Free Toon Characters coming in June, early download available now

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Comments

  • wsterdanwsterdan Posts: 2,728

    Thanks for the idea, always appreciated.

    I'm still hoping to be able to give them away while still keeping them as useable in DAZ Studio as possible. Once I *can* give them away, it'll be up to anyone who wants to rerig them and use them anywhere they'd like, be it Blender, Cararra, Unreal, Unity, or any other interactive games (I've animated them in Godot, for example), 3D printing, etc.. 

    I never thought it would be so hard to just give something away, but hopefully I'm very slowly getting closer.

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,102
    edited May 10

    well they can still be in DAZ Studio format and rigged to the Unreal Skeleton

    it does open it up to compatibility with heaps of possible animations free and paid too

    you can retarget some CGSpeed Creative Commons ones to it to include for DAZ  users

    ... and yeah, why I don't do many freebies beyond simple props, I did put one Rocketbox figure converted to duf format on ShareCG (now gone) but it was up to users to pose it manually

    Post edited by WendyLuvsCatz on
  • wsterdanwsterdan Posts: 2,728

    Sounds interesting, Wendy, thanks.

    How much work would it take to retarget it to the Unreal Skeleton and bring it back into DAZ Studio? Would the weight mapping and all the morphs still be intact?

    As mentioned, I'm a total novice when it comes to rigging and sometimes more than a little slow on the uptake.

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,102

    wsterdan said:

    Sounds interesting, Wendy, thanks.

    How much work would it take to retarget it to the Unreal Skeleton and bring it back into DAZ Studio? Would the weight mapping and all the morphs still be intact?

    As mentioned, I'm a total novice when it comes to rigging and sometimes more than a little slow on the uptake.

    apparently it's easy in UE5 but I only know the UE4 way and am too lazy to try new things in a hurry

    is a tute here by another

    https://www.daz3d.com/forums/discussion/549751/new-retargeting-method-in-unrealengine-5

    You make sure your figure is in an A pose matching the Unreal mannequin and match up the bones 

    are tutorials galore I have no particular reconmendation, Unreal themselves have some

    and can explain it far less confusing than I can 

    you probably have to readd your morphs

  • wsterdanwsterdan Posts: 2,728

    WendyLuvsCatz said:

    wsterdan said:

    Sounds interesting, Wendy, thanks.

    How much work would it take to retarget it to the Unreal Skeleton and bring it back into DAZ Studio? Would the weight mapping and all the morphs still be intact?

    As mentioned, I'm a total novice when it comes to rigging and sometimes more than a little slow on the uptake.

    apparently it's easy in UE5 but I only know the UE4 way and am too lazy to try new things in a hurry

    is a tute here by another

    https://www.daz3d.com/forums/discussion/549751/new-retargeting-method-in-unrealengine-5

    You make sure your figure is in an A pose matching the Unreal mannequin and match up the bones 

    are tutorials galore I have no particular reconmendation, Unreal themselves have some

    and can explain it far less confusing than I can 

    you probably have to readd your morphs

    Thanks Wendy, I'll dig into it and see what I can see. I don't mind retargetting in another program and I can live with re-importing all the morphs (there's a lot, male and female) but my ony concern is getting the retargetted cahacter back into DAZ intact. Over the years I've had limited success simply exporting an FBX and reimporting it, without any retargetting. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,102

    oh they updated FBX import about build 4.23

    you can import lots of stuff now and animated

  • wsterdanwsterdan Posts: 2,728

    I've still had varying results, but I think I need to delve more closely into the import/export options. I have a difficult time, for example, exporting the Omnitoons as .FBX and then importing that into Mixamo, total failure.

    I export as an .obj, import that into Mixamo and apply animations without issues, but then I export the Mixamo file  – in a simple T-stance  – and when I import *that* .FBX into DAZ Studio, it comes in with a blank Omnitoon skeleton but also with every single bone in the Omnitoon as its own skeleon with hip and other rparts.

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,102
    edited May 10

    I have had lots of success with Mixamo rigged objs in D|S these last builds, it is fussy about which year of FBX though

    you cannot manually pose them as bones fly all over the place but the saved animations load on each other

    but 

    I am on Windows

    maybe it's still broken for Mac crying

    Post edited by WendyLuvsCatz on
  • wsterdanwsterdan Posts: 2,728

    I've had some non-DAZ figures I made via Meshy go through Mixamo and import beautifully and fully possible in DAZ Studio, though; it's still pretty hit-or-miss for me, but I'll buckle down this weekend and see what I can do. Thanks again for your suggestions.

