Does V6 aniBlocks work on V7?

Hi Everyone,

 

Just a quick question about V7 Gen3. Have they changed the joints in the new version. Do the v6 aniBlocks for on V7?

 

All the best

 

SKA

Comments

  • larsmidnattlarsmidnatt Posts: 4,511
    edited August 2015

    yeah the bones are very different. the V6 aniblocks don't look right.

    http://www.daz3d.com/animation-conversion-genesis-2-to-genesis-3

     

    Just like poses, Genesis 2 poses will not work on Genesis 3 without conversion. Animation is no different... In fact it would seems even worse! And fixing each pose, frame by frame, is just.... Not even an option. But you have invested so much money and/or time in your Genesis 2 animations!

    Post edited by larsmidnatt on
  • takezo_3001takezo_3001 Posts: 2,027

    yeah the bones are very different. the V6 aniblocks don't look right.

    http://www.daz3d.com/animation-conversion-genesis-2-to-genesis-3

     Wishlisted!

    Although, puppeteer is the best animation tool I have ever used, so I'm constantly making my own blocks, but it's still great for my legacy ani-files!

  • RuphussRuphuss Posts: 2,631
    skamotion said:

    Hi Everyone,

     

    Just a quick question about V7 Gen3. Have they changed the joints in the new version. Do the v6 aniBlocks for on V7?

     

    thx you are asking

    no it has to be done all new

    waiting for your aniblock for V7

     

    SKA

     

  • skamotionskamotion Posts: 86
    edited August 2015

    Thanks everyone for letting me know. Updating those walks and jogs is so much work and for not very much reward. I think I'll pass on V7 and wait until V8 which I'm sure will be sometime in the next 12 months. I might have my mojo back by then.

     

    I think I'll just start creating buildings as this does not rely on constaint update because of rigging.

     

    The fact that the joints keep changing version to version is really frustratingly poor design from a production standpoint ( or intentional to make creators make more content ). All production houses these days have a standardised rig for all characters, meaning when you start a new project, the joints scale, positioning and naming convention are the same, especially when the characters are exactly the same scale and proportions. You can load animation from other characters from old projects and it loads perfectly onto a new rig. If there rigs needs to have slight scale changes, fine, I can make the adjustments easily. The joints should all be facing the same direction as the last version, and for some reason, version 7 does not?? Anyway just my 2 cents.

    I don't know the arguments / discussions that goes on in the production rooms, but I bet there's one person that says "we have to change all the joints because...". Well you don't. Trust me. Standardise or at least try to make sure version 8 doesn't have a new rig. I understand when you need to add a new joint in the spine as was the case in V5. That's great I can deal with that ( once ), but not having the joints face exactly the same way, same length etc... I don't get it. Rip out the old rig from the old version and use that. I know the old rigs aren't perfect but changing them time after time doesn't help us animators. Either spend the time and get the rigs perfect the first time or leave them alone. I appreciate how hard rigging is. Really I do. I've been doing it for years ( too many years ) and I know with new staff coming in all the time, some information gets lost but please, please, no more rig changes. I kept quiet version 4 change and I kept quiet version 5 and I kept quiet version 6 change, but I need to voice my opinion now because I can see this continuing forever and ever.

     

    I know that there's a reason why this keeps happening, and I'm sure someone will tell me. That's not the point... next time, no new rig please. I beg you.

     

    Thanks for listening

     

    SKA

    Post edited by skamotion on
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