Will DAZ ever improve animating?

24

Comments

  • benniewoodellbenniewoodell Posts: 2,000

    UncannyValet said:

    Look at what Cascadeur just released.

    Is it possible to use Daz and Cascadeur? I thought it wasn't working right when I tried it a couple of years ago (I obviously could be far off there, but I just know I couldn't get it to work right). 

  • GordigGordig Posts: 10,613

    When Cascadeur was first released as a beta, it included FBX export in the free tier, but at some point after full release, you had to buy the program to export FBX. You shouldn't need to maintain a subscription, as you get a permanent license to any versions released while you're subscribed (unless that's also changed since then).

  • Imago said:

    ...

    DAZ Studio 2025 will bring a lot of improvements thanks to the new QT core, I guess it can be the chance to have those improvements.

    You are gravely misunderstanding what Qt is and the role it plays in DS's development. It is not going to facilitate anything having anything to do with the animation functionality being discusssed here.

  • Richard Haseltine said:

    mikael-aronsson said:

    Do not count on it, DS use part time IK, getting this into a full time IK system is nothing you do in an afternoon, and that is pretty much what would be required, with the part time IK everything has to be baked, you have no goals you can animate, and without that it will never be any good for animation, well if you are ok with baking everything I guess you could live with it, but it will require some kind of animation layers so you can modify baked animations without changing a gazillion of keyframes (and I guess AniMate will/is be dead in 2025, it was far from perfect but at least you had layers).

    What do you mean? DS (now) has parentable IK targets, is that what you mean by animatable goals? There are also Reach cotnrols that can aniamte the IK influence. See http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_12_0_86#4_12_0_46

    Well if that is the case apologies from me, I did not know that, if that actually works well it is one step on the way. 

  • benniewoodellbenniewoodell Posts: 2,000

    Gordig said:

    When Cascadeur was first released as a beta, it included FBX export in the free tier, but at some point after full release, you had to buy the program to export FBX. You shouldn't need to maintain a subscription, as you get a permanent license to any versions released while you're subscribed (unless that's also changed since then).

    Gotcha, that might be why I couldn't get it to work back then. I'll look into this more, thanks! 

  • ImagoImago Posts: 5,681

    TheMysteryIsThePoint said:

    You are gravely misunderstanding what Qt is and the role it plays in DS's development. It is not going to facilitate anything having anything to do with the animation functionality being discusssed here.

    I see DAZ Studio is already capable of a lot of improvements with just plugins and external libraries, it's really that hard to make a plugin with some good animation tools? Just look on some of the latest plugins that have been introduced... We got plugins to write on textures, plugins to read motion capture data, plugins for lipsynch, plugins to scuplt meshes and bake to morphs, plugins to copy someone's facial features, plugins to generate terrains and environments, plugins to copy facial motion and a lot more. Even IRay is a plugin, after all.

    AniMate, GraphMate, KeyMate... They are all optional plugins that added a lot of functionalities for animating in DAZ Studio. And have been created a lot of time ago on an older software libraries, why the latest ones can't be able to make something better? What makes possible improve IRay but not the Timeline? 

    It feels like everyone is terribly scared of having any kind of improvement for animation. As soon as someone talks about animating in DAZ Studio a whole army of angry users arrives and scares the soul out of anyone interested...

    Make DAZ Studio better with animation doesn't mean it will be worse for Still Images, if it's what you fear. If you don't want to make animations, just don't do animations but give me the chance to make mine.

  • wolf359wolf359 Posts: 3,936
    edited August 2025

    What makes possible improve Iray but not the Timeline? 


    Improvements/updates to the Iray render engine are made by its owners at NVIDIA.
    A company valued at 4 trillion dollarscool
    Daz has to choose wiseley where it commits resources.

     

    AniMate, GraphMate, KeyMate... They are all optional plugins that added a lot of functionalities for animating in DAZ Studio

    Yes and those you named are created by third parties whom are not obligated to update them to keep up with the changes to the core  Daz studio application’
    Yes Daz actually purchased graphmate/keymate  and folded it into the native Daz timeline.

