Can anybody tell me if Genesis 9 has any improved features as far as animation?

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?

Comments

  • GordigGordig Posts: 10,605

    I haven't played much with it myself, but it looks like the rig is a lot closer to industry standards.

  • rillarilla Posts: 57

    Gordig said:

    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.

      

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,144
    edited November 2022

    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

    Post edited by WendyLuvsCatz on
  • rillarilla Posts: 57
    edited November 2022

    WendyLuvsCatz said:

    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?

     

     

    Post edited by rilla on
  • 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. 

  • rillarilla Posts: 57
    edited November 2022

    benniewoodell said:

    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. 

     

    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.  

    Post edited by rilla on
  • GordigGordig Posts: 10,605

    benniewoodell said:

    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. 

    IK is a feature of Daz Studio, not of any G9 or any other individual figure.

  • rilla said:

    WendyLuvsCatz said:

    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?

     

     

    no idea why you quoted me when I am as baffled as you wink 

  • rillarilla Posts: 57

    WendyLuvsCatz said:

    rilla said:

    WendyLuvsCatz said:

    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?

     

     

    no idea why you quoted me when I am as baffled as you wink 

    LOL! That gave me a good laugh! thanks lol! 

     

  • rillarilla Posts: 57

    benniewoodell said:

    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. 

    So what's your workflow between using Daz characters and then importing to Blender? Can you point me to a guide? 

  • wolf359wolf359 Posts: 3,934
    edited November 2022

    rilla said:

    benniewoodell said:

    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. 

    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.

     



     

     

    Post edited by wolf359 on
  • rillarilla Posts: 57

    wolf359 said:

    rilla said:

    benniewoodell said:

    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. 

    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.

Sign In or Register to comment.