The "Search this site" box only seems to search the current set of scripts - mcjObjsToMorphingProp is on the second scripts page.
Very Good then.
People do have an option ,after a fashion,
to import pre-animated meshes from marvelous designer and any other program that exports animated meshes as a series of .obj files.
I had already mentioned that the video tells us of a freebie to do exactly that. It is called AnimMorph (as I also mentioned) and it is still available:
My point was only that MDD import would be preferable to a freebie to process an object sequence. I would have thought that you, of all people, would agree since you were the one who convinced me of the value of MDD.
The "Search this site" box only seems to search the current set of scripts - mcjObjsToMorphingProp is on the second scripts page.
Very Good then.
People do have an option ,after a fashion,
to import pre-animated meshes from marvelous designer and any other program that exports animated meshes as a series of .obj files.
On what is dforce actually based? From where is it?
I beleive it was developed internally by the Daz Team
BTW Does this Mean that the FULL version of aniMate 2
,with MDD export, is now Free with DS 4.12??
...or is it just Keymate & GraphMate that have been folded into the base Program???
Yeah i know developed internally, but what engine 's behind it, like we had a test With bullet engine long ago..
it isn't an implementation of a pre-existing engine, as far as I know, though it uses OpenCL.
My point was only that MDD import would be preferable to a freebie to process an object sequence. I would have thought that you, of all people, would agree since you were the one who convinced me of the value of MDD.
As much as I see the value in having an MDD EXPORTER from Character oriented programs
For me personally, I do not see any value in having an MDD importer in Daz studio , just as I disagreed with the Iclone users ,in the RL forums, who were calling for Alembic import INTO iclone.
This is because ,from my perspective neither, Daz studio nor Iclone are a suitable programs for rendering complex
animated scenes with hundred of scene items or complex physics simulations with data sizes measured in multiple gigabytes .
They are both very ,very good at what they do respectively
Daz studio for high quality Stills with a brute force path tracer or a version of 3Delight Apparently not capable of the Amazing quality we saw in the "kingsglaive final fantasy" movie that used 3Delight.
And Iclone pro: DX11 default render engine, but great for true realtime motion building,human mocap parsing/editing and export Data to a Character in a proper Pro 3DCC application for final render.
MDD as an EXPORT option is great when you have something worth actually exporting to another program to be rendered because that other program has no native abilty to easily create that element internally.
Example: high quality Daz genesis figures already talking via my chosen audio files, already animated Via motion retargeted from Iclone or motionbuilder JCM's baked into the mesh point cache and perhaps even with some nice dynamic cloth from Dforce or optitex.
Prepackaged &ready to rendered in C4D's native render engine or Vray or Arnold or Redshift or Octane or Corona
or Pro render etc.And the same option for Lightwave3D and its various render options
and Blender as well.
Now there are many things a Pro 3DCC can do in the area of Simulation/animation that are not possible in daz studio
and far more complex than a simple cloth sim on ONE figure from marvelous designer
However I can not imagine any scenario where I personally would create some |Cool , broadcast Quality mograph animation in C4D or Building collapse physics simulation in lightwave3D or Houdini and MDD it INTO Daz Studio
with its comparatively slow brute force path tracer or a version of 3Delight Apparently not capable of the Amazing quality we saw in the "kingsglaive final fantasy" movie that used 3Delight.
click the bone of the character you want to move and open the perimeters tab and you will see your translation dials for that bone, where from there you keyframe the dials movements to the keyframe on the timeline.. thats how i do it anyway
click the bone of the character you want to move and open the perimeters tab and you will see your translation dials for that bone, where from there you keyframe the dials movements to the keyframe on the timeline.. thats how i do it anyway
But you can't dial in expressions that way, or shapes (for a transformation or hair movement), or anything you could easily do with Keymate / Graphmate...
If you right-click on Timeline you can select a toggle that says "Monitor Parameters." That seems to integrate the Graphmate control we're used to seeing.
its the same thing you just have to work with the dials , I been working with it pretty intensily since it was released. you don't have all the buttons you use to but the fuction & tools are all there and the same
here are 2 screen shots they look the same in beta daz 4.12 as 4.10 with graphmate and keymate same scene you can see some timeline its jst been condenced with a keyfraame & graph editor into one instead of being 2 plugins
its basicly is graphmate and keymate intergrated. they moved a few tools to the bottom of th timeline and on the side right hand side tab of the timeline. keep playing with it you'll find them
Although I find nothing in 4.12 that would inspire me to upgrade
, it is good that Daz is at least considering the Character animation side of things....finally.
Hopefully full Daz will take heed of this feedback and address some of the issues raised
i remember last time i tried animating in DS, moving a prop from point A to Point B, the thing bounced/skipped uncontrollably along the way. did they ever fix that brouncie business?
Please note that this is a work in progress, it is explicitly stated that theer iss till styling (which I guess includes things like labelling) to be done.
Hm. I have to say--unless I'm really missing something--the new Timeline seems less intuitive and less powerful than Graphmate / Keymate.
I can't even figure out how to make my figure blink!
Where are the pose and shape parameters? All I see if a bunch of nodes with X,Y, and Z translate.
The boxed letters are telling you wnat the entry is - G for Group, P for Property. If you look at the bottom of the pane there's a Types button which allows you to control which properties are shown, with more granularity than KeyMate allowed. Try checking Other(O). (note that, for me at least, the Types button - and some others - do not show at the pane's default floating width)
Please note that this is a work in progress, it is explicitly stated that theer iss till styling (which I guess includes things like labelling) to be done.
