How long until Gen9?

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  • kyoto kidkyoto kid Posts: 41,859
    Oso3D said:

    There are also a slew of morphs that can introduce assymetry. Several figures have assymetry morphs.

    It's ... basically already here, in spades.

    ...but what about the base Genesis figure?  That is where we need them, and where they were for G2.

  • Havos said:
    scorpio said:
    jestmart said:

    For the same reason you don't use a hammer for a screwdriver.

    Hardly an answer. I use them all the time they are really useful to make small tweaks etc, just because you don't want to use them doesn't mean its useful to shout at people to not do so.

    There is a better reason that the rather cryptic response regarding hammers, and that is that facial bones will get reset if you zero the characters pose and/or expression. If you are moving a bone as part of the characters facial shape, this would get lost when changing or resetting the expression.

    However, a new control property colud be created, its type set to Modifier/Shape, and used to set the expressions. Using posable elements for shaping has potential issues, but as long as the user is aware of them I don't see any reason to create a rule against doing it.

  • KetsyCola said:
    Asari said:
    Artini said:
    Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    I understand it from the point of view of Daz 3D.

     

    Are DAZ models good enough for professional usage, or is this a market attractive enough for DAZ? I lack the knowledge to judge that whether Genesis 8 or future 9 could serve as a figure base for games, commercial cgi, and such. But if this is also a market that is attractive for them, DAZ content should also work in other programs. Not necessarily Poser ... but I have a hard time believing a professional 3D artist would work from Daz Studio.

    Objectively speaking, the answer is no. The Daz models, as they are, need a lot of editing in order to get it to the quality of today's games. As I've pointed out in one of my previous posts, the models are missing primary and secondary forms, like skeletal structure and such. The lack of those details makes them look gummy. It's just more noticeable on the hands and feet. Also, the eyelids are far too thin which further removes realism from the models. It's important to get the eyes just right because that's where all the attention is. Eyes can make or break your model.

    I use Daz's models for my projects by using morphs to get the models as close to what I want as possible, then sending it into ZBrush to add skeletal, muscular, and skin details. Every step after that is pretty much the average 3d production pipeline. The bottom line is that Daz models work great as a base, but they need heavy editing. Daz models have come a long way, in the looks department, but they're still not quite there yet.

    I'm not sure that is entirely "objective," though it may be defensible applied to certain types of game development (but games are not the only professional use-case).

  • KetsyCola said:
    Asari said:
    Artini said:
    Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    I understand it from the point of view of Daz 3D.

     

    Are DAZ models good enough for professional usage, or is this a market attractive enough for DAZ? I lack the knowledge to judge that whether Genesis 8 or future 9 could serve as a figure base for games, commercial cgi, and such. But if this is also a market that is attractive for them, DAZ content should also work in other programs. Not necessarily Poser ... but I have a hard time believing a professional 3D artist would work from Daz Studio.

    Objectively speaking, the answer is no. The Daz models, as they are, need a lot of editing in order to get it to the quality of today's games. As I've pointed out in one of my previous posts, the models are missing primary and secondary forms, like skeletal structure and such. The lack of those details makes them look gummy. It's just more noticeable on the hands and feet. Also, the eyelids are far too thin which further removes realism from the models. It's important to get the eyes just right because that's where all the attention is. Eyes can make or break your model.

    I use Daz's models for my projects by using morphs to get the models as close to what I want as possible, then sending it into ZBrush to add skeletal, muscular, and skin details. Every step after that is pretty much the average 3d production pipeline. The bottom line is that Daz models work great as a base, but they need heavy editing. Daz models have come a long way, in the looks department, but they're still not quite there yet.

    I'm not sure that is entirely "objective," though it may be defensible applied to certain types of game development (but games are not the only professional use-case).

    By "objectively", I mean to say that common practice suggests such and such. Even if we're not talking about the games industry as a whole, what I stated still applies. What's common practice is artists sculpting concept characters from scratch, buying base meshes from other artists to start from, or using base meshes provided by the company. There is a small number (in comparison to the rest of the 3d industry as a whole) using Daz models as base meshes (myself included), but the number of those who use Daz models as they are is even smaller. That's not to say that Daz models can't reach a level of quality the industry requires. They can. The models just need extra fiddling, which is why I do hope that G9 can bring that extra level of realism missing from current gens. To not have to do as much editing right out of the gate would be super! 

