Pose Architect for G8
Pose Architect has got to be the coolest auto balancing pose product out there. Can anybody tell me how it is posible to apply the poses along with the in between transitions to a aniblock? I created a simple animation where the character is simply staning in the natural pose (feet close together) then lifts the right foot and moves it out to shoulder width, the the same on the left foot, then finally places hands on hips. The animation tranitions are very smooth between keys because of the auto balancing poses. When I go to create an Aiblock from key frames I only get a slight movement in the legs only at one frame for the duration of the aniblock. Do I need to find a way to bake every frame to keys before converting to an Aniblock? Is that something that is even possible ? Please..............I would welcome any suggestions. Thanks!

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I don't grasp the whole aniblock thing, so I can't help you with bringing this into aniblocks, but if you're trying to combine this with an aniblock, what you could do is set up all the aniblocks you want and bake those, then you can use keymate to move those keyframes wherever you want and place the person doing this movement in the middle, or wherever you'd like, and it'll flow perfectly. If I need to use an aniblock, that's what I always do, I just bake it and then putz around with the keyframes of everything in keymate to personalize the movements.
Bennie, I think I get what you are saying, but what my problem is, is that I am trying to get key frames that I created on a regular timeline into an Aniblock. So for a 70 frame long animation I literally only have 4 key frames one every 15 frames.
frame 1 = apply natural pose
frame 15 = lift right foot then move ( left to right hip slider) to the right
frame 30 = zero lift right foot
frame 45 = lift left foot then move ( left to right hip slider ) to the left
frame 60 = zero lift left foot
All keys are created tith pose architect. When I run it it in the regular time line everything looks good but creating an aniblock does not copy the keys to all the nodes. I'm not sure if Pose Architect does not burn the keys into the time line for every node effected or something else like that
I attached a picture of what is taking place when Pose Architect poses are added to a character at different places along the timeline. There are three key frames that I added along the the timeline, the first is Pose Architect natural pose, the next is G8 zreo pose then the last is back to the Pose Architect natural pose. As can be plainly seen all of the key frames were registered in the timeline, butthe sinewave does not include the natural pose key frames. If anybody has a clue why this happens, please do share some insight. It is very puzzling to me.
Just curious if somebody might know what would cause script like Pose Architect to show as a key in the timeline but not be recognized by DAZ to be placed in the sinewave. I don't know if this has any effect on how this can be converted to an Aniblock but I tried adding poses with Ultimate Pose Master and low and behold the key for the node is included in the sinewave. Am I asking the question in the wrong place? How does one go about getting this kind of info from DAZ or the vender ?
Try under types at the bottom to the right of FPS, click on it and mark the checkbox for everything there and all keyframes will show, I see you don't have hidden marked which might be the problem with it not showing up!.
Bennie, thank you again. It looks to me like the three key frams are there but just does not have the sine connected to each. In particular the sine is not connected to the keys created with Pose Architect. But I'm about to give your suggestion a whirl. It is still very odd to me that the keys would not be recognized. They are not morphs they are just translations and rotations. Is it the node recursive that you are referring to for everything?
Bennie, You were right! There is literally the Natural Pose listed on the left side with the rest of the nodes when the Other type is selected, and the sinewave is indeed visable to all of the keys displayed when that pose is applied. For some reason I still cannot create an aniblock from the animation even if these keys show up on the timeline. You have any idea why that is happening?
Ok............Got it!! You have to select the Transforms to Objects POV when creating the aniblock. I also just selected all four options also, tanslation, rotation scale and morphs/values. I'm sure scale isn't need but hey it worked. Next question is, will I be able to use this in a subtrack to override the main aniblock. Thanks for the help Bennie!
Glad you got it to work and that the hidden thing was one of the problems! I can't tell you how many times I've searched for keyframes and I had hidden unchecked (it's off by default and I don't know how to change that).
As for anything in aniblocks themselves, I can't help you sadly. The only thing I do with aniblocks is put the walk cycle in and then I bake it to the timeline and then I do everything with keyframes. Every time I mess with aniblocks, I spend way too much time trying to get extra actions to work and I've just found doing it myself is way easier. Hopefully somebody else on here sees this who uses aniblocks and can help you out!
Well, that is what I am doing with the Aniblocks Bennie, I am creating supplementary motions which is called Non Linier Animation in most 3D Animation timelines. In DAZ Aniblocks gives you the capability to use subtracks which will override the main track for any particular node for the duration of the subtrack. the subrack aniblock can be placed anywhere along the AniMate timeline, and used with any main motion you like. Still experimenting but is is lending itself to be a very modular library of motions. Let me know if I can help you any with AniBlocks I use them all the time.
Yeah, no, I know what you're trying to do and three years ago when I started Daz I tried the exact thing you're doing and became extremely frustrated trying to get the subtracks to work so I just switched to doing everything in the timeline and everything started moving so much more quicker and intuitive. I truly appreciate the offer to help, but keyframes work for me. Plus, now I'm transferring everything over to Blender so I can use Eevee and get quicker renders and animating in there. If you do figure this out though, please post it here as I do see a lot of people with aniblock questions, so the information will surely help somebody :)
Yeah, I do have Iclone, Carrara and Blender but all of them fall short on textures or ease of character manipulation that DAZ offers. If DAZ would open up the input output capabilities through a better FBX solution that would be amazing. Iclone animation tools are out of this world. Thanks again!!!