    However Animate 2 has not been fully compatible with Genesis since G2 and is effectively useless for viable aniblock creation with G9 and while Animate2 is listed as “pending update “in the DS 2025 Alpha thread,
    ALL of your other animation helpers & scripts
    cannot be used after DS4.2X 
    unless the various third parties decide it is worth their time & effort.

     


    It feels like everyone is terribly scared of having any kind of improvement for animation. As soon as someone talks about animating in DAZ Studio a whole army of angry users arrives and scares the soul out of anyone interested...


    No one here seems angry to me. 
    People are just giving their honest assessment based on their expertise and experience
    When they see you make broad comparitive assertions about other animation software that you clearly have never used for character animation (Blender) they are going to correct  your claims.

     

    Gotcha, that might be why I couldn't get it to work back then. I'll look into this more, thanks! 

    I still have the older 2023 free version of cascadure with FBX export limited to 300 frames per animation clip ,and rigs with 120 joints Max

    Geneis 8-9 have too many joints to import/animate & export to DS from my free version.

    Thus ,in my case I just hand animate the included UE4 mannequin in cascadure
    with auto physics and export it as FBX to Iclone which supports the UE rigs natively.

    From Iclone I can export a perfect BVH to any Daz figure ,from Mike & Vicky 3 up to G9,
    or directly to a FBX compatible with Maya,C4D or Blender (for auto rig pro retargeting) 

    I also use Iclone to port ragdoll simulation from Poser(12) physics and Endoprhin, again to any DAZ figure from  
    Mike & Vicky 3 up to G9, or directly to a FBX compatible with Maya,C4D or Blender (for auto rig pro retargeting). 

    Post edited by wolf359 on
  • GordigGordig Posts: 10,613

    Imago said:

    It feels like everyone is terribly scared of having any kind of improvement for animation. As soon as someone talks about animating in DAZ Studio a whole army of angry users arrives and scares the soul out of anyone interested...

    Nobody is scared of Daz improving DS's animation capabilities, we're just realistic about our expectations. Nobody's arguing that people can't animate in DS, just pointing out that it would be better to use something more fit for purpose. No matter how many nails you can successfully drive in with the handle of a saw, I'm not wrong for pointing out that you would be better off using a different tool.

  • wsterdanwsterdan Posts: 3,071
    edited August 2025

    Imago said:

    wolf359 said:

    How are you creating lipsynch for the G1 figures?

    With the 32bit version of DAZ Studio that has the lipsynch tool integrated. Until now that's the best way I found to make good lipsynchs. It works with any figure but some times you have to find the MSC files that works with them. I compiled myself a few for older figure, it's not hard to create them.

    I have both 64 and 32 bit versions installed, when I need to make a lipsynch, I simply start another session with the 32bit version, load G1 (or any other figure I need), select the audio file and input the text for a more precise result.

    Once the lipsynch is done, I save it as Pose Preset selecting only the Visemes and the mouth movements and import that into the char I'm animating in the 64bit session.

    I'm glad that I have options like Blender available to me should I need them (thanks again to wolf359 and the others who helped me get some figures into Blender to test them), but now that the DAZ Alpha allows Macs to use Filament and Filatoon, I'm going to do the next few 3D animations in DAZ Studio.

    It's certainly not the best option for most serious animators, but my animations tend to be simple and very dialogue-centric, so it really works well for me.

    Similar to Imago as far as running 32-bit DAZ Studio, I have two older iMacs (2011 and 2012) on my network both running DAZ Studio, 32-bit version. With screensharing, they're basically extra windows on my MacBook Pro M4Pro, so they might as well be 64-bit and running native for what they're used for; they wouldn't lip sync any faster if they were. Like Imago, I do the lip syncs and save the pose subsets of just the head and necks. 

    This afternoon, I did all the Genesis 9 lip sync poses for 109 audio clips in just under 2 hours... roughly 11 minutes of audio, which should make a 13-15 minute video when I'm done.

    I did a quick render test on the first clip, just to make sure things were set up correctly. It's about an 8-second clip, I only rendered at 720p, luckily, as it was still set to 30 fps, so I adjusted to 24 fps and did all 109 clips in one sitting.