  • scorpioscorpio Posts: 8,533
    Havos said:
    scorpio said:
    jestmart said:

    For the same reason you don't use a hammer for a screwdriver.

    Hardly an answer. I use them all the time they are really useful to make small tweaks etc, just because you don't want to use them doesn't mean its useful to shout at people to not do so.

    There is a better reason that the rather cryptic response regarding hammers, and that is that facial bones will get reset if you zero the characters pose and/or expression. If you are moving a bone as part of the characters facial shape, this would get lost when changing or resetting the expression.

    I'm quite aware of that but it still doesn't mean you shouldn't use them in capital letters.

  • scorpioscorpio Posts: 8,533
    kyoto kid said:
    scorpio said:
    kyoto kid said:
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

    ...I've never seen "face handles" either, unless they come with certain character (not figure) content that I don't purchase.   All I see are the standard morph sliders. 

    No they come with the base figure. 

    ...don't see them in the parameters tab.

    Look in the Power Pose tab

  • L'AdairL'Adair Posts: 9,479
    Knight said:
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

    Those of us who are not seeing this are missing some fundamental step that you've assumed.  I'm interested in understanding what you are saying.  So, what I've done, step by step is this:

    1. Load G8 Female.

    2. In the scene tab, I selected the Head body part.

    Here's where I need help.   I interpret "Open the Lower Jaw part" as, with the Node Selection tool active,  clicking on the triangle next to the Head in the Scene tab, then clicking on the Lower Jaw item.  This only produces the standard white outline of the body feature for me.

    So, you must have a different tool active or doing something else to do this second Open.

    I hope this question is clear: what are we doing differently?

    Maybe these images will help.

    With a little help from Photoshop, I got the entire list of bones in the Lower Face Rig in this image of the Scene Tab, using Genesis 8 Male.

    Scene Tab G8M Showing Lower Face Rig Bones

    Here's the same for the Upper Face Rig, also with a little help from Photoshop.

    Scene Tab G8M Showing Upper Face Rig Bones

    The following images are too wide for the post. You can view the full size image by clicking on the image, (or link below it, if it's there,) and the images will open in a new browser window/tab.

    Here's what the Genesis 8 face looks like when the Joint Editor Tool is active:

    Face Bones Including Lower And Upper Face Rigs

    And here is a sequence of images of the Power Pose Pane/Tab, showing how to go from the Body to the Face and then to the Face Rigs.

    How To Access Facial Rig Bones In Power Pose

  • SpottedKittySpottedKitty Posts: 7,232
    edited November 2019
    Knight said:
    Here's where I need help.   I interpret "Open the Lower Jaw part" as, with the Node Selection tool active,  clicking on the triangle next to the Head in the Scene tab, then clicking on the Lower Jaw item.  This only produces the standard white outline of the body feature for me.

    So, you must have a different tool active or doing something else to do this second Open.

    I hope this question is clear: what are we doing differently?

    This is all in the Scene Pane — click on the Head triangle to open it, click on the Lower Jaw triangle, then click on the Lower Face Rig and Upper Face Rig triangles. You should now see the big scrolling list of face handles in the Scene Pane. You can't see the handles in the Viewport, you can only see the tool widget (depending on which tool you're using) where the handle is.

    Hold on, which Genesis figure are you using? IIRC the face handles are only part of G3 and G8. All previous DAZ figures used only morphs to create expressions.

    Maybe this screenshot will help. The Scene Pane shows the G8F opened up as far as the two face rig lists, and the Viewport shows the selection boxes around the jaw for all the Lower Face Rig handles. (The upper face list is a lot longer, so I didn't use that in this example.) Select a handle, then use either the Parameter dials or your favourite freehand movement tool to nudge it around the face.