Yep. My keys are selected but there is no option to copy, paste, or delete. The button is there, but it's greyed out.
When I use Graphmate to copy those keys they appear in the Timeline.
Don't worry, I have that in mind. I'm not mad or disappointed. In fact, I'm very pleased Daz is giving more attention to animations.
Comments
I had already mentioned that the video tells us of a freebie to do exactly that. It is called AnimMorph (as I also mentioned) and it is still available:
https://gist.github.com/marcuswilm/c2305cd494d54b9aba80bf5f43d0f7bf
My point was only that MDD import would be preferable to a freebie to process an object sequence. I would have thought that you, of all people, would agree since you were the one who convinced me of the value of MDD.
it isn't an implementation of a pre-existing engine, as far as I know, though it uses OpenCL.
As much as I see the value in having an MDD EXPORTER from Character oriented programs
For me personally, I do not see any value in having an MDD importer in Daz studio , just as I disagreed with the Iclone users ,in the RL forums, who were calling for Alembic import INTO iclone.
This is because ,from my perspective neither, Daz studio nor Iclone are a suitable programs for rendering complex
animated scenes with hundred of scene items or complex physics simulations with data sizes measured in multiple gigabytes .
They are both very ,very good at what they do respectively
Daz studio for high quality Stills with a brute force path tracer or a version of 3Delight Apparently not capable of the Amazing quality we saw in the "kingsglaive final fantasy" movie that used 3Delight.
And Iclone pro: DX11 default render engine, but great for true realtime motion building,human mocap parsing/editing and export Data to a Character in a proper Pro 3DCC application for final render.
MDD as an EXPORT option is great when you have something worth actually exporting to another program to be rendered because that other program has no native abilty to easily create that element internally.
Example: high quality Daz genesis figures already talking via my chosen audio files, already animated Via motion retargeted from Iclone or motionbuilder JCM's baked into the mesh point cache and perhaps even with some nice dynamic cloth from Dforce or optitex.
Prepackaged &ready to rendered in C4D's native render engine or Vray or Arnold or Redshift or Octane or Corona
or Pro render etc.And the same option for Lightwave3D and its various render options
and Blender as well.
Now there are many things a Pro 3DCC can do in the area of Simulation/animation that are not possible in daz studio
and far more complex than a simple cloth sim on ONE figure from marvelous designer
However I can not imagine any scenario where I personally would create some |Cool , broadcast Quality mograph animation in C4D or Building collapse physics simulation in lightwave3D or Houdini and MDD it INTO Daz Studio
with its comparatively slow brute force path tracer or a version of 3Delight Apparently not capable of the Amazing quality we saw in the "kingsglaive final fantasy" movie that used 3Delight.
That's not very realistic. Well, no more so than children's building blocks.
Hm. I have to say--unless I'm really missing something--the new Timeline seems less intuitive and less powerful than Graphmate / Keymate.
I can't even figure out how to make my figure blink!
Where are the pose and shape parameters? All I see if a bunch of nodes with X,Y, and Z translate.
click the bone of the character you want to move and open the perimeters tab and you will see your translation dials for that bone, where from there you keyframe the dials movements to the keyframe on the timeline.. thats how i do it anyway
But you can't dial in expressions that way, or shapes (for a transformation or hair movement), or anything you could easily do with Keymate / Graphmate...
yes you can see my screen shot
But that just creates a keyframe when you dialed in the parameter. That's what the timeline always did.
Graphmate allowed far more control.
Okay, now I see.
If you right-click on Timeline you can select a toggle that says "Monitor Parameters." That seems to integrate the Graphmate control we're used to seeing.
We really need some documentation on this!
its the same thing you just have to work with the dials , I been working with it pretty intensily since it was released. you don't have all the buttons you use to but the fuction & tools are all there and the same
here are 2 screen shots they look the same in beta daz 4.12 as 4.10 with graphmate and keymate same scene you can see some timeline its jst been condenced with a keyfraame & graph editor into one instead of being 2 plugins
its basicly is graphmate and keymate intergrated. they moved a few tools to the bottom of th timeline and on the side right hand side tab of the timeline. keep playing with it you'll find them
Why doesn't copy / paste / delete keys work?
It's greyed out...
Although I find nothing in 4.12 that would inspire me to upgrade
, it is good that Daz is at least considering the Character animation side of things....finally.
Hopefully full Daz will take heed of this feedback and address some of the issues raised
i remember last time i tried animating in DS, moving a prop from point A to Point B, the thing bounced/skipped uncontrollably along the way. did they ever fix that brouncie business?
Do you have any keys selected?
Please note that this is a work in progress, it is explicitly stated that theer iss till styling (which I guess includes things like labelling) to be done.
The boxed letters are telling you wnat the entry is - G for Group, P for Property. If you look at the bottom of the pane there's a Types button which allows you to control which properties are shown, with more granularity than KeyMate allowed. Try checking Other(O). (note that, for me at least, the Types button - and some others - do not show at the pane's default floating width)
Yep. My keys are selected but there is no option to copy, paste, or delete. The button is there, but it's greyed out.
When I use Graphmate to copy those keys they appear in the Timeline.
Don't worry, I have that in mind. I'm not mad or disappointed. In fact, I'm very pleased Daz is giving more attention to animations.
I'm just reporting.