Cinus, you could easily acheive pinning one foot completely stationary throughout the duration of any animation with mcasual's autoulimb, or Glue to the floor by 3D universe, but that means really stationary the pinned node doesn't move at all.
I have used McCasual's scripts and they do help, but they are not perfect either.
I was under the impression that the new IK-Chains would enable actual pinning, but I have not been able to get them to work the way I expect them to. Might just be an issue of not having the right information (I hope).
Pinning is still set up so that transforms are an irresistible force. Absolute pinning, in which pinned items are immovable objects, is on the drawing board but with no timeline for implementation (the last I was told).
Why is there so much Focus on making your "pins" "immovable" when People like Kwannie( who obviously knows of what he speaks), is asking about consistant foot/floot contact solving DURING ANIMATION both key framed or Canned motion from aniblocks etc. Look again at the Unity "Final IK" video I posted earlier.... That is Human IK dynamic foot contact solving during Locomotion.... Daz Should be trying to implement this ability if indeed they wish to be taken seriously as a character animation platform Dont worry about having to Change the G8-9 rigging.... Consider creating a simplified Low poly control rig that can retarget its motion to Genesis ,within Daz studio, as it is done in Maya , your foundation & proof of concept already exists in Daz studio as we have shown in this thread....https://www.daz3d.com/forums/discussion/comment/3675321/ This would be a better approach that would affect only animators and the rest could ignore it with no effect on PA product compatibility etc.
I'm not seeing a connection between my comment and that.
There is no connection between telling your users about future plans to make the pins absolutely immovable and answering their inquiries when that is not the core of their problem as they have explained it publicly.
Ivy Summers Just explained what the problem is.......
she can pin a foot to the ground but has to manually unpin it for each footstep !!!....
Immovable pinning is NOT THE SAME as dynamic IK Foot/floor and hand contact solving during ROOT locomotion and making the pinning even more rigid in the future wont change this fact.
IMHO Daz should really publicly clarify if the new IK node tools have Dynamic IK foot and hand contact solving during root locomotion , Like Blender ,Lightwave,C4D, Maya,Max ,Unity, Unreal4 ..Poser...
I do not know as I am not qualified to say
(not running 4.12).....
But users Like Ivy& Kwannie have been asking and are not receiving direct answers.
Cinus, you could easily acheive pinning one foot completely stationary throughout the duration of any animation with mcasual's autoulimb, or Glue to the floor by 3D universe, but that means really stationary the pinned node doesn't move at all.
I have used McCasual's scripts and they do help, but they are not perfect either.
I was under the impression that the new IK-Chains would enable actual pinning, but I have not been able to get them to work the way I expect them to. Might just be an issue of not having the right information (I hope).
Pinning is still set up so that transforms are an irresistible force. Absolute pinning, in which pinned items are immovable objects, is on the drawing board but with no timeline for implementation (the last I was told).
Why is there so much Focus on making your "pins" "immovable" when People like Kwannie( who obviously knows of what he speaks), is asking about consistant foot/floot contact solving DURING ANIMATION both key framed or Canned motion from aniblocks etc. Look again at the Unity "Final IK" video I posted earlier.... That is Human IK dynamic foot contact solving during Locomotion.... Daz Should be trying to implement this ability if indeed they wish to be taken seriously as a character animation platform Dont worry about having to Change the G8-9 rigging.... Consider creating a simplified Low poly control rig that can retarget its motion to Genesis ,within Daz studio, as it is done in Maya , your foundation & proof of concept already exists in Daz studio as we have shown in this thread....https://www.daz3d.com/forums/discussion/comment/3675321/ This would be a better approach that would affect only animators and the rest could ignore it with no effect on PA product compatibility etc.
I'm not seeing a connection between my comment and that.
There is no connection between telling your users about future plans to make the pins absolutely immovable and answering their inquiries when that is not the core of their problem as they have explained it pubicly. Ivy Summers Just explained what the problem is....... she can pin a foot to the ground but has to manually unpin it for each footstep !!!.... Immovable pinning is NOT THE SAME as dynamic IK Foot/floor and hand contact solving during ROOT locomotion and making the pinning even more rigid in the future wont change this fact. IMHO Daz should really pubicly clarify if the new IK node tools have Dynamic IK foot and hand contact solving during root locomotion , Like Blender ,Lightwave,C4D, Maya,Max ,Unity, Unreal4 ..Poser... I do not know as I am not qualified to say (not running 4.12)..... But users Like Ivy& Kwannie have been asking and are not receiving direct answers.
