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Daz 3D Forums > 3rd Party Software > Blender Discussion

DAZ vs BLENDER... Help me understand

«123»

Comments

  • brainmuffinbrainmuffin Posts: 1,267
    December 2020
    nicstt said:

    I suggest, importing poses at first.

    My goal is to animate in Blender. I've tried appending a few animation files, but the bones have different names. For static, I tend to import the character in the proper pose from Studio.

  • marblemarble Posts: 7,500
    December 2020 edited December 2020
    brainmuffin said:
    nicstt said:

    I suggest, importing poses at first.

    My goal is to animate in Blender. I've tried appending a few animation files, but the bones have different names. For static, I tend to import the character in the proper pose from Studio.

    This is also something I would like to do eventually. First question I have though is where do you start? For example, do you import a fully rigged character using Diffeomorphic (or DAZ-To-Blender)? Or do you use FBX or even OBJ or Alembic and add your own rigging? If so, what kind of rigging because I believe there are at least three options.

    I can find several YouTube tutorials on how to make animations in Blender, or import Mixamo or BVH animations but I'm not clear on how this relates to our DAZ Studio exports. I watched a quick tutorial on creating a walk cycle in Blender but these tutorials usually assume we know all about rigging and posing. That's one of the problems I have with learning Blender - no matter what I read or watch, I can't seem to hit that sweet spot where I know just enough to understand how the instructor got to the point from where the tutorial gets going.

    Post edited by marble on December 2020
  • nicsttnicstt Posts: 11,715
    December 2020
    brainmuffin said:
    nicstt said:

    I suggest, importing poses at first.

    My goal is to animate in Blender. I've tried appending a few animation files, but the bones have different names. For static, I tend to import the character in the proper pose from Studio.

    I wouldn't bother with animations in studio; just create them in Blender

     

  • davidtriunedavidtriune Posts: 452
    December 2020

    The main thing for me, as a beginner, is that folks that know enough about a program or asset of a program to do a tutorial have forgotten what it is like to be new and clueless to the program.  I can't tell you how many TUTs I've seen where, you are trying to do action "E", but, in order to get to "E" you need A, B, C and D first.  They just kinda -"Click - Click - Click" through A to D, rambling on about something and, I am like, "Wait, how did you get that screen open?"  

    That's one of the problems I have with learning Blender - no matter what I read or watch, I can't seem to hit that sweet spot where I know just enough to understand how the instructor got to the point from where the tutorial gets going.

    happens to me all the time when i'm reading computer skill teaching books. forces me to go refer to other books to get me up to speed. actually we're pretty blessed to have video tutorials on youtube that teach you everything in a fairly straightforward manner. you just need a little motiviation for it.

  • brainmuffinbrainmuffin Posts: 1,267
    December 2020

    nicstt said:

    I suggest, importing poses at first.

    My goal is to animate in Blender. I've tried appending a few animation files, but the bones have different names. For static, I tend to import the character in the proper pose from Studio.

    I wouldn't bother with animations in studio; just create them in Blender

    That's what I'm trying to do.

  • brainmuffinbrainmuffin Posts: 1,267
    December 2020

    Chumly said:

    Mysteryisthepoint
    I'm gobsmacked!  Thanks for the expanation!  I will certainly give it a go!  

    Krampus
    The main thing for me, as a beginner, is that folks that know enough about a program or asset of a program to do a tutorial have forgotten what it is like to be new and clueless to the program.  I can't tell you how many TUTs I've seen where, you are trying to do action "E", but, in order to get to "E" you need A, B, C and D first.  They just kinda -"Click - Click - Click" through A to D, rambling on about something and, I am like, "Wait, how did you get that screen open?"   Espcially if there are a bunch of Keystroke shortcuts involved.  Its best, at least for me, when the TUT Master says...
    "Ok, in order to get to the Thingyboby screen where we will add wings to the football, you need to take your mouse over to the the Top left corenr and click on "File", then move your mouse down to "Open" and after clicking that the "Fabulous Wing Maker Screen"  will open up..."

     

    I agree on Blender tutorials. Most of them are quite bad and then the next version of Blender breaks them completely. Some keyboard shortcuts only work on a Windows machine and don't carry over either. If you ever find a good Blender tutorial, bookmark it.

