Will Animate2/Go Figure ever be updated for Genesis line?

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  • wolf359wolf359 Posts: 3,931
    edited June 2016

     

    My big question is why has DAZ never even attempted to make a figure that could take advantage of the hundreds of BVH animations out there? We'd see ten times the animations that we do now if we didn't have to make our animations from scratch. GoFigure seems to be obsessed with hip-hop dance animations (and really, bathroom animations?), so our choices are fairly limited.

    Hi technically they already have.

    Most of the "Standard" BVH Motions
    ,you find online, are based on Human mocap
    Data with very basic bone naming and rotational order
    such as this well known free archive
    https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/daz-friendly-release

    These motion files will "work" for the most part with
    every Zygote/Daz figure from P4 "Dork" & "Posette"
    all the way down the Daz "family tree" to Genesis 1-2

    Now honestly they are not perfect Click load& play
    solutions and do require some knowledge of your chosen apps animation editing tools.

    For Example many of them Distort the hands  during the animation but the easy solution is to create and re-use your own animated relaxed& natural  hand poses to overwrite the Distorted hands in the mocap with one click.

    To be fair Gofigure did release quite a bit of "every day motions" for theMil gen4& G1 G2 figures and I likely have them all.laugh

    http://www.daz3d.com/catalogsearch/result/?q=animation

     I  would theorize that this was because of the ease at which one can take "standard" mocap that was so compatible with the Daz "family" mentioned above, and retarget it to a Mike& Vicky 4 or G1-G2 and bake it to an aniblock.

    On the matter of G3 the reason you see only a sparse few Sexy strut walks painstakingly hand groked by merchants like "Skamotion", and a few standing gesture motions in the market is obvious.

    People have not been able to easily Retask existing archives
    of Motion Data to this figure due to the pointlessly exotic(IMHO) rigging scheme.

    And telling there average Daz user to go buy$$Iclone Pro$$ or Autodesk$$ Maya or Motionbuilder$$$ is not a solution to animating Genesis 3.angry

    For me the obvious answer is to stay the course with G1-G2.

    Post edited by wolf359 on
  • IvyIvy Posts: 7,165
    edited June 2016
    wolf359 said:

     

    My big question is why has DAZ never even attempted to make a figure that could take advantage of the hundreds of BVH animations out there? We'd see ten times the animations that we do now if we didn't have to make our animations from scratch. GoFigure seems to be obsessed with hip-hop dance animations (and really, bathroom animations?), so our choices are fairly limited.

    Hi technically they already have.

    Most of the "Standard" BVH Motions
    ,you find online, are based on Human mocap
    Data with very basic bone naming and rotational order
    such as this well known free archive
    https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/daz-friendly-release

    These motion files will "work" for the most part with
    every Zygote/Daz figure from P4 "Dork" & "Posette"
    all the way down the Daz "family tree" to Genesis 1-2

    Now honestly they are not perfect Click load& play
    solutions and do require some knowledge of your chosen apps animation editing tools.

    For Example many of them Distort the hands  during the animation but the easy solution is to create and re-use your own animated relaxed& natural  hand poses to overwrite the Distorted hands in the mocap with one click.

    To be fair Gofigure did release quite a bit of "every day motions" for theMil gen4& G1 G2 figures and I likely have them all.laugh

    http://www.daz3d.com/catalogsearch/result/?q=animation

     I  would theorize that this was because of the ease at which one can take "standard" mocap that was so compatible with the Daz "family" mentioned above, and retarget it to a Mike& Vicky 4 or G1-G2 and bake it to an aniblock.

    On the matter of G3 the reason you see only a sparse few Sexy strut walks painstakingly hand groked by merchants like "Skamotion", and a few standing gesture motions in the market is obvious.

    People have not been able to easily Retask existing archives
    of Motion Data to this figure due to the pointlessly exotic(IMHO) rigging scheme.

    And telling there average Daz user to go buy$$Iclone Pro$$ or Autodesk$$ Maya or Motionbuilder$$$ is not a solution to animating Genesis 3.angry

    For me the obvious answer is to stay the course with G1-G2.

    Could not have said it better myself Wolf.

