Problem with the Daz Studio timeline when switching to animate

Hello everyone, I do not speak English so I am using google translator.
I have two problems.
The first seems to be a bug from Daz Studio 4.12 (I hope not), when you place a maximum of frames in the timeline and also mark a range within those frames, when I switch to Animate to place aniblocks (or just to verify some parameters) and then I go back to the timeline, it automatically changes to a range of random frames or even the maximum number of frames. Why does this happen ??

My second problem is about morphs animations, I do not see the graphmate or the keymate to see the animations I made of morphs. Where do I find these parameters in Daz Studio 4.12?

I await your answers.

Comments

  • ChrisSerketChrisSerket Posts: 202

    Now that I am from my computer, I will leave some images of the problem. In the first one, we see how I configured the problematic parameters of the timeline. In the second image you see when I change to Animate and place any Aniblock. And in the third image you see what happens when I press again on the timeline.

    x1.png
    616 x 233 - 14K
    x2.png
    1673 x 224 - 24K
    x3.png
    469 x 225 - 9K
  • IvyIvy Posts: 7,165
    edited March 2020

    Animate2 Timeline & The daz studio native timeline are 2 different beast. . It would take me forever to write out and explain all the functions to the daz native timeline and sadly there is not much documentation on it as of yet because of the new changes & is still in the development stage http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/animating/start

    The included animate-lite that comes as standard with the daz download is not the same as the full version of animate2 it does not have all the same functions enabled..  The Animat2 timeline is rather old .But pretty straight forward drag and drop pre made motions called aniblocks to the timeline . if you want to use the aniblocks on the daz native timeline you have to bake them into the animate timeline first to carry the animation motion to the daz native timeline. .  There is so much to explain using the daz timeline more than I am willing to write out in a form thread. Perhaps someone else will take the time to post it    But read over the posted links information. I know it is very limiting unfortunately.   the gofigure.com web site that carried the instructions for animate2 timeline has been removed so the information on animate2 and aniblocks are lost un less you can find someone that kept a pdf copy of them. because the info is extremely limiting on the daz documentation center http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/action/index/animate2viewtoolaction/start

    There is a thread for those interested in animation and have questions you can post questions too. It can be found here.https://www.daz3d.com/forums/discussion/358051/the-animators-assemble-thread-for-daz-animation-wips-clips-and-tips

    Daz does have a video you can watch on basic use of animate2 to give you a idea how it works

    Animating in the daz timeline

    And not to sound like a self gratuitous info-commercial . I do have a 3 hour beginners video course on animating with daz studio  with plans for a updated version in the works .which is all I can offer to help get you started.

    https://www.daz3d.com/daz-studio--getting-started-with-animation

    Sorry I can not be more help

    Post edited by Ivy on
  • benniewoodellbenniewoodell Posts: 1,999

    For the timeline issue, in animate you'll see that little grey rectangle at the top of the timeline that is like an end point for the cursor to not go past when playing the animation. If you move that at all, it'll adjust the amount of frames in the regular timeline. So try to keep that where it is when you switch over to animate and if things get changed or moved, just go back into animate and move that cursor in either direction to get to the proper amount of frames you'd like. I hope this makes sense. 

    And with the morphs, in the regular timeline, there is a tab called Types and in the box it defaults as saying TRSOA. Click on that box and check Hidden, and then you should be able to see all the hidden keyframes for various things, and I believe morphs are one of the hidden ones. 

    Let me know if this helps! 

  • ChrisSerketChrisSerket Posts: 202

    Thank you both very much, I will really try it tomorrow.
    It was just what I needed to know.
    I know Daz Studio's ways of animating are primitive, but the horror of bringing genesis 8 to other shows makes it better to animate it on Daz despite all xD.

  • benniewoodellbenniewoodell Posts: 1,999

    Yeah, I agree. I've been trying so hard to get the bvh importer to work with Blender, but keep getting an error and don't understand why. I can animate really quick in Daz, but I so want to use Eevee in Blender as I love the renders I've been coming up with in it, plus the speed is amazing. I can get the characters into Blender just fine and they look perfect, but I've grown so used to using the power pose in Daz and I miss it when using Blender. 

    Let us know if it worked for you, good luck! 

  • wolf359wolf359 Posts: 3,931
    Same here... the Tom Larson BVH retargeter addon does not work for me in 2.82. Oh well.
  • IvyIvy Posts: 7,165
    edited March 2020

    I have been having some success with some of those older genesis and generation 4 BVH motions file converting them to genesis 8. its a rather long process to get them to work, though.

    I load the genesis 1 or v4  character into the timeline import the bvh motion to the timeline and the bake the motion into the timeline and save it as a motion preset then I load genesis3 and apply the gensis motion preset to genesis 3 . sometimes depending on the bvh file I have to make a few minor corrections to the arms and legs & rebake the corrections . it appears this carrys the genesis bvh motion to genesis 3 very well . once i have the genesis 3 model working I save it as a motion preset or a aniblock for genesis3 and next step is converting g3 to g8 which has been just a simple fix of adding in a correction for the "g8 A pose" .  That is how I been using them anyway, its a trick Wendyluvscats showed me a while back for getting genesis 3 to work with gen 4 aniblocks I just applied it to the bvh files.  its a rather long process though... I also am encouraged by the news of a Mixamo  FXB retargeter or importer for daz studio https://www.daz3d.com/forums/discussion/391406/mixamojo-coming-soon-mixamo-into-ds#latest  which hopefully will also FXB some of those newer bvh files.  we will have to wait to see how that turns out 

     

    Post edited by Ivy on
  • benniewoodellbenniewoodell Posts: 1,999

    Yeah, I haven't tried much with earlier bvh's, just the G8 ones from the store. It sounds like you've got a good work around going, but hopefully the Mixamo will be beneficial! 

    I just discovered a somewhat work around to bringing animation from Daz into Blender, but it also takes a wee bit of work. In the Diffeomorphic plugin, you can bring in a pose library and such, the key is to bring in an action. So in Daz, make a series of poses, basically your set keyframes, and save those poses. Then in Blender, go to bring in an action, bring the poses in, in order, and they'll come to the timeline. Unclick view only keyframes from selected channels in the animation tab, and you'll find the keyframes. Then just move them to where you want them to be along the timeline (the bring in action will put them in continuous frames) and it animates! I just animated a test 17 frame sequence and it rendered in Eevee in 20 seconds, the time saved in rendering is well worth the little extra effort in saving keyframes. 

  • benniewoodellbenniewoodell Posts: 1,999

    Actually, even better, save the pose preset in Daz as the whole animation, import that to the character in Blender and it brings the entire animted sequence in! 

  • wolf359wolf359 Posts: 3,931
    Can that animation be replaced with a different motion???...... And does it import animated morphs... If so then I may reconsider the Diffeo Plug-in
  • benniewoodellbenniewoodell Posts: 1,999

    I didn't have a lot of time to play around with it last night, I will later on today, but I couldn't move the rig in Blender when I tried on my first attempt. I figured at that point I would just get the animation exactly as I wanted it in Daz, save that animation as a pose, and then just do the lighting and final renders in Blender. But I will check this afternoon after I get done working if the morph can be moved and get back to you, and I'll also try to animate a morph! 

  • ChrisSerketChrisSerket Posts: 202

    What you said benniewoodell worked perfectly, but I have a question.
    How can I save an animation file in a Daz format for use with the same model in another Daz Studio scene?

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