    Edit: Whoops, L'Adair beat me to it.

    face-handles.jpg
    1920 x 1040 - 230K
    Post edited by SpottedKitty on
  • kyoto kid said:
    scorpio said:
    kyoto kid said:
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

    ...I've never seen "face handles" either, unless they come with certain character (not figure) content that I don't purchase.   All I see are the standard morph sliders. 

    No they come with the base figure. 

    ...don't see them in the parameters tab.

    They're not in the parameters tab, not directly at least. Load a figure, then go into The windows menu -> Panes -> Power Pose. to ge the face click the arrow on the head icon on the top left. You can then click and drag different parts of the face which move bunches of morph sliders at the same time.

  • I think fixing nipples and smile lines would be a huge step forward. As for better compatibility with UE4, that's a tough one. I wrote a UE4 mod that does Dual Quaternion skinning, but scaling is a no go for the most part because UE4 uses global scaling while DAZ3D uses local scaling (except for the root bone). But that's not that big a deal as long as you don't change the scale in-game. You can bake those in. Also, the huge number of bones in the face is problematic. UE4 has a max support of 8 bone influences per vertex. And scaling is used in a lot of expressions which is problematic. In theory, there should be a way to export a model with the scaling converted.

     

  • nicsttnicstt Posts: 11,715

    I have a freebie bundle. Some of the items in it are not that useful, but i use it for the eye morphs, and tweak the lip rotation, which has two axis.

  • brainmuffinbrainmuffin Posts: 1,268
    Asari said:
    Artini said:
    Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    I understand it from the point of view of Daz 3D.

     

    Are DAZ models good enough for professional usage, or is this a market attractive enough for DAZ? I lack the knowledge to judge that whether Genesis 8 or future 9 could serve as a figure base for games, commercial cgi, and such. But if this is also a market that is attractive for them, DAZ content should also work in other programs. Not necessarily Poser ... but I have a hard time believing a professional 3D artist would work from Daz Studio.

    Quite depends on the usage. Several years ago, the photographer who took all the source images for Reby Sky used the model and Reality/LuxRender to replace her legs in a shot he needed for another promotion. He had a good shot of her from the waist up, but what she was wearing didn't match what the advertister wanted. Since he had taken the photograph in question and knew the lighting setup, he did the same with physical ligthing and used Reality to send it to LuxRender. Then in Photoshop he matched the two images.

  • Unless G9 figures could bring something innovative to the next gen, I don't think it is necessary for it yet. One thing I would like to see in a Genesis 9 figure would be by default backward compatible with G3 and G8 figures (maybe even G2 and G1) including morphs, clothes, materials, etc. It is already possible with G8 figures using utilities from the other vendors such as Zev0, RiverSoft Art, Sickleyield, and others. If they all would collaborate with DAZ, imagine the Return On Value this would bring since we would still be able to buy older genesis figures and accessories knowing that we could use them in G9 figures!

  • WonderlandWonderland Posts: 7,133
    edited December 2019
    L'Adair said:
    Knight said:
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

    Those of us who are not seeing this are missing some fundamental step that you've assumed.  I'm interested in understanding what you are saying.  So, what I've done, step by step is this:

    1. Load G8 Female.

    2. In the scene tab, I selected the Head body part.

    Here's where I need help.   I interpret "Open the Lower Jaw part" as, with the Node Selection tool active,  clicking on the triangle next to the Head in the Scene tab, then clicking on the Lower Jaw item.  This only produces the standard white outline of the body feature for me.

    So, you must have a different tool active or doing something else to do this second Open.

    I hope this question is clear: what are we doing differently?

    Maybe these images will help.

    With a little help from Photoshop, I got the entire list of bones in the Lower Face Rig in this image of the Scene Tab, using Genesis 8 Male.

    Scene Tab G8M Showing Lower Face Rig Bones

    Here's the same for the Upper Face Rig, also with a little help from Photoshop.

    Scene Tab G8M Showing Upper Face Rig Bones

    The following images are too wide for the post. You can view the full size image by clicking on the image, (or link below it, if it's there,) and the images will open in a new browser window/tab.