    For me, the best part is that the Alpha allows me to insert the audio clip and actually hear it (I haven't been able to do that using a 64-bit Mac OS in years) and export it as a single movie file with sound. No exporting individual frames and joining them later, then adding the audio. Such a smooth system for the type of animation I want to do, with some canned animations and sources like Mixamo that still work for me for non-facial animation. Again, it's not going to be enough for most serious animations, but as a hobbyist who just wants to have fun making quick little sci fi videos? Magic.

    I also love how Mimic automatically handles the Genesis 9 lips, eyes and eye brows... not bad for free.

    Bottom line, 7.7 seconds of 3D animation in under 8 miniutes including doing the lip sync (of course, 1080p would take longer to render, but you get the idea).

    https://sterdan.com/wp-content/uploads/2025/08/04-A-little-over-12-hours-ago-Close-up.mp4 

    Post edited by wsterdan on
  • ImagoImago Posts: 5,681
    edited August 2025

    @ Wolf359

    Nine years ago I made this:

    https://vimeo.com/234695081

    It took 8 hours to make plus one day and half to render in DAZ Studio and compose the final video.
    Full 3D environment plus a single envirosphere for the external part. No BHVs, AniBlocs or any other ready-to-use animation, every action is animated by me.
    2D effects made directly inside DAZ Studio, no postwork. No Lipsynch in this case.
    No other animation software was used.

    Then, three years ago I made this, just for fun:

    https://vimeo.com/607549850

    12 hours to make plus two days for render, all in DAZ Studio.
    Full 3D environment. No BVHs, AniBlocs or ready-to-use animations, again all made by me.
    2D effects are made directly inside DAZ Studio, no postwork. Lipsynch made using DAZ Studio's native system.
    No other animation software used.

    I made these in my spare time, I don't have much to show since I mostly work on commissions and the free time isn't too much, sadly. There are a couple of my client's Youtube channels but I have to ask for their permission before posting here.

    I'm aware that I'm not a super animator and I'm still learning a lot of stuff, there's a lot to improve in my techniques for sure... but are my animations that bad? Are the chars motions so unnatural or stiff? What about facial expressions and lipsynch? Cameras are bad?

    I perfectly know that DAZ Studio lacks of many things and still isn't THAT bad if you know how to use it. And if it can get some more good tools, it can became even better. Surely there's better options for a lot of stuff, it's the same for everything...

    Lastly, I DID use Blender for character animations some time ago. I really tried!

    But I left it where it is due to the extreme difficulty on making everything... I had to jump on at least three different tabs before being able to make what I wanted, not mentioning those vertical toolbars you scroll forever to reach the needed tool... Right now I use Blender just for some mesh painting, format conversion or mesh decimation (DAZ's decimator doesn't work on everything, sadly, another important fix).

    Post edited by Imago on
  • nonesuch00nonesuch00 Posts: 18,762

    Imago said:

    @ Wolf359

    Nine years ago I made this:

    https://vimeo.com/234695081

    It took 8 hours to make plus one day and half to render in DAZ Studio and compose the final video.
    Full 3D environment plus a single envirosphere for the external part. No BHVs, AniBlocs or any other ready-to-use animation, every action is animated by me.
    2D effects made directly inside DAZ Studio, no postwork. No Lipsynch in this case.
    No other animation software was used.

    Then, three years ago I made this, just for fun:

    https://vimeo.com/607549850?fl=pl&fe=sh

    12 hours to make plus two days for render, all in DAZ Studio.
    Full 3D environment. No BVHs, AniBlocs or ready-to-use animations, again all made by me.
    2D effects are made directly inside DAZ Studio, no postwork. Lipsynch made using DAZ Studio's native system.
    No other animation software used.

    I made these in my spare time, I don't have much to show since I mostly work on commissions and the free time isn't too much, sadly. There are a couple of my client's Youtube channels but I have to ask for their permission before posting here.