  • wolf359wolf359 Posts: 3,929
    December 2020 edited December 2020
    I dont think telling people to just animate their Daz figures in Blender is helpful advice without specific knowledge of what kinds of animation they are trying to create.
    Although I have technically left the Daz/Genesis Character eco system for Iclone/CC3/Blender,I have decided that a mixed approach is better than rigidly locking yourself into one approach.
    Some people may want to create dialog driven narratives with a lot of lipsync/facial animation.
    AFAIK Diffeo does not even export the facial phoneme morphs(from G8 figures) to Blender and even if so, Should people be expected to hand key every syllable of a characters two minute monologue in Blender when there are automated options in Daz studio?
    what about background idlers/crowds..should thay all be Converted to rigify and handkeyed manually by a single artist working alone? The primary speaking /front camera Characters in my current Web series will be imported from CC3 with body and facial already baked in from Iclone, via FBX, and have the ability to replace that body/facial animation with new stored animation Data via the Blender action editor

    However Most of the background "enemy combatants" might be vestigial low res/decimated Daz Mike3 figures(attached pic) imported via Standard FBX from Daz studio already animated with motions from my vast library of legacy motion files or retargeted from Iclone or Ragdoll dynamics from Endorphin
    Others may have different priorities (perfect joint deformations or skins that emulate IRay)
    In that case perhaps the Sagan Alembic exporter of a pre-animated genesis 8 figure is a better approach
    Of course Blender has an industry standard professional animation system, if you are using blender native rigs from the very beginning however for those of you importing Character rigs from other programs I would wary of "expert"advice Stating "just animate everything in blender because Daz studio lacks this & that etc", unless the "advisor" can show example videos of how they themselves are animating their Daz imported Characters in Blender.
    MIKE 3 INBLENDER .png
    1680 x 987 - 1M
    Post edited by wolf359 on December 2020
  • wolf359wolf359 Posts: 3,929
    December 2020

  • PadonePadone Posts: 3,995
    December 2020 edited December 2020

    @wolf359 daz studio is good for animation as far as mocap is used, it is original animation that's better in blender. We can import daz animations with diffeo though, either body or face or whatever, they just need to be baked to the timeline since diffeo can't import aniblocks.

    Post edited by Padone on December 2020
  • marblemarble Posts: 7,500
    December 2020

    wolf359 said:


    Of course Blender has an industry standard professional animation system, if you are using blender native rigs from the very beginning however for those of you importing Character rigs from other programs I would wary of "expert"advice Stating "just animate everything in blender because Daz studio lacks this & that etc", unless the "advisor" can show example videos of how they themselves are animating their Daz imported Characters in Blender.

    Yes. This is the point that I have been going over in my own mind. One the one hand, Blender has this sophisticated animation system. On the other hand, we start with a DAZ Studio rigged figure which I, for one, find much easier to pose in DAZ Studio than in Blender. Additionally, I have a huge library of poses that I can use as the basis for any still or animation. What I have been looking at is whether it is worth the effort to learn the various methods of rigging in Blender in order to hand keyframe actions. All the tutorials I can find start with a figure rigged in Blender and there is precious little to walk us through exporting from DAZ Studio for animation purposes. 

  • PadonePadone Posts: 3,995
    December 2020 edited December 2020

    @marble

    As for diffeo the daz "rig" is imported by default, then you can also import daz poses and animations. Or you can convert the figure to the mhx rig that's powerful enough for original animation in blender, it also has the benefit that's fully compatible to import daz poses and animations. Or you can convert the figure to rigify, that's more advanced than mhx and more powerful for original animation in blender, but it is less compatible to import daz poses and animations so some may not work fine.

    Hope this helps to better understand your options.

    Post edited by Padone on December 2020
  • wolf359wolf359 Posts: 3,929
    December 2020

    @Padone,Our FBX exporter from CC3 will export our lipsynch phonemes as animated blend shapes into blender with after the fact new motion retargets from Iclone via appending to the action editor...... I have my solution.

     

    Are you saying that a person can use the Iphone based
    facial capture on G8 figure and Diffeo will import that facial performance into Blender??