    Its to bad the powers that be at daz didn't seem to listen, or care if it broke compatibility with what they already had as a successful character mesh for animations... and like you said IMHO.  I don't think daz really cares about animation support. I have to believe that they are surviving on impulse buying, because a character may look nice,sexy, etc.   it does not matter now,  that cats out of the bag.  I have seen a lot less animation tools , and a lot less people Dev for animation since g3 came out..not to mention Daz also broke compatibility with some really great animation tools, like splash tool, Particle FX.. if that progress its must be the kind that goes backwards...lol  I don't know of any other 3d software company that broke compatibility with their own products accept for daz,   Maybe good for sales for the  average  joe that is just renders still art.   not so much for users that has been using and want to continue to use daz for to animate. but find it getting harder and harder to do so

    Its the new users I really feel sorry for, because unless they have access to older content.  They will have a very discouraging experience trying to create animation with g3.

    Post edited by Ivy on
  • wolf359wolf359 Posts: 3,931

    "I went throught similar rabbit hole, tried the CR2 route with Mimic Lite...

    even considered making G3 Cr2 work with Poser Talk Designer and make my own Genesis3.xml (yep damn ambitious I was)
    Eventually I found Genesis3.dmc existed all along inside my library
    Sitting under a folder called General. Genesis2.dmc in there too. 
    Installed with Genesis 3 Essential, link courtesy of fixmypcmike if you don't have it in your library for some reasons.
    This dmc will work with Mimic Live! and DS 32bit Lip Sync."

    Hi I have had no problems with using a Genesis1- 2 CR2
    in Mimic Pro 3

     AFAIK Mimic 3 itself is not 64 bit but frankly that is not the main issue for us over here.
    The built in Daz mimic plugin has no options to adjust the strength of a phoneme or replace it with a more accurate
    phoneme from the phoneme pallet  as in Mimic pro.


    Also it gets confusing , from a workflow perspective, to jump back & forth between two open copies of DAZ studio(32&64) and I am pretty sure Mimic pro has a lighter RAM Footprint than a second iteration of DS 
    the attached pic is the G2 female in the mimic pro session manager. 

    The Video below is an open GL render of the result in Daz Studio .

    MIMISESSION.jpg
    1200 x 755 - 302K
  • RuphussRuphuss Posts: 2,631

    http://www.daz3d.com/catalogsearch/result/?q=animation

    with this link you see its not even possible to search for animations only

    you get all that poses stuff too

  • wolf359wolf359 Posts: 3,931
    Ruphuss said:

    http://www.daz3d.com/catalogsearch/result/?q=animation

    with this link you see its not even possible to search for animations only

    you get all that poses stuff too

    True you have to sift through the results for aniblocks.
    But that fact remains the there are alot of aniblock for the millenieum 4 Figures (and by extension G1, G2) with great variety beyond the typical& repetitive "sexy strut" stuff we see for G3.

  • PA_ThePhilosopherPA_ThePhilosopher Posts: 1,039
    edited June 2016
    Ruphuss said:

    http://www.daz3d.com/catalogsearch/result/?q=animation

    with this link you see its not even possible to search for animations only

    you get all that poses stuff too

    This. I agree completely, and hope that Daz will separate off the Animation category from the Poses category, to aid in searches for animations. 

    At the moment, Daz is not focussing on animation so much since the demand is largely for still frames. However, once the true potential of iRay's animation capabilities are realized, the market will eventually expand. And with it, Animate2, Powerpose, etc.

    -P

    Post edited by PA_ThePhilosopher on
  • MythmakerMythmaker Posts: 606
    wolf359 said:

     

     AFAIK Mimic 3 itself is not 64 bit but frankly that is not the main issue for us over here.
    The built in Daz mimic plugin has no options to adjust the strength of a phoneme or replace it with a more accurate
    phoneme from the phoneme pallet  as in Mimic pro.


    Also it gets confusing , from a workflow perspective, to jump back & forth between two open copies of DAZ studio(32&64) and I am pretty sure Mimic pro has a lighter RAM Footprint than a second iteration of DS 
    the attached pic is the G2 female in the mimic pro session manager.

     

    I so agree with the need for phoneme replacement (hello Dazzie Dev pls there's a growing market here hear hear lol) 

    Am a bit of phoneme-nazi myself so much so I always rebuild my own viseme set. Same aversion here too about jumping back & forth workflow....

    which is why I've been avoiding installing DS 32bit. Oh well now that it's in my workflow - or work-anti-flow lol - I'll have to plan ahead more for RAM-saving too, so less fun and spontaneous!