    I'm aware that I'm not a super animator and I'm still learning a lot of stuff, there's a lot to improve in my techniques for sure... but are my animations that bad? Are the chars motions so unnatural or stiff? What about facial expressions and lipsynch? Cameras are bad?

    I perfectly know that DAZ Studio lacks of many things and still isn't THAT bad if you know how to use it. And if it can get some more good tools, it can became even better. Surely there's better options for a lot of stuff, it's the same for everything...

    Lastly, I DID use Blender for character animations some time ago. I really tried!

    But I left it where it is due to the extreme difficulty on making everything... I had to jump on at least three different tabs before being able to make what I wanted, not mentioning those vertical toolbars you scroll forever to reach the needed tool... Right now I use Blender just for some mesh painting, format conversion or mesh decimation (DAZ's decimator doesn't work on everything, sadly, another important fix).

    You should re-render your animations in Filitoon, they'd be even better. Well, I couldn't see the 2nd one, cloudfare was checking to see if I was "human" and then forwarded my to a "not found" vimeo page.

  • ImagoImago Posts: 5,681
  • wolf359wolf359 Posts: 3,936
    edited August 2025

    WOW!!  I did not know that we could post active vimeo links here now

    Glad to have it as an optionyes

     

    but are my animations that bad?

    My most charitable answer is they are not very good from a technical perspective .devil

    You claim you once used Iclone yet somehow you do not  appear to understand how important a solid foot/floor Ik solver actually are in the core tool set of a modern character animation program.

    Are the chars motions so unnatural or stiff?

    Yes, frankly in many of the shots, they move like animatronic robots at Disney world or Tesla

    But more importantly ,when they walk, they simply glide along weightlessly with feet sliding as though they are on roller/ice skates. and the girls feet pass ankle deep in the dirt on several occasions
     

    Look , I get it,
    you really seem to prefer to not rely on assembling canned aniblocks 
    as @Dartanbeck teaches in his popular animation courses..fair enoughangel
    But if you are going to hand keyframe human locomotion, you should seriously consider buying a seat of the cascaduer application because your hand key framed walking animations are not very realistic without a modern human IK system to give characters a sense of weight as I demonstrate with cascaduer in the video below

     

    A very  short & simple example of how IK actually works to give solid foot planting & weight to a character with a just  few key frames  (and can be baked to FK for BVH export to DS with limitations)


     

    Now here is a simple hand key framed animated Character in Blender (no mocap retarget)
    This is a Daz genesis 8 Male with his body rig converted to Auto rig pro
    ( with two  mouse clicks with ARP quick rig )
    but his head retains the original Daz face morphs & visemes converted to Blender shape keys for import of
    mimic/Anilip/face mojo ,or whatever lipsync animation via the free Diffeomorphic
    addon and his face can still be manually animated on top of the base lipsync with blenders native tools as well

    Note how he leans on the table with some random
    sliding  forward of his left hand as he gets more "riled up" in his heated argument.
    No need for scripts like “ limb stick” and hoping for ther best etc 
    just human IK contact solving and a true IK constraint system as it should be 

    Post edited by wolf359 on
  • Imago said:

    TheMysteryIsThePoint said:

    You are gravely misunderstanding what Qt is and the role it plays in DS's development. It is not going to facilitate anything having anything to do with the animation functionality being discusssed here.

    I see DAZ Studio is already capable of a lot of improvements with just plugins and external libraries, it's really that hard to make a plugin with some good animation tools? Just look on some of the latest plugins that have been introduced... We got plugins to write on textures, plugins to read motion capture data, plugins for lipsynch, plugins to scuplt meshes and bake to morphs, plugins to copy someone's facial features, plugins to generate terrains and environments, plugins to copy facial motion and a lot more. Even IRay is a plugin, after all.

    I'm not saying you can't, I'm saying that everything you can do in DS with those plugins, you can do better and faster in Blender and its ecosystem. One doesn't recognize that until after gaining a certain degree of expertise in the apps we're contrasting it with.

    AniMate, GraphMate, KeyMate... They are all optional plugins that added a lot of functionalities for animating in DAZ Studio. And have been created a lot of time ago on an older software libraries, why the latest ones can't be able to make something better? What makes possible improve IRay but not the Timeline?