I read the specific post to which I was replying as complaining about the failure of the pins when the attached bones move too far. That may have beena a misunderstaning, of course, but if not the reply was relevant.
Cinus, you could easily acheive pinning one foot completely stationary throughout the duration of any animation with mcasual's autoulimb, or Glue to the floor by 3D universe, but that means really stationary the pinned node doesn't move at all.
I have used McCasual's scripts and they do help, but they are not perfect either.
I was under the impression that the new IK-Chains would enable actual pinning, but I have not been able to get them to work the way I expect them to. Might just be an issue of not having the right information (I hope).
Pinning is still set up so that transforms are an irresistible force. Absolute pinning, in which pinned items are immovable objects, is on the drawing board but with no timeline for implementation (the last I was told).
Why is there so much Focus on making your "pins" "immovable" when People like Kwannie( who obviously knows of what he speaks), is asking about consistant foot/floot contact solving DURING ANIMATION both key framed or Canned motion from aniblocks etc. Look again at the Unity "Final IK" video I posted earlier.... That is Human IK dynamic foot contact solving during Locomotion.... Daz Should be trying to implement this ability if indeed they wish to be taken seriously as a character animation platform Dont worry about having to Change the G8-9 rigging.... Consider creating a simplified Low poly control rig that can retarget its motion to Genesis ,within Daz studio, as it is done in Maya , your foundation & proof of concept already exists in Daz studio as we have shown in this thread....https://www.daz3d.com/forums/discussion/comment/3675321/ This would be a better approach that would affect only animators and the rest could ignore it with no effect on PA product compatibility etc.
I'm not seeing a connection between my comment and that.
There is no connection between telling your users about future plans to make the pins absolutely immovable and answering their inquiries when that is not the core of their problem as they have explained it pubicly. Ivy Summers Just explained what the problem is....... she can pin a foot to the ground but has to manually unpin it for each footstep !!!.... Immovable pinning is NOT THE SAME as dynamic IK Foot/floor and hand contact solving during ROOT locomotion and making the pinning even more rigid in the future wont change this fact. IMHO Daz should really pubicly clarify if the new IK node tools have Dynamic IK foot and hand contact solving during root locomotion , Like Blender ,Lightwave,C4D, Maya,Max ,Unity, Unreal4 ..Poser... I do not know as I am not qualified to say (not running 4.12)..... But users Like Ivy& Kwannie have been asking and are not receiving direct answers.
I read the specific post to which I was replying as complaining about the failure of the pins when the attached bones move too far. That may have beena a misunderstaning, of course, but if not the reply was relevant.
The problem is not so much that the pins fail when the bones are moved to far, it's that the pins are ignored between keyframes, so the "pinned" bones move out of position and we then have to fix them frame by frame. In the samples that I posted, the right leg and foot are moved very little. There's no reason for the pins to give.
In effect we are still stuck with frame by frame animation in Daz if we want non shuffling feet. If it required only small tweeks between keyframes, that would not be too bad, but keeping a foot in perfect position so it does not go through a floor or appear to shuffle around is a very tedious and time consuming task in Daz.
I downloaded Daz3D earlier this year because I saw a cool add on youtube showing an animation that was supposedly done in Daz Studio. I spent a considerable amount of time trying to create a simple short animation where feet were not shuffling all over the place. I purchased Animate2, Keymate, Graphmate and tried McCasual's scripts, but still ended up having to do frame by frame animation in order to get a decent looking result.
Needless to say, that is a really tedious process and I ultimately gave up on animating in Daz. I was very hopeful when I saw the changelogs for 4.12, but sadly it looks like my wait will have to continue.
It's great that Daz is adding those tools to the platform, but ultimately they just make frame-by-frame animation a little less tedious. I wish they would rather spend time getting the basics working correctly so we are not forced to do frame-by-frame animation.
I do want to say that feet pinning for the ActivePose tool has been greatly improved in 4.12 and feet can now be pinned solidly. Kudos to whomever implemented that. Just a shame the pins don't stick between keyframes.
