a great program, but I have to confess that whenever I try to understand physics in C4D, I get so frustrated that I generally end up animating things by hand. 

    They've improved the physics quite a lot in recent updates, but I'm still intending to use Houdini for all the actual animation and physics I do (after creating base animations in Cascadeur). I'm mostly just engaging in this whole exercise because I want to understand how C4D's systems work. They've always had a pretty good hair system, their cloth physics got a major upgrade in....2023, I think, and now they've got a better particle system and pyro simulations to boot. But, you know, Houdini.

    edit: I should add that it's stupid simple to make a working car out of primitives, and I did later discover that the Character object has a car rig component, but I haven't been able to make either work with an actual car model. I think the biggest obstacle is the collision mesh of the car's chassis, which even creating a custom collision mesh hasn't entirely solved.

    Okay, thanks! I'll give it another look. I did find the cloth to be a lot better in the more recent versions, and have recently been playing with hair again. It's pretty hilarious when these things fail, tho! 

  • CoXComicsCoXComics Posts: 79
    This is two motion tests with spherical cameras. The first portion is a floating camera first person position within an orbiting docking station. It consists of two layers. The backgound was rendered as an 8k still and used as Environment Map dome for the foreground as well. The foreground is a 8k 361 frame animation of the dock in the center of a rotating station. It demonstrates the internal iray lighting consistency while external sunlight enters the rotating structure. To save render time, Draw Dome was turned off in favor of layers. The second portion is two stills, the external being rotated.

  • Space JingorohSpace Jingoroh Posts: 109
    edited August 28
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    Post edited by Space Jingoroh on
  • Space JingorohSpace Jingoroh Posts: 109
    edited August 28
    main.jpg
    1920 x 1920 - 642K
    Post edited by Space Jingoroh on
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