    Again, I claim that a user of these other softwares understands how primitive these tools are.

    It feels like everyone is terribly scared of having any kind of improvement for animation. As soon as someone talks about animating in DAZ Studio a whole army of angry users arrives and scares the soul out of anyone interested...

    "scared"? Not a word I typically use to describe my relationship with software, so I'll ignore that.

    "angry"? Users with experience in more than just DS providing objective information is not "anger".

    Make DAZ Studio better with animation doesn't mean it will be worse for Still Images, if it's what you fear. If you don't want to make animations, just don't do animations but give me the chance to make mine.

    I'm not sure where that came from, either. I haven't noticed anyone telling you that you can't use DS is whatever way best pleases you, and to make whatever kind of art you like. I, and probably others, just have a problem however with the ungrounded, objectively incorrect statements made.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204

    on that last point

    I have personally interacted with renderers of images who complain about DAZ wasting money on animation that would be better used in their opinion, on improving image rendering.

    I tried pointing out the obvious even, that animation is a series of still images and it gives them as a static image artist, a range to choose from, to no avail,

    I cannot count the times I pointed out premade animations are a series of poses to such people too.

  • GordigGordig Posts: 10,613

    Your animations, to put it most simply, look keyframed, like they're just cycling from pose to pose to pose. They also don't seem to take physics into consideration, so the characters look weightless, and often move more slowly than it feels like they should. They're not terrible, and you clearly put a lot of work into them, but you're not getting as much out of that work as you could be if you changed your workflow. I think the results of the lipsync are pretty poor, and while I can't suggest a better audio-to-animation plugin, facial mocap is getting more accessible by the day and can give you much better results.

  • ImagoImago Posts: 5,681

    wolf359 said:

    Yes, frankly in many of the shots, they move like animatronic robots at Disney world or Tesla

    Please tell me more about "Ghost in the shell origins" in your youtube channel.

  • ImagoImago Posts: 5,681

    wolf359 said:

    as @Dartanbeck teaches in his popular animation courses..fair enoughangel

    Pre-made animations doesn't give me the freedom I need in my works.

    For example, some time go I worked on a fast paced battle scene with big bots and big rifles. The bots were "created" by me using an existing bot from the store as base and morphing/altering it until it was how I needed to be. I even modified parts of its rig to make their knees move forward instead of backwards. Now, where could I find a walkcycle or an attack sequence for such model? If I apply a prebaked "normal" walkcycle on that model, its legs won't move the right way. Same thing for more normal chars. I design every walkcycle based on their shape, especially when they are really peculiar.

    Premade animations can be good for background movements (even if I still avoid doing so) but for anything else, it's too binding.

    Also, thats' not something made by me but by someone else... Where's my animation if I use some made from others?

  • wolf359wolf359 Posts: 3,936
    edited August 2025

    Please tell me more about "Ghost in the shell origins" in your youtube channel.

     

     

    @Imago

    It is not  a Daz studio or Blender project

    it is a fan film I made ,over a year ago,
    completely created in Iclone 7 with Iclone’s somewhat primitive toon shader engine.
    it took 74 days to produce 50 minutes of animation working completely alone

    As a big fan of NPR toon  & Anime I have been looking for a viable toon shading system for Blender since making that Fan film
    After trying many paid addons I finally discovered a free addon that not only imports the anime style Characters from the FREE realtime Vtuber streaming software called“VROID”
    but it also auto sets up the toon shader nodes in blender exactly as they look in VROID.

     

    Auto Rig Pro(quick rig) has a VROID preset that converts my Vroid characters to IK control rig in two clicks
    and ,like genesis, they retain their facial visemes
    from VROID so I can lipsync them from audio files via a neat feature of the Blender graph editor.

      

    Post edited by wolf359 on
  • nonesuch00nonesuch00 Posts: 18,762

    Imago said:

    https://vimeo.com/607549850

    This works?

    Yes, it's good and would look good in Filatoon as well I think.

