Can anybody tell me if Genesis 9 has any improved features as far as animation?
rilla
Posts: 57
in The Commons
I read that it was better for animating but I'm not exactly sure how? And has anybody started animating with 9 and if so, how has the experience been?

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I haven't played much with it myself, but it looks like the rig is a lot closer to industry standards.
Oh okay, was Genesis 1 closer to industry standard? Or is 9 the first Daz model that's closer to industry standard?
I got into animation through Daz so I haven't worked with rigs outside of Daz.
MAX Biped is the most commonly used bone hierarchy AFAIK
this doesn't seem any closer to any I have seen such as Unreal or Makehuman options and BVH import still broken
I can retarget and animate it easily enough elsewhere
https://www.daz3d.com/forums/discussion/591351/genesis-9-coming-soon-preorder-victoria-9-hd-today/p1
"Improved Posing & Animation
With enhanced bone hierarchy and industry-standard naming."
I'm not understanding what this means in Gen9. I get industry-standard naming, but "enhanced bone hierarchy"...?
What does that mean? What changed in the bone structure between 8 & 9?
They didn't fix IK, so it's nowhere near industry standard. You can do the same animation you were doing with G9 and nothing more, except now you can unnecessarily twist the upper part of a limb from a lower.
I was so disappointed when G9 was released. I set up IK and tried to make a walk cycle and found the legs and feet still slid all over the place instead of staying put like any other professional rig. If you want to animate, use Blender's rigify or MHX rig through diffeomorphic as it's the best alternative that's free.
Did you mean to say I can do the same animation with G9 that I was doing with G8?
And what exactly is wrong with the ik?
I've been using it on G8 and it's working fine for me. I figured out that I had to lock the translations and rotations of the ik chains to get the feet to stay in place, but after figuring that out I've been able to used the ik chains for whatever I want to do as long as it's setup properly.
I'm not experienced with ik chains outside of daz, so please help me to understand what's broken.
IK is a feature of Daz Studio, not of any G9 or any other individual figure.
no idea why you quoted me when I am as baffled as you
LOL! That gave me a good laugh! thanks lol!
So what's your workflow between using Daz characters and then importing to Blender? Can you point me to a guide?
I have a few videos, on my channel, about using the Diffeomorphic addon to animate Daz characters in blender.
However in direct answer to you original query …NO
if you are ,manually animating Characters inside studio your experience will be roughly the same.
If you have use motion sources like Daz aniblocks or imported BVH files or Mixamo etc then G9 will set you back to ZERO as its new rigging is not compatible with any external motion sources one may have been using with G8.
With the notable exception of Iclone 8 which likely can create custom BVH for G9
but will cost you $900 USD for your initial buy in.
Well thank you so much! That gave me all the info I needed. I'll check out those videos as well.
I see some usefulness for G9 in other areas in the future, but I'll be sticking with G8 for my animation needs.
Tools are tools.