Will DAZ ever improve animating?

13

Comments

  • DartanbeckDartanbeck Posts: 21,956
    edited August 7

    Okay, here we go:

    Can your canned mocap editing method enable Imago to have a character place his foot on an object and remain solidly planted while his hips move verticly AND horizontally inside Daz studio like in this video??

    A) Yes! I do that sort of thing All Day, Every Day!!! :)

     

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,956

    Adendum: The Reason I pose using Forward Kinematics instead of Inverse:

     

    Waaaaay back when I started animating in Poser, when I would pose hands or feet using IK for animations, the software - all too often - gets it wrong as to which direction the rotation of the individual joints in between should go - so I'd end up with issues of the limbs going in directions that I just can't have.

     

    After I switched to posing in FK, the software responded Exactly as I wanted it to. So I kept this method through the rest of my Poser days into Carrara, and now in Daz Studio, I simply have my zone - made out of making an intelligent dicision, and I stick with it to Great result.

  • DartanbeckDartanbeck Posts: 21,956
    edited August 7

    Cascadeur, on the other hand, is built with AI Auto-posing technology that Really Gets It Right!!! I LOVE CASCADEUR!!!!

     

    Cascadeur's Auto-pose technology is made to work using IK pose changes. The fewer "Ativated Control Points" we make ourselves, the more the AI can determine how the rest of the body should behave according to our IK pose changes. 

     

    This makes it Incredibly simple (and FAST) to make elaborate animations with little or possibly even no skill. Add a bit of choreographic kinowledge to that and we can really make it shine. Follow the tips and advice from th awesome folks at Cascadeur, as well as paying attention to their update information videos, and we can get downright GOOD!!!

     

    That's not me just yet. I'm very busy and have collected most of the animation collections available at Daz 3D - and I've created this method of working with it that just sings to me. So I can get quite a few animations (that I like the end result of) finished within a day - most of them even rendered at least once (I use multiple camera angles to get many shots from a single animation using different lighting, different surroundings, etc.,)

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,956
    edited August 7

    Whenever I hop into Cascadeur, I have a great time! (Pro tier)

    Post edited by Dartanbeck on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,101

    Imago, I think your animations are cute heart

    but then I don't even pretend to be a good animator so probably not the most professional judge

    just an ordinary person enjoying the narrative 

    mine in comparison are pretty atrocious blush but I don't care, I just enjoy doing them

  • DartanbeckDartanbeck Posts: 21,956

    WendyLuvsCatz said:

    Imago, I think your animations are cute heart

    but then I don't even pretend to be a good animator so probably not the most professional judge

    just an ordinary person enjoying the narrative 

    mine in comparison are pretty atrocious blush but I don't care, I just enjoy doing them

    Wendy, I Love your Videos!!! yescool

  • wolf359wolf359 Posts: 3,931
    edited August 7

    Don't worry, Wolf... the Ragdoll physics and many of those higher tier tools wouldn't work in Indie anyway
     

     

     


    Just the auto posing/physics alone are worth
    investing an indie version as long as you get FBX import/export.
     


    NOW on the general matter editing mocap on G9 this can all be done with the DS graph editorand a FREE SCRIPT  from “Mcasual”
    without creating custom pose dials in advance
    Sadly we have no word on if his scripts will make the migration to DS 2025


    Second on foot contact solving
    Nice Job!! 
    for one limb endpoint force pinned to
    one object dependent upon a script that 
    (as of this writing) only works with DS 4.2X on a 40 series GPU.
    (Please check the DS 2025 evergreen thread
    for the latest news on scripts and plugins migration)

    @Imago does paid client work.
    so limbstick should be able to process multiple hand and foot contacts during and stair or ladder climb animation requested by his paying clients , as seen in Blender here.

    cool !!might be a good investment  him like Cascadeur
    thanks for the explainer video 3DU ROCKS!!