I guess the biggest frustration for those of us who use DS to animate is that people use the excuse that it is not an animation platform. It absolutely should be though when DAZ has hands down the best characters, clothing and props available anywhere. Why have all of this gorgeous content without the capabilty to more than just a single frame? Why not just sell 2D content if that is all is expected to be produced. Some times you gotta wonder if our allegence is just being milked since we keep getting the "Oh cool we can do that in DAZ.........but not exactly what I was hoping for" sensation. The fact that you already have to basically ditch previous content that you purchased because of compatability within models in the same freakin program, nevermind the support that goes away for content you purchased because you are using the latest version of DS and the content creators have not updated their products to accomidate the changes since DS3. I have mastered using DS as a MikuMikuDance conduit and have been able to plug some of those beautiful characters into some of the most amazing smooth musical animations available. But its like pulling teeth to get the functionality to work because of things like the lack of true IK solvers and FBX import that really work or issues with twist bones that have no corrective measures, and the brocken sup track properties in Aniblocks that have never been fix for G3 and above. All I'm saying is that most of us love working with DS and have been faithful to the platform, but if all other platforms have had for 15 years things like IK resolvers and functioning FBX or in DS an Aniblock system that once worked better than it does now.............I don't think DAZ has to spend resources on inovation or development it seems to me that is just a matter of implementation. The question is why won't they if we as faithful patreons for YEARS!! have continued to support DAZ. Just sayin!
Cinus, you could easily acheive pinning one foot completely stationary throughout the duration of any animation with mcasual's autoulimb, or Glue to the floor by 3D universe, but that means really stationary the pinned node doesn't move at all.
I have used McCasual's scripts and they do help, but they are not perfect either.
I was under the impression that the new IK-Chains would enable actual pinning, but I have not been able to get them to work the way I expect them to. Might just be an issue of not having the right information (I hope).
Pinning is still set up so that transforms are an irresistible force. Absolute pinning, in which pinned items are immovable objects, is on the drawing board but with no timeline for implementation (the last I was told).
Why is there so much Focus on making your "pins" "immovable" when People like Kwannie( who obviously knows of what he speaks), is asking about consistant foot/floot contact solving DURING ANIMATION both key framed or Canned motion from aniblocks etc. Look again at the Unity "Final IK" video I posted earlier.... That is Human IK dynamic foot contact solving during Locomotion.... Daz Should be trying to implement this ability if indeed they wish to be taken seriously as a character animation platform Dont worry about having to Change the G8-9 rigging.... Consider creating a simplified Low poly control rig that can retarget its motion to Genesis ,within Daz studio, as it is done in Maya , your foundation & proof of concept already exists in Daz studio as we have shown in this thread....https://www.daz3d.com/forums/discussion/comment/3675321/ This would be a better approach that would affect only animators and the rest could ignore it with no effect on PA product compatibility etc.
I'm not seeing a connection between my comment and that.
There is no connection between telling your users about future plans to make the pins absolutely immovable and answering their inquiries when that is not the core of their problem as they have explained it pubicly. Ivy Summers Just explained what the problem is....... she can pin a foot to the ground but has to manually unpin it for each footstep !!!.... Immovable pinning is NOT THE SAME as dynamic IK Foot/floor and hand contact solving during ROOT locomotion and making the pinning even more rigid in the future wont change this fact. IMHO Daz should really pubicly clarify if the new IK node tools have Dynamic IK foot and hand contact solving during root locomotion , Like Blender ,Lightwave,C4D, Maya,Max ,Unity, Unreal4 ..Poser... I do not know as I am not qualified to say (not running 4.12)..... But users Like Ivy& Kwannie have been asking and are not receiving direct answers.
I read the specific post to which I was replying as complaining about the failure of the pins when the attached bones move too far. That may have beena a misunderstaning, of course, but if not the reply was relevant.
The problem is not so much that the pins fail when the bones are moved to far, it's that the pins are ignored between keyframes, so the "pinned" bones move out of position and we then have to fix them frame by frame. In the samples that I posted, the right leg and foot are moved very little. There's no reason for the pins to give.