    Are there any videos of a speaking/emoting G8 character rendered in Blender ,via Diffeo,(link please)
    Because @Benniewoodell
    has indicated that his Iphone facial performance capture wont transfer to Blender thus he renders in Iray and composites/motion tracks onto Blender backgrounds IIRC.


    @Marble that was the point of my earlier post.
    This is not a "true" Blender community forum but a "Daz content in Blender" forum.
    it is not helpful to simply tell Daz people to "animate their Daz figure in blender" without explaining a pipeline to do so.

    Convert to rigify/MHX and handkey everything???
    because that method is very "old school" Blender and frankly SUCKS!!angry

    Great for a studio team with alot of animators on staff though


    and what about those Daz users with huge libraries of Daz motion files for idlers & background walkers.??

    invest in the ROKKO system or a PN suit?? or some other mocap based approach for Blender??


    The still render/portrait Daz people have a a clear set of options for external rendering at this point

    but aspiring animators need more detailed advice on external pipelines because their are several that will  vary greatly depending on your objectives.

     

  • PadonePadone Posts: 3,995
    December 2020

    wolf359 said:

    Are you saying that a person can use the Iphone based
    facial capture on G8 figure and Diffeo will import that facial performance into Blender??

    I don't know how the iphone works. As for diffeo it can import daz animations baked to the timeline, so anything that animates bones and morphs should work. If it is a proprietary plugin inside daz studio using its own animation system then it will not export of course.

  • wolf359wolf359 Posts: 3,929
    December 2020

    Any video links to a Speaking/facial animated G8 figure 
    rendered in Blender via Diffeo??

    either mimic 32 bit basic, mimic live,anilip 2
    or papagayo free lipsynch script?? or the new Iphone face capture??.

    Understand, I think Thomas Larson has done a steller job!!, far surperior to the Daz "bridge" from what I have seen  

    however I am sure some people who are being exhorted to Dump Daz animation tools for Blender or bring in DS animation ,via Diffeo, might want to see some actual results from those who are actually creating Blender animation via this route and not speaking theoretically while only rendering stills themselves.

  • marblemarble Posts: 7,500
    December 2020

    Padone said:

    @marble

    As for diffeo the daz "rig" is imported by default, then you can also import daz poses and animations. Or you can convert the figure to the mhx rig that's powerful enough for original animation in blender, it also has the benefit that's fully compatible to import daz poses and animations. Or you can convert the figure to rigify, that's more advanced than mhx and more powerful for original animation in blender, but it is less compatible to import daz poses and animations so some may not work fine.

    Hope this helps to better understand your options.

    So to be clear, using the MHX rig in Blender will enable us to import "current frame" poses and animated poses without having to rename bones, etc? But for Rigify which, incidentally, is the one that has considerably more tutorials - our DAZ Pose Library might be of little use?

    I would really like to understand better what Blender animation tools have that the DAZ Studio timeline with Keymate and Graphmate (or the recent native implementations of those) doesn't have?

  • wolf359wolf359 Posts: 3,929
    December 2020

    marble said:

    Padone said:

    @marble

    As for diffeo the daz "rig" is imported by default, then you can also import daz poses and animations. Or you can convert the figure to the mhx rig that's powerful enough for original animation in blender, it also has the benefit that's fully compatible to import daz poses and animations. Or you can convert the figure to rigify, that's more advanced than mhx and more powerful for original animation in blender, but it is less compatible to import daz poses and animations so some may not work fine.

    Hope this helps to better understand your options.

    So to be clear, using the MHX rig in Blender will enable us to import "current frame" poses and animated poses without having to rename bones, etc? But for Rigify which, incidentally, is the one that has considerably more tutorials - our DAZ Pose Library might be of little use?

    I would really like to understand better what Blender animation tools have that the DAZ Studio timeline with Keymate and Graphmate (or the recent native implementations of those) doesn't have?

     

     

    @Marble the Current DS timeline/ dope sheet has no ability to reset the view to view all curves/frames

    ( MAJOR IMPEDIMENT!!)angry

    or easily isloate or lock only the curves of a specific channel.