  • ImagoImago Posts: 5,681

    @ nonesuch00

    Still learning how to use that. I hope to find a good way to make less plasticky surfaces. Everything looks way less real than the cheapest 3Delight shader in there... I really hope DAZ3D improves that too, shadows and lights are so lacking right now... Also no reflections beside the HDR.

    @ wolf359

    Cascadeur for Walkcycles? To make something like this?

  • wolf359wolf359 Posts: 3,936
    edited August 2025

    Cascadeur for Walkcycles? To make something like this?

    No… I mean like this

    Yes your character has decent foot contact but is completely lacking any organic secondary motion  or the natural anticipation with slight torso/head/neck turns while walking in a circle thus the head and neck seem fixed atop a robot torso
    nor is there any hip roll  that gives any sense of weight with each foot planting.

    All of these subtlties are what makes  human/animal motion look real/organic
    which is something you will NEVER achieve with pose to pose animation in FK.

    Post edited by wolf359 on
  • crosswindcrosswind Posts: 9,618
    edited August 2025

    Imago said:

    @ nonesuch00

    Still learning how to use that. I hope to find a good way to make less plasticky surfaces. Everything looks way less real than the cheapest 3Delight shader in there... I really hope DAZ3D improves that too, shadows and lights are so lacking right now... Also no reflections beside the HDR.

    @ wolf359

    Cascadeur for Walkcycles? To make something like this?

    Making a walk cycle in Cascadeur is easy and it can make the animation look much more physically natural and accurate (than the vidoe above...)

    You even can try one with the free version by following this official tutorial. https://youtu.be/ymiWPjIhaqA?si=MBYQyxgwOs4mBEYd

    As for bones limitation, you may check this thread to see how to delete G8/G9 bones before exporting to FBX or how to make some tricks for such limitation in Cascadeur before Export to Daz... 

    https://www.daz3d.com/forums/discussion/660601/how-to-limit-which-bones-to-be-exported-from-daz-in-fbx

    Edit: Not sure if it'll perfectly work in the latest free version but you still can try with it ~~ 

    Post edited by crosswind on
  • ImagoImago Posts: 5,681

    So like this is better?

     

  • wolf359wolf359 Posts: 3,936
    edited August 2025

    Edit: Not sure if it'll perfectly work in the latest free version but you still can try with it ~~ 
     

     

    The latest free version of Cascadeur has disabled ALL FBX export
     

     

    So like this is better?

    Again the head and neck are stiff like a fixed prop attached to the shoulders there is zero vertical bounce that you see with a person jogging.

    This type of secondary motion is very tedious to hand keyframe 
    and even more so without a standard IK system to assist.

    This is why Cascadeur has become so popular with Game & film animators.
    Spend some time with the FREE version
    and see for yourself the difference in realistic motion you can acheive with modern tools.

    Post edited by wolf359 on
  • crosswindcrosswind Posts: 9,618

    wolf359 said:

    Edit: Not sure if it'll perfectly work in the latest free version but you still can try with it ~~ 
     

     

    The latest free version of Cascadeur has disabled ALL FBX export

    Ah, pity ~~ so an Indie version is a minimum.

     

  • DartanbeckDartanbeck Posts: 21,967

    Okay, this is an unedited ramble session, me talking to a friend - so especially the beginning takes a little bit to get going.

    I am not animating Genesis 9 yet. Still haven't found my happy spot with a Rosie 9, so I'm still using Genesis 8 for her, and all generations for everyone else.

    This video shows me explaining why I consider the making of the dials that I create in my Dynamic Character Animation course the knife that slides through the butter for animating in Daz Studio.

    Whether I'm using an animation from Cascadeur, a motion capture from Mixamo or from a product at Daz 3D, my special character, Rosie, never ever uses the animation as it is when I load it onto her. I Always change it up and make it closer to the vision that I had when I decided on that animation in the first place.

    Often times I'll buy or download an animation just because of how it animates the figure through 3D space. In other words - the feet up to the hip. And I don't really care what the upper body, arms, and head are doing because I'm going to change all of that.