    Thank goodness the syncing is mostly accurate and I actually enjoy GoZ morph making. The use Keymate & Puppeteer to clean up and fix mouth/ tongue fails.

    The Mimic pro pic is educational indeed. With a mini graph too, so far ahead of its time! 

    Just bookmarked your video page, really enjoy watching power users tech tests!

  • IvyIvy Posts: 7,165
    edited June 2016

    I have not used mimic pro in a couple  of years ..I found it cumbersome and did not accomplish what I needed.. so I pretty much hand key frame all my speaking movements now.. the reason i decided to do it by hand was that I could not get any expressions  when i used mimic pro.  and when i keyframe the movements for my speech sound files  I can add expressions to it by hand  such as if a girl was laughing or a man was angry ,mimic pro just would not give the right expressions for the lip-synce.. so I went the hand key frame route and found i actually got better results and saved time from having to switch back and fourth from 32 bit back to 64 bit.. It did take a little practice. to learn how to do the right timing. But now i do all of of my speech movements by hand with much better results

    Post edited by Ivy on
  • Ruphuss said:

    http://www.daz3d.com/catalogsearch/result/?q=animation

    with this link you see its not even possible to search for animations only

    you get all that poses stuff too

    This. I agree completely, and hope that Daz will separate off the Animation category from the Poses category, to aid in searches for animations. 

    At the moment, Daz is not focussing on animation so much since the demand is largely for still frames. However, once the true potential of iRay's animation capabilities are realized, the market will eventually expand. And with it, Animate2, Powerpose, etc.

    -P

    I'm going to speculate a bit here. I suspect that DAZ is looking to the future with the rigging in Genesis 3 and not the past, which might be why they don't seem to be concerned about "incompatibility" with bvh based animations. I suspect that fbx is capable of handling the changes in rigging and they hope to see an increased use of that import/export capability rather than bvh. Just my thoughts, nothing more.

  • wolf359wolf359 Posts: 3,931
    edited June 2016

    I'm going to speculate a bit here. I suspect that DAZ is 

    looking to the future with the rigging in Genesis 3 and not 

    the past, which might be why they don't seem to be 

    concerned about "incompatibility" with bvh based 

    animations. I suspect that fbx is capable of handling the 

    changes in rigging and they hope to see an increased use of 

    that import/export capability rather than bvh. Just my 

    thoughts, nothing more."

    Actually FBX is quite capable of handling the changes in the G3 Rigging as long as you: 

    A) buy a copy of Reallusion Iclone Pro&3D exchange
    and manually bone map the G3 body& Face rig in that App But be aware that any bone based talking/Facial animation are not exportable from Iclone back to DAZ studio.here is G3 animated in iclone 6 ...Not mine BTW 


    B) Buy Autodesk Motionbuilder and follow the steps in this 
    tutorial http://www.flipbookmarket.com/blog/how-import-genesis-2-and-3-motionbuilder


    C)Buy Autodesk Maya and carefully follow the steps in this tutorial:
    http://toyen-art.deviantart.com/journal/Tutorial-Using-Daz-figures-for-animation-in-Maya-585078140

    keeping in mind you must re export from daz and repeat if you decide on a wardrobe change during the animation
    but I beleive Maya has the Mental ray engine which is very high quality after you redo all your Daz shaders for it.

    Be aware that the Auto desk Apps often offer Student discounts if you are attending college so that May save you some money off the cost of your "cloud Subscription".

     

     

    P.S

    One small point:
    once you have followed the motionbuilder tutorial
    and animated genesis in motionbuilder you can get the animation back to Daz via custom BVH export from motionbuilder.
    Instructions here:


    http://www.flipbookmarket.com/blog/how-import-motion-builder-animations-daz-studio

    Post edited by wolf359 on
  • RuphussRuphuss Posts: 2,631

    the video does not convince me doing all that for so much money that i not have

    you can do all this in daz alone easyly

    btw whats up with the music copyrights ?

  • wolf359wolf359 Posts: 3,931
    Ruphuss said:

    the video does not convince me doing all that for so much money that i not have

    you can do all this in daz alone easyly

     

    Yes I actually recognize many of those motions from the
    built in library that installed with our seat of Iclone Pro
    simply blended together in a nonlinear fashion exactly as one would do in Daz animate2 with Genesis1-2.