     

    No ability to veiw the Dope sheet or graph editor in a separate tab or panel , as was possible with the older 

    graphMate /keyMate plugins,

     

    No bezier handles in spline interpolation mode

     

     

    No ability to retime an animation by mass scaling of selected keys

     

    No advanced spline curve modifiers like noise , cycle,sine cosine etc( useful for random jiggle effects with dampening)

     

    No native soft  body dynamics without buying limted third party addons like "spring physics" that may potentially break with a DS core update or have future support vanish with the retirement/death of the PA.

     

     

    No rigid body ,collision dynamics (bowling 

    pins ,collapsing, colliding objects,even poser has  bullet physics )

     

    No ability to attach a camera to a spline path/rail.

     

    No native ability to Cull/reduce keyframe count  making 

    editing curves from baked aniblocks/imported BVH extemely diffcult.  

     

     

     

    no ability to add  timeline markers 

    (like you can in the Davinci resolve timeline)

    and jump to specific point in the timeline.

     

    No ability to append animation data from other scene files

    only from saved aniblocks/pose presets

     

    Important features of Animate2 such as body part exclusion, restricted to Genesis 2 or earlier.

     

    No ability to acquire an older version of DS  to  use some legacy animation add-on/ feature that is no longer supported in the new versions,(as you can with every version of blender that has ever existed.)

     

    No native animated particle effects of any kind.

     

     

     

     

     

     

  • jeff_someonejeff_someone Posts: 254
    December 2020

    marble said:

    Padone said:

    @marble

    As for diffeo the daz "rig" is imported by default, then you can also import daz poses and animations. Or you can convert the figure to the mhx rig that's powerful enough for original animation in blender, it also has the benefit that's fully compatible to import daz poses and animations. Or you can convert the figure to rigify, that's more advanced than mhx and more powerful for original animation in blender, but it is less compatible to import daz poses and animations so some may not work fine.

    Hope this helps to better understand your options.

    So to be clear, using the MHX rig in Blender will enable us to import "current frame" poses and animated poses without having to rename bones, etc? But for Rigify which, incidentally, is the one that has considerably more tutorials - our DAZ Pose Library might be of little use?

    I would really like to understand better what Blender animation tools have that the

     

    DAZ Studio timeline with Keymate and Graphmate (or the recent native implementations of those) doesn't have?

     

    I've had no issue loading poses at all once diffeo converted my rig to Rigify...  give it a shot.

    Jeff

     

  • marblemarble Posts: 7,500
    December 2020

    jeff_someone said:

    marble said:

    Padone said:

    @marble

    As for diffeo the daz "rig" is imported by default, then you can also import daz poses and animations. Or you can convert the figure to the mhx rig that's powerful enough for original animation in blender, it also has the benefit that's fully compatible to import daz poses and animations. Or you can convert the figure to rigify, that's more advanced than mhx and more powerful for original animation in blender, but it is less compatible to import daz poses and animations so some may not work fine.

    Hope this helps to better understand your options.

    So to be clear, using the MHX rig in Blender will enable us to import "current frame" poses and animated poses without having to rename bones, etc? But for Rigify which, incidentally, is the one that has considerably more tutorials - our DAZ Pose Library might be of little use?

    I would really like to understand better what Blender animation tools have that the

     

    DAZ Studio timeline with Keymate and Graphmate (or the recent native implementations of those) doesn't have?

     

    I've had no issue loading poses at all once diffeo converted my rig to Rigify...  give it a shot.

    Jeff

     

    Good to know, thanks. I will try some poses. 

  • marblemarble Posts: 7,500
    December 2020 edited December 2020

    wolf359 said:

    marble said:

    Padone said:

    @marble

    As for diffeo the daz "rig" is imported by default, then you can also import daz poses and animations. Or you can convert the figure to the mhx rig that's powerful enough for original animation in blender, it also has the benefit that's fully compatible to import daz poses and animations. Or you can convert the figure to rigify, that's more advanced than mhx and more powerful for original animation in blender, but it is less compatible to import daz poses and animations so some may not work fine.

    Hope this helps to better understand your options.

    So to be clear, using the MHX rig in Blender will enable us to import "current frame" poses and animated poses without having to rename bones, etc? But for Rigify which, incidentally, is the one that has considerably more tutorials - our DAZ Pose Library might be of little use?