In effect we are still stuck with frame by frame animation in Daz if we want non shuffling feet. If it required only small tweeks between keyframes, that would not be too bad, but keeping a foot in perfect position so it does not go through a floor or appear to shuffle around is a very tedious and time consuming task in Daz.
I downloaded Daz3D earlier this year because I saw a cool add on youtube showing an animation that was supposedly done in Daz Studio. I spent a considerable amount of time trying to create a simple short animation where feet were not shuffling all over the place. I purchased Animate2, Keymate, Graphmate and tried McCasual's scripts, but still ended up having to do frame by frame animation in order to get a decent looking result.
Needless to say, that is a really tedious process and I ultimately gave up on animating in Daz. I was very hopeful when I saw the changelogs for 4.12, but sadly it looks like my wait will have to continue.
It's great that Daz is adding those tools to the platform, but ultimately they just make frame-by-frame animation a little less tedious. I wish they would rather spend time getting the basics working correctly so we are not forced to do frame-by-frame animation.
I do want to say that feet pinning for the ActivePose tool has been greatly improved in 4.12 and feet can now be pinned solidly. Kudos to whomever implemented that. Just a shame the pins don't stick between keyframes.
As usual, you are correct Richard. I redid my test and it looks like I must have done something differently in my original test between 4.11 and 4.12 (Beta .085). With identical settings, the versions behave the same. The feet still move when pulled too far in 4.12. Bummer.
I don't mean to hijack the thread - I realize I am NOT contributing to the specific questions/concerns.
But for those beginners (like myself) who was unsure what an IK chain even is AND who learn things VISUALLY, here's a YT video by Jay Versluis (AKA, WP Guru) : http://www.youtube.com/watch?v=lCv_PFWcLcE
I don't mean to hijack the thread - I realize I am NOT contributing to the specific questions/concerns.
But for those beginners (like myself) who was unsure what an IK chain even is AND who learn things VISUALLY, here's a YT video by Jay Versluis (AKA, WP Guru) : http://www.youtube.com/watch?v=lCv_PFWcLcE
I don't mean to hijack the thread - I realize I am NOT contributing to the specific questions/concerns.
But for those beginners (like myself) who was unsure what an IK chain even is AND who learn things VISUALLY, here's a YT video by Jay Versluis (AKA, WP Guru) : http://www.youtube.com/watch?v=lCv_PFWcLcE
Jay's video is interesting. He doesn't create the chain directly between the two figures, he creates a null that he uses as an anchor point for the chain for each figure to connect to. Then he moves both hands by moving the null as a control point. I noticed all sorts of issues that would drive me nuts (fingers passing through hands was the biggest one), but it did make me wonder if attaching one chain to another directly might cause issues that having a null anchor would fix?
"There is a number of thing i can do successfully with the daz IK-chain one of them is make a subject grasp and un-graps objs , another is using it as a follower parenting one hand to a object and pin the ik-chain of the other hand to the same oject to make the bones follow each other"
I can't even get those to work successfully. It's also unclear if the part with the new IK chain is supposed to be pinned or unpinned before or after the chain is parented to another figure. Results seem to be inconsistent. Even if I can get the hand of one figure IK'ed to the body part of another figure, the hand still only sort of follows along, it slides around, up and down, left and right even for slight movements. EXTREMELY frustrating, even if just doing sequential renders and not true animation.
"There is a number of thing i can do successfully with the daz IK-chain one of them is make a subject grasp and un-graps objs , another is using it as a follower parenting one hand to a object and pin the ik-chain of the other hand to the same oject to make the bones follow each other"
I can't even get those to work successfully. It's also unclear if the part with the new IK chain is supposed to be pinned or unpinned before or after the chain is parented to another figure. Results seem to be inconsistent. Even if I can get the hand of one figure IK'ed to the body part of another figure, the hand still only sort of follows along, it slides around, up and down, left and right even for slight movements. EXTREMELY frustrating, even if just doing sequential renders and not true animation.