    The Face expressions leaves me unconvinced that the bone based face rig is any more expressive than morphs frown

  • IvyIvy Posts: 7,165
    edited June 2016

    Just iin case people don;t know what BVH file is

    "BVH stands for Biovision Hierarchical Data, which was developed by a motion capture company called Biovision. The BVA format (also developed by Biovision) is an older format which was the precursor to BVH. The BVH format is mainly used as a standard representation of movements in the animation of humanoid structures. created for Autodesk ." and was supported by many programs including Daz Studio.up too 2014, until genesis 3 which broke the compatibility for BVH files

    Since Genesis 3 came in , BVH files & Older aniblocks do not work because of the changes in the mesh techology, there for to make g3 do what you want during FXB into Autodesk., you must have a whole lot of work around to make it work. .. Whether its worth your time converting or re-riggeing the bvh & aniblocks files for g3  is only  the opinions of the artist that is using them.. and in my opinion  its not worth the time working with g3 for animations when you have a choice of many other character meshes that will still use them pretty seamlessly

    @  wolf

    I have found  in the auotdesk forums that most users of Maya, and 3DS max don't really use daz figures in their autodesk  projects. But if they do, I would dare say its a fair bet that most of them will be staying away from g3 because of the extra work involed to make it work.. The extra face bones and Detail Texture, maps, rigging, etc... are all lost during transfer when you FXB your daz model into Autodesk.  That has been the biggest reason why most Autodesk artist dont use daz characters. even when I was playing with g3 with cryengine3 gaming engine i was running to a luandry list of issues.

    Though I do want to point out one thing. there is a new poser updater for genesis3 for poser which does work fairly well to bring g3 rigging into poser. Its by Webinar and its free., then you can use poser fusion plugin and just bridge it from poser to auotdesk with out loosing rigging.  I would post the link to it the updater.. But its offered on renderosity and I feel the link would be removed by the mods for posting to another 3d store, according to the forum TOS... but you can find the updater there free if your a poser user wanting to use g3

    Post edited by Ivy on
  • wolf359wolf359 Posts: 3,931

    "I have found  in the auotdesk forums that most users of Maya, and 3DS max don't really use daz figures in their autodesk  projects. But if they do, I would dare say its a fair bet that most of them will be staying away from g3 because of the extra work involed to make it work.. The extra face bones and Detail Texture, maps, rigging, etc... are all lost during transfer when you FXB your daz model into Autodesk.  That has been the biggest reason why most Autodesk artist dont use daz characters. even when I was playing with g3 with cryengine3 gaming engine i was running to a luandry list of issues."

    You are quite correct in this opinion.
    honestly it amazes me to hear non animators blindly declare
    that the new rigging "makes G3 more compatible with other programs"

    What "other programs"??surprise

    Autodesk users are very similar to us in one respect.

    They prefer rigs that are designed to work natively with their animation control systems(Maya HumanIK)
    it is simple efficiency & Logic 

    Its not a matter of snobbishness or elitism as some in the Poser/Daz Community always wish to beleive

    I posted those tutorial links just to demonstrate how tedious &labor intensive the task of getting a G3 into an Autodesk application can be..to say nothing of the $$cost$$ of those applications.

    On the matter of the New script to get G3 into poser I have followed those threads at rosity since it was released and while im glad the poser users have access to the latest Daz female frankly it is a moot matter to me.

    I have poserpro 2014 &Poser's animation tools have not fundamentally Changed since the 1990's and this is not "software bashing" as the SM product manager has publicly posted that state of the animation tools makes him "sad".

    Since getting Iclone pro,DS Graphmate& keymate poser has become officially Dead to
    me and is not considered part of my Character animation pipeline.frown

  • I'm going to speculate a bit here. I suspect that DAZ is looking to the future with the rigging in Genesis 3 and not the past, which might be why they don't seem to be concerned about "incompatibility" with bvh based animations. I suspect that fbx is capable of handling the changes in rigging and they hope to see an increased use of that import/export capability rather than bvh. Just my thoughts, nothing more.
    Interesting thoughts. I suspect you are right and Daz is thinking long-term on improving their compatibility with other animation software. At the moment, G3 is nearly impossible to work with, without going through G2 in the pipeline. If I try importing BVH to G3, something always goes horribly wrong. Either I lose twist in the limbs, or bend, etc. Mocap systems like Perception Neuron do not even offer support for Daz for this reason. -P
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