    Here's what the Genesis 8 face looks like when the Joint Editor Tool is active:

    Face Bones Including Lower And Upper Face Rigs

    And here is a sequence of images of the Power Pose Pane/Tab, showing how to go from the Body to the Face and then to the Face Rigs.

    How To Access Facial Rig Bones In Power Pose

    Thanks L'Adair! I don't know how I missed that all this time! If one wanted to create a character using morphs created with these bone dials, how would one save it for later use so zeroing expressions or poses don't delete them? 

    Post edited by Wonderland on
  • Asari said:
    Artini said:
    Noah LGP said:
    Are DAZ models good enough for professional usage, or is this a market attractive enough for DAZ? I lack the knowledge to judge that whether Genesis 8 or future 9 could serve as a figure base for games, commercial cgi, and such. But if this is also a market that is attractive for them, DAZ content should also work in other programs. Not necessarily Poser ... but I have a hard time believing a professional 3D artist would work from Daz Studio.

    Quite depends on the usage. Several years ago, the photographer who took all the source images for Reby Sky used the model and Reality/LuxRender to replace her legs in a shot he needed for another promotion. He had a good shot of her from the waist up, but what she was wearing didn't match what the advertister wanted. Since he had taken the photograph in question and knew the lighting setup, he did the same with physical ligthing and used Reality to send it to LuxRender. Then in Photoshop he matched the two images.

    Yeah, I'm working on post to a feature I directed last year and there's an establishing shot for a concert that we took of a building but had no background actors for. I placed in Daz G8 characters in line, color corrected it to match the environment and even had two girls walking across the street (their backs to the camera) and the three people I've shown it to so far didn't even realize they weren't real people. The lead actor saw that and started asking if I can start adding background actors to other scenes that could use it, so I've got a lot more work ahead of me lol. But yeah, if the shot is far enough away, you color correct it just right and add a wee bit of blur, you can use this to add in details to real life productions. 

  • L'AdairL'Adair Posts: 9,479

    Thanks L'Adair! I don't know how I missed that all this time! If one wanted to create a character using morphs created with these bone dials, how would one save it for later use so zeroing expressions or poses don't delete them? 

    @Wonderland, I'm not positive, but I think you need to Memorize the changes. You can memorize the full figure, or select specific bones and just memorize selected:

    • Activate the Joint Editor Tool,
    • Optional, select the bones to memorize, (for example, the face rigging.)
    • Right-click in the viewport
    • Scroll to the bottom of the popup menu and click on Memorize
    • From the flyout menu, select either Memorize Figure Rigging or Memorize Selected Node(s) Rigging.

    But I am not a character creator, so I'm guessing based on something I kinda remember Richard saying at one time or another.

  • L'Adair said:

    Thanks L'Adair! I don't know how I missed that all this time! If one wanted to create a character using morphs created with these bone dials, how would one save it for later use so zeroing expressions or poses don't delete them? 

    @Wonderland, I'm not positive, but I think you need to Memorize the changes. You can memorize the full figure, or select specific bones and just memorize selected:

    • Activate the Joint Editor Tool,
    • Optional, select the bones to memorize, (for example, the face rigging.)
    • Right-click in the viewport
    • Scroll to the bottom of the popup menu and click on Memorize
    • From the flyout menu, select either Memorize Figure Rigging or Memorize Selected Node(s) Rigging.

    But I am not a character creator, so I'm guessing based on something I kinda remember Richard saying at one time or another.

    Memorise modified rigging should not be doen unless the base figure is being changed. The memorised state is the baseline from which rigging adjustments for shape are calculated, and relative to which they are applied, so you would rarely if ever want to change it.

    If the goal is to hae a single property slider that will apply the expression then it's just a matter of right-click in Parameter pane>Edit Mode (if it isn't on already), right-click in the desired property group>New Property, name it, set limits, set type (though if you set the ttype to Modifier>Pose it will get zeroed when you apply a Zero Figure Pose command), then with only the expression applied to the figure set the new property to 1, right-click on it>ERC Freeze, check the Sub Components are only the expression settings, and click Accept.

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