A member Padone had started a thread trying to explain some of the use for the ik-chain you might address your questions there, we are still trying to figure it out as well, So it helps us all to learn this as a group having this info on 1 thread .https://www.daz3d.com/forums/discussion/357776/ik-chains-explained
I can say this without prejudice , there is still a lot of bugs and a few issues need to be worked out with the daz 4.12 ik-chain. & my exprience has been it does not work at all as a hard surface pinning solution for pinning feet to the ground unless you want to set the pins for every keyframe . And at the moment there is bigger fish that needs to be fried first. with daz 4.12.36 and newer A gtx 1080TI 11gig gpu won't render more than a few frames at a time with out daz falling back on CPU , so you would never be able to render out animation in Iray if your using daz 4.12 unless you want to render on cpu after about 5 to 10 frames . and from what I have read some of the RTX gpus are having the same fall back issues as well
hopefully as daz works on these issues and improve studio these issues will be addressed. But until then I'm no longer working with daz 4.12 or the IK-chain for animation, its much to frustrating, so I reverted back to daz 4.10 and hand keyframe and fix ik issues on the fly the best i can like the old way I did it it 1 frame at a time.
Myself like many animators here all appear to be having this same complaint, I am with the rest of this group and can only wait until these things are fixed before i put anymore effort in trying to learning something in my opinion is not useable . But that is only my opinion Other opinions may differ.
Having had a chance to actually create/ edit some production animation with 4.12 my overall experience has been positive.
........IMHO you really need to be on a duo monitor set up
until they separate the dope sheet into its own tab like the old Graphmate& keymate plugins were separate....
The new "IK system"????.....
It is merely "pins 2.0".... not a true Foot/floor contact solver Like you see in every other character motion program on the planet..and the fact that they have posted that the next step is make the pinning even more rigid, does not bode well for floor contact solving during root locomotion, being in daz studio anytime soon.
"There is a number of thing i can do successfully with the daz IK-chain one of them is make a subject grasp and un-graps objs , another is using it as a follower parenting one hand to a object and pin the ik-chain of the other hand to the same oject to make the bones follow each other"
I can't even get those to work successfully. It's also unclear if the part with the new IK chain is supposed to be pinned or unpinned before or after the chain is parented to another figure. Results seem to be inconsistent. Even if I can get the hand of one figure IK'ed to the body part of another figure, the hand still only sort of follows along, it slides around, up and down, left and right even for slight movements. EXTREMELY frustrating, even if just doing sequential renders and not true animation.
A member Padone had started a thread trying to explain some of the use for the ik-chain you might address your questions there, we are still trying to figure it out as well, So it helps us all to learn this as a group having this info on 1 thread .https://www.daz3d.com/forums/discussion/357776/ik-chains-explained
I can say this without prejudice , there is still a lot of bugs and a few issues need to be worked out with the daz 4.12 ik-chain. & my exprience has been it does not work at all as a hard surface pinning solution for pinning feet to the ground unless you want to set the pins for every keyframe . And at the moment there is bigger fish that needs to be fried first. with daz 4.12.36 and newer A gtx 1080TI 11gig gpu won't render more than a few frames at a time with out daz falling back on CPU , so you would never be able to render out animation in Iray if your using daz 4.12 unless you want to render on cpu after about 5 to 10 frames . and from what I have read some of the RTX gpus are having the same fall back issues as well
There is an entry in the change log regarding adjustments to address the dropping to CPU with multi-frame renders, where the frames would work as single renders.
hopefully as daz works on these issues and improve studio these issues will be addressed. But until then I'm no longer working with daz 4.12 or the IK-chain for animation, its much to frustrating, so I reverted back to daz 4.10 and hand keyframe and fix ik issues on the fly the best i can like the old way I did it it 1 frame at a time.
Myself like many animators here all appear to be having this same complaint, I am with the rest of this group and can only wait until these things are fixed before i put anymore effort in trying to learning something in my opinion is not useable . But that is only my opinion Other opinions may differ.
Having had a chance to actually create/ edit some production animation with 4.12 my overall experience has been positive. ........IMHO you really need to be on a duo monitor set up until they separate the dope sheet into its own tab like the old Graphmate& keymate plugins were separate.... The new "IK system"????..... It is merely "pins 2.0".... not a true Foot/floor contact solver Like you see in every other character motion program on the planet..and the fact that they have posted that the next step is make the pinning even more rigid, does not bode well for floor contact solving during root locomotion, being in daz studio anytime soon.
The Timeline is new, at least as a such, the IK solver is an update to the existing one - a significant update, I think, but never the less not new as in a completely fresh chunk of code.