    I would really like to understand better what Blender animation tools have that the DAZ Studio timeline with Keymate and Graphmate (or the recent native implementations of those) doesn't have?

     

     

    @Marble the Current DS timeline/ dope sheet has no ability to reset the view to view all curves/frames

    ( MAJOR IMPEDIMENT!!)angry

    or easily isloate or lock only the curves of a specific channel.

     

    No ability to veiw the Dope sheet or graph editor in a separate tab or panel , as was possible with the older 

    graphMate /keyMate plugins,

     

    No bezier handles in spline interpolation mode

     

     

    No ability to retime an animation by mass scaling of selected keys

     

    No advanced spline curve modifiers like noise , cycle,sine cosine etc( useful for random jiggle effects with dampening)

     

    No native soft  body dynamics without buying limted third party addons like "spring physics" that may potentially break with a DS core update or have future support vanish with the retirement/death of the PA.

     

     

    No rigid body ,collision dynamics (bowling 

    pins ,collapsing, colliding objects,even poser has  bullet physics )

     

    No ability to attach a camera to a spline path/rail.

     

    No native ability to Cull/reduce keyframe count  making 

    editing curves from baked aniblocks/imported BVH extemely diffcult.  

     

     

     

    no ability to add  timeline markers 

    (like you can in the Davinci resolve timeline)

    and jump to specific point in the timeline.

     

    No ability to append animation data from other scene files

    only from saved aniblocks/pose presets

     

    Important features of Animate2 such as body part exclusion, restricted to Genesis 2 or earlier.

     

    No ability to acquire an older version of DS  to  use some legacy animation add-on/ feature that is no longer supported in the new versions,(as you can with every version of blender that has ever existed.)

     

    No native animated particle effects of any kind.

     

     

     

     

     

     

    Much of what you say here means very little to me because I have not studied animation at all. Things like collisions and physics would be welcome in DAZ Studio and I've often asked for them myself but they are not specifically related to the timeline even if they are important features for animations. Things like beziers and curves are terms beyond my knowledge right now but I now have a better idea of what to look for. 

    Post edited by marble on December 2020
  • SDevSDev Posts: 158
    December 2020

    wolf359 said:

    or the new Iphone face capture??.

     

    Have you seen face-it for Blender?

    https://blendermarket.com/products/faceit

     

  • PadonePadone Posts: 3,995
    December 2020 edited December 2020

    @jeff_someone @marble

    Just tested and I can confirm that rigify has issues with some poses. Try G8F with kneeling b for example. While mhx works fine.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/287/may-be-rigify-bug

    Post edited by Padone on December 2020
  • PadonePadone Posts: 3,995
    December 2020 edited December 2020

    @wolf359 If you have any daz studio animation of yours that you can link here I can check if it exports fine. I just need the animation baked to the timeline. If the animation uses custom morphs I'll need them too. As for G3 G8, facial expressions are bones so custom morphs should not be required.

    I don't have any facial mocap myself for daz studio or blender. And I don't have a iphone.

    Post edited by Padone on December 2020
  • wolf359wolf359 Posts: 3,929
    December 2020

    SDev said:

    wolf359 said:

    or the new Iphone face capture??.

     

    Have you seen face-it for Blender?

    https://blendermarket.com/products/faceit

     

    Yes it is good to see this type of thing for Blender native rigs.

    Personally I am and Android guy who wont be buying an expensive luxury brand product from Apple to serve one purpose.

    Thus I will be sticking to the audio based/face puppet tools in Iclone 7 and export my lipsync/facial as animated Blend shapes to Blender from CC3, pipeline via FBX. 

     

    DRIOUS SHAPE KEY 2 b.jpg
    800 x 641 - 286K
  • wolf359wolf359 Posts: 3,929
    December 2020

    @Padone

     

    the attached zip containisan animated pose file(duf) of the G8 female speaking made with Daz own mimic live 64 bit.

    it is facial phoneme , morph based  not face bone rig animation

     

    I cannot find the original audio

    but you should be able to load it into Daz studio

    and see her mouth talking.

