Can DAZ do obj sequence animation?

Ghost_TrainGhost_Train Posts: 49
edited May 8 in Daz Studio Discussion

Just making mention i use Poser as my main software for animation, but exploring DAZ on occasion.  (i should probably just make that my sig)  DID IT!

Is there a way to call up obj's in DAZ like Poser can with geometry swap function?  In poser the function is internally called uniqueInterp (maybe oldschool content creators remember this...Stonemason even used it).

Post edited by Ghost_Train on

Comments

  • StonemasonStonemason Posts: 1,212

    how did you do the obj sequence?, in the past I think I used collada import?

    I've not tried geometry switching in DS, it was a cool feature in Poser though, I first saw it used on the Dystopia city blocks by Moebius87 and Ajax

  • Ghost_TrainGhost_Train Posts: 49
    edited May 9

    Stonemason said:

    how did you do the obj sequence?, in the past I think I used collada import?

    I've not tried geometry switching in DS, it was a cool feature in Poser though, I first saw it used on the Dystopia city blocks by Moebius87 and Ajax
     

    Oh really?  Collada?  Interesting.  There is a function in Poser that we edit in text called 'uniqueInterp'. 
    We ended up making use of this feature in Poser for all sorts of things in RWBY and Red vs Blue since Monty realized it doesn't care how many frames there are.  We were able to use this for Weapon transformations (even up to 500 frames for Ruby's Scythe).  It was animated in Maya, exported obj.  but we needed a script to rename the mtl lines written within the obj files to be in sequencial order. We also used this for fx animations on cars within Poser.  I experinemted with various geometry shaps for fx too. You can then use a single dial to animate through all the frames since it is pulling up these models in a sequence in real-time.  It worked out quite lovely.  The process was very tedius to setup as you need to copy nodes in the pz3 file.  Im pretty rusty at setting it up from scratch now, but we had a script to help automate the process too.  For fx, we would end up doing the work once (per type) so there was a template, like 100 frames of cards. and then make a copy of the file and replace the file paths/textures, etc to make it unique.

    Here are some visual examples
    https://x.com/shanewville/status/1540896131663683592

    That would be hilaruous though if no one actually edited it this way and we just stumbled onto it the hardway.  It was all Monty Oum just looking at thins in the pz3 files and figuring things out.

    Post edited by Ghost_Train on
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