Having had a chance to actually create/ edit some production animation with 4.12 my overall experience has been positive. ........IMHO you really need to be on a duo monitor set up until they separate the dope sheet into its own tab like the old Graphmate& keymate plugins were separate.... The new "IK system"????..... It is merely "pins 2.0".... not a true Foot/floor contact solver Like you see in every other character motion program on the planet..and the fact that they have posted that the next step is make the pinning even more rigid, does not bode well for floor contact solving during root locomotion, being in daz studio anytime soon.
The Timeline is new, at least as a such, the IK solver is an update to the existing one - a significant update, I think, but never the less not new as in a completely fresh chunk of code.
Which confirms my point....
What you are charitably calling an IK "solver"
is a slightly improved version of the old pins. ...
Those pins are a still pose setting tool.
...
Period....
They have nothing to do with IK based character animation.
I'm trying to figure out IK chains because I want to have figures to be dependant on each other. I'm trying a basic set up to chain hands together so if I move one the other follows it.
I create a new chain and... then what? No information at all provided. When I try to make the chain end on another figure's hand DS just crashes.
On this I can't agree. Indeed the main difference between the active pose pins and ik chains is that ik targets are persistent in the timeline. That is, they take control over the interpolator so ik targets will stay in place during the animation, so that's for animation. While the active pose pins only work in the keyframe thus pinned bones may move among keyframes, so that's for posing.
Then I agree things need to be fixed and improved.
Having had a chance to actually create/ edit some production animation with 4.12 my overall experience has been positive. ........IMHO you really need to be on a duo monitor set up until they separate the dope sheet into its own tab like the old Graphmate& keymate plugins were separate.... The new "IK system"????..... It is merely "pins 2.0".... not a true Foot/floor contact solver Like you see in every other character motion program on the planet..and the fact that they have posted that the next step is make the pinning even more rigid, does not bode well for floor contact solving during root locomotion, being in daz studio anytime soon.
The Timeline is new, at least as a such, the IK solver is an update to the existing one - a significant update, I think, but never the less not new as in a completely fresh chunk of code.
Which confirms my point.... What you are charitably calling an IK "solver" is a slightly improved version of the old pins. ... Those pins are a still pose setting tool. ... Period.... They have nothing to do with IK based character animation.
That is not what I said, and not true. I understand that they lack your defining feature for a "character motion program" but that doesn't make the IK system, with its new features over the original form, irrelevant for animation.
The system in Daz studio only allows for manual pinning a limb to a target and MANUALLY unpining that limb via settin a key frame on the reach target strength.... We have this feature in iclone...... and we call it a it a reach effector mostly used for hand to prop interactions where the prop is rigid or the prop is being moved and drives the limb animation such as an aiming rifle weapon scenario......
foot/floor contact solving during root locomotion
is what the IK system is designed for.....
Fiat declarations about the Daz Ik chains "being for animation" does not make it so
see the Unity3D video below for how an IK system function properly during ROOT LOCOMOTION.
The system in Daz studio only allows for manual pinning a limb to a target and MANUALLY unpining that limb via settin a key frame on the reach target strength.... We have this feature in iclone...... and we call it a it a reach effector mostly used for hand to prop interactions where the prop is rigid or the prop is being moved and drives the limb animation such as an aiming rifle weapon scenario...... foot/floor contact solving during root locomotion is what the IK system is designed for..... Fiat declarations about the Daz Ik chains "being for animation" does not make it so see the Unity3D video below for how an IK system function properly during ROOT LOCOMOTION.
Yes! This video is an excellent demonstration of a flexible, modern character rig. No disrespect to the Daz team, but I really hope their developer(s) watches the video to get some clarification as to what Daz users are hoping for (and what they're complaining about) with respect to the new animation tools. Communication between programmers and artists can be tricky, and a picture (or, this case, a video) is worth a thousand words.
The system in Daz studio only allows for manual pinning a limb to a target and MANUALLY unpining that limb via settin a key frame on the reach target strength.... We have this feature in iclone...... and we call it a it a reach effector mostly used for hand to prop interactions where the prop is rigid or the prop is being moved and drives the limb animation such as an aiming rifle weapon scenario...... foot/floor contact solving during root locomotion is what the IK system is designed for..... Fiat declarations about the Daz Ik chains "being for animation" does not make it so see the Unity3D video below for how an IK system function properly during ROOT LOCOMOTION.