  • Richard HaseltineRichard Haseltine Posts: 105,009

    It isn't just the naming of the bones, but using the same hierarchy and angles (for the most part, judging by the screenshots) - a custom figure, to be custom, needs to be built from scratch. None of this is my decision, so I can't give specific advice. I do feel you have been put in a very awkward position and appreciate that you are trying to resolve that rather than just bulling ahead.

  • wsterdanwsterdan Posts: 2,728
    edited May 10

    Well, thanks to you it's turned into an incredible annoyance instead of a huge legal disaster, which I truly appreciate.

    The second set of images show how an Omnitoon handles Genesis 8 poses after I've adjusted some of the joint rotations to differentiate it from Genesis 8, but I am looking into rerigging from scratch.

    Post edited by wsterdan on
  • wsterdanwsterdan Posts: 2,728
    edited May 10

    WendyLuvsCatz said:

    I have had lots of success with Mixamo rigged objs in D|S these last builds, it is fussy about which year of FBX though

    you cannot manually pose them as bones fly all over the place but the saved animations load on each other

    but 

    I am on Windows

    maybe it's still broken for Mac crying

    That's entirely possible. Using the latest versions (4.24.0.3) attempting to import a Meshy->Mixamo .FBX results in crashing as soon as the .FBX is selected, before any options come up.

    Using the Alpha, though, works beautifully, as I mentioned, and all the bones are there and the figure can be posed.

    MeshyMixamo.jpg
    2518 x 1386 - 501K
    Post edited by wsterdan on
  • wsterdanwsterdan Posts: 2,728
    edited May 10

    Here's what I get exporting an Omnitoon as .obj, letting Mixamo rerig it, then importing Mixamo's .FBX. Every single bone becomes it's own skeleton. 

    OmnitoonMixamo.jpg
    2518 x 1386 - 540K
    Post edited by wsterdan on
  • WendyLuvsCatzWendyLuvsCatz Posts: 39,102
    edited May 10

    that is strange, I have uploaded obj files made of multiple parts to Mixamo with no issues

    mostly from Carrara, maybe it's an obj export setting

    Post edited by WendyLuvsCatz on
  • wsterdanwsterdan Posts: 2,728

    Possibly, but the .obj file I export goes into Mixamo perfectly and animates perfectly, it's the .fbx output by Mixamo that causes this, but mainly just with the Omnitoon. Other figures, no problem.

    It basically comes down to one thing... I'm cursed. sad

  • richardandtracyrichardandtracy Posts: 6,331
    Poses: If you wish, and I get my DAZ PC working (now that's the biggest problem) I could write a G8 to your character pose transfer script to convert G8 poses to your new character. I've done scripts to transfer from V3 to G8F - it's not hugely difficult to get poses to work with different rigging. PM me if you're interested. Regards, Richard.
  • wsterdanwsterdan Posts: 2,728

    Thanks for the offer, we'll see how this all turns out.

     

  • wsterdanwsterdan Posts: 2,728

    Update:

    1. Solid "no" to clones in any way, shape or form, even if I purchase interactive licends. I'll put together a tutorial on making your own clones (as soon as I've actually done one) and I'll try and make it as simple as possible, such as providing toon .obj base files (which should save you a few initial steps).

    2. I'm refining male and female bodysuits that should be useable out of the box, as well as allow everyone with any modelling program to make their own clothing.

    3. I'm looking into people who've made free clothing availalbe to see if they'd like to include a version fitted to the toons.

    4. Final name for the toons will be Webboids, a type of digital life forms I've been working on storywise for a few decades (originally "Webbies", the name based on characters from a pocket game from Metagaming, "Olympica", published back in 1978... and yes, I know I'm slow to finish things).

    Finally, one more thing I thought I might do would be to include fit presets for clothing.

    @Richard: Assuming I misunderstand how things work as opposed to how to do things legally, can I fit some DAZ clothing to my Webboids and save just the fit information in such a way as to supply the pose re-fitted files without geometry, so that only people who actually own the orignal clothing can use them on their Webboids?

     

  • Richard HaseltineRichard Haseltine Posts: 105,009

    Unfortunately doing a fit equires a new shape for the geoemtry, which gets embedded in the converted file if you don't save assets files; either way it is a derivative of the original, so no it can't be shared (unless the original can be, which generally isn't the case).