     

    this facial lipsync does not load ,via Diffeo, as diffeo doe not seem to load the Blend shape keys for her lip movement.

     

    it does not matter if I use import action,import pose or even convert to MHX..no lip synch/facial animation.

     

    give it go and post your findings as I am sure Daz studio animators would like to know their options for speaking Characters exported to  Blender.

    zip
    zip
    G3 FEMAL SPEAKING.zip
    14K
    InkedMISSING SHAPE KEYS 2_LI.jpg
    800 x 426 - 912K
  • wolf359wolf359 Posts: 3,929
    December 2020

    Now ironically here is the same G8 female exported as FBX from Daz studio 4.12.086.


    Her  phoneme, morph based lipsync& facial animation
    comes in perfectly just as it does for the Iclone/ CC3 Avatars in my FBX to Blender based pipeline.

    Note all of the keyframes for her facial morphs in the blender Shape key editor as they should be

    But Sadly her body animation is wonky& distored to the point of uslessness ,via FBX from DS, unlike the Avatars from CC3 which come into Blender with perfect ,foot planted Baked FK fidelity and facial animation.


    I should note that bone based body animations work pretty good  via Diffeo for animations imported after convert to MHX.


    If you can suss out the correct way to get facial/lipsync imported, via diffeo, again please share for those who plan to use diffeo for external rendering in Blender cycles /EEVEE
    and are being advised to "skip Daz studio" and animate everything in blender. 

    G8 FEMAL WITH SHAPE KEYS.JPG
    800 x 551 - 321K
  • PadonePadone Posts: 3,995
    December 2020 edited December 2020

    @wolf359

    It seems I can't load your scene, I get an error. Probably because I don't have the mimic addon. Did you bake the animation to the timeline ? Is it possible to convert mimic to a standard daz animation ? If the addon uses a custom animation system then it is not possible to export it with diffeo.

    It is also ironic that the log tells to check the log for details, and there's none. But in this case it seems clear to me that the issue is I don't have mimic installed.

    edit. Never mind. I thought it was a scene file but it is an animation file. Loaded on G3F and it works fine in daz studio even if I don't have mimic. Going to test the diffeo export ..

    Post edited by Padone on December 2020
  • PadonePadone Posts: 3,995
    December 2020 edited December 2020

    @wolf359

    Ok I got it. It seems there's something wrong in the animation file since diffeo can't recognize the figure to apply the animation to. To solve the issue you have to export the animation in daz studio as visemes. This way the animation is exported correctly and diffeo can read it.

    Then in diffeo you have to:

    1. import the g3f figure
    2. import visemes (in the morphs section)
    3. import action (in the posing section)

     

    visemes.jpg
    475 x 400 - 38K
    animation.jpg
    394 x 452 - 41K
    Post edited by Padone on December 2020
  • PadonePadone Posts: 3,995
    December 2020

    @wolf359

    Never mind, your animation file is good, it was just me that forgot to import visemes first. Then if the animation also uses other head pose controls or expressions in daz studio, then you also have to import units and expressions in diffeo, always in the morphs section.

  • wolf359wolf359 Posts: 3,929
    December 2020 edited December 2020

    Wow!!!

    It seems Diffeo has its own system for storing shape keys
    for lipsynch visemes at least.

    And there is even  an option to import MOHO files from the free  64 bit papagayo utility for those who cant afford the cost of mimic live or Iphones and dont want to bother with installing 32 bit Daz studio for audio based lipsynch.


    Thanks Padone! this is the kind of information that newbie animator/filmakers who wish to implement Daz Genesis /Blender pipelines need to know.

    LOL Diffeo wins again!!!

    CaptureVISEMES.JPG
    800 x 557 - 233K
    Post edited by wolf359 on December 2020
  • PadonePadone Posts: 3,995
    December 2020 edited December 2020

    @wolf359

    It seems I can't attach pictures, with edge the forum has issues. That is, I don't see in my posts above the pictures that I attached for reference. Will try to fix them as I get home, but I'm having a very hard time with the forum lately.

    edit. Fixed with firefox the pictures are back. Still have edit issues I have to write in html.

    Post edited by Padone on December 2020
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West Jordan, UT 84084

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