Except that's not just an IK system, it's a specific tool set up to handle certain functions. DS has a much improved IK system, and may well see further improvements - which will then perhaps provide the necessary features to enable Daz (or a third party) to set up specific systems like this. The Daz Studioo IK system can't do everything (but can the one you link handle quadrupeds? Or insects? Or snakes?) but it is useful for animation, if not for every task in an animation, which you were denying, and it is part of improving the animation tools in DS (along with the changes to the Timeline and so on) so we may well hope that more is to come.
Comments
Do I say, don't I say ... sigh ... publicly, it meaneth not the same as pubicly ;-)
I read the specific post to which I was replying as complaining about the failure of the pins when the attached bones move too far. That may have beena a misunderstaning, of course, but if not the reply was relevant.
The problem is not so much that the pins fail when the bones are moved to far, it's that the pins are ignored between keyframes, so the "pinned" bones move out of position and we then have to fix them frame by frame. In the samples that I posted, the right leg and foot are moved very little. There's no reason for the pins to give.
In effect we are still stuck with frame by frame animation in Daz if we want non shuffling feet. If it required only small tweeks between keyframes, that would not be too bad, but keeping a foot in perfect position so it does not go through a floor or appear to shuffle around is a very tedious and time consuming task in Daz.
I downloaded Daz3D earlier this year because I saw a cool add on youtube showing an animation that was supposedly done in Daz Studio. I spent a considerable amount of time trying to create a simple short animation where feet were not shuffling all over the place. I purchased Animate2, Keymate, Graphmate and tried McCasual's scripts, but still ended up having to do frame by frame animation in order to get a decent looking result.
Needless to say, that is a really tedious process and I ultimately gave up on animating in Daz. I was very hopeful when I saw the changelogs for 4.12, but sadly it looks like my wait will have to continue.
It's great that Daz is adding those tools to the platform, but ultimately they just make frame-by-frame animation a little less tedious. I wish they would rather spend time getting the basics working correctly so we are not forced to do frame-by-frame animation.
I do want to say that feet pinning for the ActivePose tool has been greatly improved in 4.12 and feet can now be pinned solidly. Kudos to whomever implemented that. Just a shame the pins don't stick between keyframes.
I guess the biggest frustration for those of us who use DS to animate is that people use the excuse that it is not an animation platform. It absolutely should be though when DAZ has hands down the best characters, clothing and props available anywhere. Why have all of this gorgeous content without the capabilty to more than just a single frame? Why not just sell 2D content if that is all is expected to be produced. Some times you gotta wonder if our allegence is just being milked since we keep getting the "Oh cool we can do that in DAZ.........but not exactly what I was hoping for" sensation. The fact that you already have to basically ditch previous content that you purchased because of compatability within models in the same freakin program, nevermind the support that goes away for content you purchased because you are using the latest version of DS and the content creators have not updated their products to accomidate the changes since DS3. I have mastered using DS as a MikuMikuDance conduit and have been able to plug some of those beautiful characters into some of the most amazing smooth musical animations available. But its like pulling teeth to get the functionality to work because of things like the lack of true IK solvers and FBX import that really work or issues with twist bones that have no corrective measures, and the brocken sup track properties in Aniblocks that have never been fix for G3 and above. All I'm saying is that most of us love working with DS and have been faithful to the platform, but if all other platforms have had for 15 years things like IK resolvers and functioning FBX or in DS an Aniblock system that once worked better than it does now.............I don't think DAZ has to spend resources on inovation or development it seems to me that is just a matter of implementation. The question is why won't they if we as faithful patreons for YEARS!! have continued to support DAZ. Just sayin!
Active Pose has not changed, though.
As usual, you are correct Richard. I redid my test and it looks like I must have done something differently in my original test between 4.11 and 4.12 (Beta .085). With identical settings, the versions behave the same. The feet still move when pulled too far in 4.12. Bummer.
I don't mean to hijack the thread - I realize I am NOT contributing to the specific questions/concerns.