  • wsterdanwsterdan Posts: 2,728

    Ah, so it's not a matter of it just being a shareable morph. Of course not. Glad I checked.

    Thanks!

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,102
    edited May 16

    as I said, make a close fitting spacesuit

    a pair of boots

    a helmet

    do versions using the same meshes for both your Webboids and Genesis 8 males

    that way people can use them on either, no clone information included

    and they themselves can load the Webboid mesh exported as an obj onto the Genesis 8 male version and create a morph

    then if they fit clothing items to the clothes not the figure, they can dial in that morph and edit rigging convert to prop and fit it to the Webboids with the transfer Utility

    ( I do this with lots of things where duplicate clothings already exist, there are a few people who made the same clothing for both DAZ and Poser figues for example, I do this with Crystal Starfox for example and Dusk and Dawn)

    Post edited by WendyLuvsCatz on
  • wsterdanwsterdan Posts: 2,728
    edited May 16

    WendyLuvsCatz said:

    as I said, make a close fitting spacesuit

    a pair of boots

    a helmet

    do versions using the same meshes for both your Webboids and Genesis 8 males

    that way people can use them on either, no clone information included

    and they themselves can load the Webboid mesh exported as an obj onto the Genesis 8 male version and create a morph

    then if they fit clothing items to the clothes not the figure, they can dial in that morph and edit rigging convert to prop and fit it to the Webboids with the transfer Utility

    ( I do this with lots of things where duplicate clothings already exist, there are a few people who made the same clothing for both DAZ and Poser figues for example, I do this with Crystal Starfox for example and Dusk and Dawn) 

    I think that's viable, an article of clothing for Genesis 3 or 8 is allowable as an "add-on" under the EULA, I'll experiment and see what I can come up with.

    Thanks for reminding me, Wendy, I'd started drifting in a different direction.

    Post edited by wsterdan on
  • wsterdanwsterdan Posts: 2,728

    Quick update, the Webboids have been completely re-rigged, they now accept no poses from any DAZ characters. 

    On release, they *will* have one clone, for 3D Universe's original Toon Generations, so any Toon Generations clothes should work with the usual clone caveats (e.g. footware and hair may not work 100%, etc.).

  • wsterdanwsterdan Posts: 2,728

    I'm still planning to have a full release for the figures by June 22, which I hope to have some add-ons built to include with them, and a proper web page, etc..

    In the meantime, I'm just working out the licence to include with them and I hope to upload the base package tomorrow (May 24) so that those enjoying a long weekend might be able to squeeze in a little time to play with them.

  • wsterdanwsterdan Posts: 2,728

    Here's my first draft of a licence for the Webboids; if any one has a chance to skim it over and offer suggestions, that would be appreciated.

    The bottom line is that I want people to be free to use the characters for almost anything, as long as the mesh characters (and their textures) remain free for everyone. 

    °°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°

    WEBBOIDS as 3D mesh characters are ©2025 by Walt Sterdan. Webboids as fictional story characters are ©2002 by Walt Sterdan

    The character mesh has been crafted by Steve Corder (3D universe) as a commissioned work for Walt Sterdan. For information on commissioning work from 3D universe go to: 

    https://www.3duniverse.co.za/commissions

    To keep things simple (which will no doubt come back to bite me) here's the rules for using the Webboids.

    The simplest rule to remember: Webboids must be free.

    In short: the Webboids package – mesh, textures, code, etc. – cannot be resold in any way, shape or form.

    In more detail:

    1. You may use the Webboid characters in 2D renders and animations free of charge for both commercial and non-commercial works.

    2. You may use the Webboid charactersfor 3D printing or 3D interactive games – for free or commercial product – free of charge.

    3. You may share the Webboid characters for free on a one-to-one basis as long as you include the complete, original package which includes this license.

    4. You may not store the Webboid package on a network, server or on the internet where it may be accessed by the public. No mass sharing, please.

    5. You may not charge for the Webboids package, in part or whole. Webboids must be free.

    6. You may create add-ons (hair, clothing, props) for the Webboids and distribute your works for free or commercially, as long as the Webboids package isn't included as part of a commercial product or collection. Webboids must be free.