     

    Now, I'm no stranger to the graph editor. But many of the changes, tweaks, and fixes that we need to perform on motion capture require more than just a few simple adjustments to a few joint bends - making us have to jump from, say... bend, back to side-to-side, then twist. Oh... now I have to go back through them all because that ever-so-important twist just wrecked what we did before. That can become maddening fairly quickly - and that's just one joint of the rig.

     

    In my course, I show how I use these dials to turn one animation into another, then in Part 2 I show how I make the dials - I call them Tools a lot.

    This video just shows me demonstrating the use of the few simple dials that I've already made for Genesis 9.

    I have a slightly cumbersome time of it, since I'm not used to Genesis 9's layout just yet. But if you watch it through, you'll see the magic behind it. I show how I am Not deleting any keyframes, nor am I editing them. I'm animting on top of the motion capture in a completely separate part of the timeline - the upper part. The Pose Controls section, which aniBlocks and animated poses seldom write to - and they never write to our custom made dials!

    Like I said... it's unedited, so pardon the ummms!!! LOL

  • wolf359wolf359 Posts: 3,936
    edited August 2025

     Ah, pity ~~ so an Indie version is a minimum.

    Yes, unless you are still running an older free version that still exports FBX.
    I still run the “basic “ 2023.2 version so obviously I have don’t all the latest features (such as Ragdoll physics) but I can create that with Poser 12 physics or Endorphin.

     

    @Dartanbeck

    Nice way to add  small edits to add to canned mocap in Daz studioyes

    However @Imago has made it clear he does not want to rely on canned mocap which leads to the reason many of us
    in this thread are recommending Cascadeur

    Can your canned mocap editing method enable Imago to have a character place his foot on an object and remain solidly planted while his hips move verticly AND horizontally inside Daz studio like in this video??

    if so please share a video on how you have mangaed to do wiith the Daz pin/IK target system Richard  refers to here 
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_12_0_86#4_12_0_46

     

     

    Post edited by wolf359 on
  • CybersoxCybersox Posts: 9,296

    Ultimately, DAZ Studio is going to be crippled as an animation system when compared to something like Blender... one is a program with a handful of developers that is designed for stills where it's difficult to even get an image blur, and where the primary purpose is to sell pre-built figures for profit, while the other is something that's built  by thousands of developers primrily for animation, with such a vast array of tools that many professional studios have now adopted it in order to use innovative features like greasepencil.  Top that off with the fact that the eula for DAZ products essentially makes the use of the same assets by multiple animators on the same project far more difficult, and the end result is that while animating in DAZ is possible, it is a matter of working around the lmitations of the software, or, more likely, using it only as part of a project in conjunction with other programs, rather than one of working with a program that was designed primarily for animation from the beginning. 

  • DartanbeckDartanbeck Posts: 21,967

    wolf359 said:

     Ah, pity ~~ so an Indie version is a minimum.

    Yes, unless you are still running an older free version that still exports FBX.
    I still run the “basic “ 2023.2 version so obviously I have don’t all the latest features (such as Ragdoll physics) but I can create that with Poser 12 physics or Endorphin.

     

    @Dartanbeck

    Nice way to add  small edits to add to canned mocap in Daz studioyes

    However @Imago has made it clear he does not want to rely on canned mocap which leads to the reason many of us
    in this thread are recommending Cascadeur

    Can your canned mocap editing method enable Imago to have a character place his foot on an object and remain solidly planted while his hips move verticly AND horizontally inside Daz studio like in this video??

    if so please share a video on how you have mangaed to do wiith the Daz pin/IK target system Richard  refers to here 
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_12_0_86#4_12_0_46

    Absolutely! I'm doing that stuff All the Time!!! 

    Now, I'd like to put this out there: Cascadeur is Entirely Worth it's Weight!!! If you want to create all of your own animations, Cascadeur is Gorgeous, and the hungry, genius developers never tire of making it Amazing!!!

    Don't worry, Wolf... the Ragdoll physics and many of those higher tier tools wouldn't work in Indie anyway. When we want to jam with the big boys, give them the gold - I think they deserve it.

    I don't have a video prepared for just that, so I'll get to work. See you in a few ;)

Sign In or Register to comment.