But for those beginners (like myself) who was unsure what an IK chain even is AND who learn things VISUALLY, here's a YT video by Jay Versluis (AKA, WP Guru) : http://www.youtube.com/watch?v=lCv_PFWcLcE
Thanks for the informations :)
Jay's video is interesting. He doesn't create the chain directly between the two figures, he creates a null that he uses as an anchor point for the chain for each figure to connect to. Then he moves both hands by moving the null as a control point. I noticed all sorts of issues that would drive me nuts (fingers passing through hands was the biggest one), but it did make me wonder if attaching one chain to another directly might cause issues that having a null anchor would fix?
"There is a number of thing i can do successfully with the daz IK-chain one of them is make a subject grasp and un-graps objs , another is using it as a follower parenting one hand to a object and pin the ik-chain of the other hand to the same oject to make the bones follow each other"
I can't even get those to work successfully. It's also unclear if the part with the new IK chain is supposed to be pinned or unpinned before or after the chain is parented to another figure. Results seem to be inconsistent. Even if I can get the hand of one figure IK'ed to the body part of another figure, the hand still only sort of follows along, it slides around, up and down, left and right even for slight movements. EXTREMELY frustrating, even if just doing sequential renders and not true animation.
Hi @ Steel Rat
A member Padone had started a thread trying to explain some of the use for the ik-chain you might address your questions there, we are still trying to figure it out as well, So it helps us all to learn this as a group having this info on 1 thread . https://www.daz3d.com/forums/discussion/357776/ik-chains-explained
I can say this without prejudice , there is still a lot of bugs and a few issues need to be worked out with the daz 4.12 ik-chain. & my exprience has been it does not work at all as a hard surface pinning solution for pinning feet to the ground unless you want to set the pins for every keyframe . And at the moment there is bigger fish that needs to be fried first. with daz 4.12.36 and newer A gtx 1080TI 11gig gpu won't render more than a few frames at a time with out daz falling back on CPU , so you would never be able to render out animation in Iray if your using daz 4.12 unless you want to render on cpu after about 5 to 10 frames . and from what I have read some of the RTX gpus are having the same fall back issues as well
hopefully as daz works on these issues and improve studio these issues will be addressed. But until then I'm no longer working with daz 4.12 or the IK-chain for animation, its much to frustrating, so I reverted back to daz 4.10 and hand keyframe and fix ik issues on the fly the best i can like the old way I did it it 1 frame at a time.
Myself like many animators here all appear to be having this same complaint, I am with the rest of this group and can only wait until these things are fixed before i put anymore effort in trying to learning something in my opinion is not useable . But that is only my opinion Other opinions may differ.
There is an entry in the change log regarding adjustments to address the dropping to CPU with multi-frame renders, where the frames would work as single renders.
have you tried ik in carrara?
is spiffy
The Timeline is new, at least as a such, the IK solver is an update to the existing one - a significant update, I think, but never the less not new as in a completely fresh chunk of code.
https://www.youtube.com/watch?v=lCv_PFWcLcE
On this I can't agree. Indeed the main difference between the active pose pins and ik chains is that ik targets are persistent in the timeline. That is, they take control over the interpolator so ik targets will stay in place during the animation, so that's for animation. While the active pose pins only work in the keyframe thus pinned bones may move among keyframes, so that's for posing.
Then I agree things need to be fixed and improved.
That is not what I said, and not true. I understand that they lack your defining feature for a "character motion program" but that doesn't make the IK system, with its new features over the original form, irrelevant for animation.
Yes! This video is an excellent demonstration of a flexible, modern character rig. No disrespect to the Daz team, but I really hope their developer(s) watches the video to get some clarification as to what Daz users are hoping for (and what they're complaining about) with respect to the new animation tools. Communication between programmers and artists can be tricky, and a picture (or, this case, a video) is worth a thousand words.
Except that's not just an IK system, it's a specific tool set up to handle certain functions. DS has a much improved IK system, and may well see further improvements - which will then perhaps provide the necessary features to enable Daz (or a third party) to set up specific systems like this. The Daz Studioo IK system can't do everything (but can the one you link handle quadrupeds? Or insects? Or snakes?) but it is useful for animation, if not for every task in an animation, which you were denying, and it is part of improving the animation tools in DS (along with the changes to the Timeline and so on) so we may well hope that more is to come.