    7. You may make derivative works of the Webboids and distribute them, as long as your modified works are non-commercial and you also include the original Webboids package with your modified product. This is the only exception to the "no mass sharing" mentioned above (4), when it's part of your modified Webboids and you're distributing them for free and not part of a larger, commercial product. Essentially, no selling of the Webboids modified or otherwise, Webboids must be free.

    8. You can make morphs for the Webboids and charge for the morphs, as long as the morphs are a separate product that the end user would need to add to their own copy of the Webboids. In short, no adding morphs to your copy of the Webboids and selling it, you can only sell the morph itself. Webboids must be free.

    9. You don't have to include mention of using "Walt Sterdan's Webboids" in any of your animation or game credits, though it would be appreciated.

  • Silent WinterSilent Winter Posts: 3,822

    Looks okay to me, though Point 7 has ambiguity: "7. You may make derivative works of the Webboids and distribute them, as long as your modified works are non-commercial" Does this mean the license from said derivative products must be non-commercial only, or simply that there must be no charge for downloading the derivative work? I suspect the latter but the wording is ambiguous.

    And anyone wanting to mass distribute could, theoretically, make the most minor alteration and then get around Point 4. It's your call, my freebies license is pretty much the same except for not having your Point 7 (and I don't think I have Point 4 covered either - just an 'as-is' redistribution clause with readme included, in case I disappear).

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,102

    I always think it's a shame stuff is lost after people die myself

    not suggesting wsterdan is about to cark it anytime soon but I think of Lynes animals, Chohole's lovely textures etc and how nobody else can legitimately enjoy them now they are gone and their freebies no longer hosted anywhere with their permission

    A license that allows redistribution with the readme and conditions of use is good because of this, as it means while people cannot reupload it for everyone to just grab wilynily one can share it peer to peer at least  after the creator is gone from this plane of existence

  • wsterdanwsterdan Posts: 2,728

    Silent Winter said:

    Looks okay to me, though Point 7 has ambiguity: "7. You may make derivative works of the Webboids and distribute them, as long as your modified works are non-commercial" Does this mean the license from said derivative products must be non-commercial only, or simply that there must be no charge for downloading the derivative work? I suspect the latter but the wording is ambiguous.

    And anyone wanting to mass distribute could, theoretically, make the most minor alteration and then get around Point 4. It's your call, my freebies license is pretty much the same except for not having your Point 7 (and I don't think I have Point 4 covered either - just an 'as-is' redistribution clause with readme included, in case I disappear).

    Thanks for the feedback, it's much appreciated. You've zeroed in on the part I'm most unsure of, thanks. I'm rethinking "derivative works" and of end users setting up Webboid downloads on their own sites. I'll have an updated licence later this morning. I'm leaning towards "derivative works are onlly for personal use and can't be shared" which would allow people a llittle more freedom for personal projects, and the ability for people to set up a download link for Webboids on their own sites, but with the requirements that the site's copyrights don't override the Webboids' included licence; as well, I was thinking that they would have to have their own download page with the licence available as its own download so that users could read it before downloading the Webboid package, and that while it would be okay for other Webboid-related items to share the page, any commercial Webboid assets would need to link to their store page while the Webboid package could only be downoaded from the link on the page, not the store (to keep it clear that the Webboids are free).

  • wsterdanwsterdan Posts: 2,728

    WendyLuvsCatz said:

    I always think it's a shame stuff is lost after people die myself

    not suggesting wsterdan is about to cark it anytime soon but I think of Lynes animals, Chohole's lovely textures etc and how nobody else can legitimately enjoy them now they are gone and their freebies no longer hosted anywhere with their permission

    A license that allows redistribution with the readme and conditions of use is good because of this, as it means while people cannot reupload it for everyone to just grab wilynily one can share it peer to peer at least  after the creator is gone from this plane of existence

    While not planning on leaving this plane of existence in the immediate future, the possibility arose last year and was the main impetus for giving away the Webboids. I realized that if I *had* shuffled off back then, they'd have been left to digitally rot on my hard drives until they themselves were wiped.

    As I mentioned to Silent Winter above, I'm now leaning towards a broader permisson to download en masse. Hopefully more people will be able to find some use for them that way. 

  • wsterdanwsterdan Posts: 2,728
    edited May 24

    I'll post an updated license in the next few hours and if no one spots anything important, I'll set up a temporary page for downloads this afternoon.

    Thanks for the feedback on the licence.

    Post edited by wsterdan on
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