      


    finally be sure to get your free 2000+ converted BVH archive of the entire Mixamo library for G8
    see thread below for instruction on usage with G9.
    (NEVER PAY FOR WHAT WAS MEANT TO BE FREE!!!)cool
    https://www.daz3d.com/forums/discussion/comment/8860216/

     

     

     

     

    Post edited by wolf359 on
  • DartanbeckDartanbeck Posts: 21,956

    Sweet!!! 

    Okay, Here we go:

  • ImagoImago Posts: 5,663

    Wolf, I used Cascadeur for the running man clip. surprise

    I imported the model, rigged it with the inner system, imported a run sequence I made from DAZ Studio (I work faster in there) and lastly corrected the keyframes in Cascadeur. That "pull this, move that without consent" is quite painful IMHO.

    Then I activated the Physics, the secondary motion and also activated the "Lock to physics" thing on the top. I used the "Bezier Viscous" tweener (Why that trap is defaulted to Constant?). Physics corrector and Compensation motion were On too. The software took a few seconds to calculate all the stuff. Not sure if the "Spring Secondary Motion" did anything, I didn't see any change in the dots. Same for the "AM Smoothness" or what is called.

    The green ghost followed my model merrily and its line wobbled happily when it calculated each change. As I can see, it indicates how this "secondary motion" changes the values of the bone's rotations.

    The animation preview in Cascadeur looked fine so I simply exported to FBX the finished motion, loaded it to my model in DAZ Studio and rendered the videoclip that I posted.

    Then you said it wasn't good, I should use Cascadeur... I really don't understand.

     

     

    And, no need to have canned:

    It took about ten minutes to make it. Even without "secondary motion", I prefer hands and feet to stay in place instead of wobbling around. 

     

    @ Wendy
    Thanks! I like your videos too, I don't think they are atrocious! You just need a bit more of refinement, nobody is born with all the knowledges. wink
    My first videos were REALLY bad, especially the ones I made on Poser when I started making 3D. That interface... I never fully understood how to use that severed head to move around!

     

    @ Dartanbeck

    I really like your style, I love your OC, she's overly cute! Also you are demonstrating that DAZ Studio isn't worthless for animations, even if I never use ready stuff.

    The downside of using premade stuff, even if you can alter them, is that you are still very bound to them. Also, some of the motions that are around aren't that great.
    I saw the dragon in one of your clips on your website, I think I recognized a BVH I saw in ShareCG or Rosity Freebie section some time ago, here is a short one made by me some time ago:

    That kind of motions aren't hard to make, even without advanced tools, for this I didn't even used the Spring script or the Delayed motion one. Just a touch here and there and it's ready, you don't need to fully rely on ready stuff.

    Some time ago I made an animation where two girls fights against four swordsmen, one girl using magic and a dagger and the other a long battle stick.The two girls are back to back, trying to defeat their foes. The two girls nods to each other, entwin their arms (inner elbow on inner elbow to be clear) and the girl with the long stick lifts her friend and starts spinning around, while the other girl kicks the swordsmen on the face, partially stunning them. Then the girl jumps back on her feet and lifts the other, then kneeling on the ground. The other girl lays the back of her friend, releases her grip on her arms and spins on the back in a "break dance style" while swinging her stick, definitely knocking down the men.

    There's any way to make something like this with premade stuff especially considering this was needed in literally a single shot?

    Ah, quick suggestion: Use the Golden Rule or the Thirds for the shots, your cameras tends to be too much offset. In that clip on your site's home page, in the part with the fat orc, the chars are way too much on the side.

     

  • wolf359wolf359 Posts: 3,931
    edited August 8

    Then I activated the Physics, the secondary motion and also activated the "Lock to physics" thing on the top. I used the "Bezier Viscous" tweener (Why that trap is defaulted to Constant?). Physics corrector and Compensation motion were On too. The software took a few seconds to calculate all the stuff. Not sure if the "Spring Secondary Motion" did anything, I didn't see any change in the dots. Same for the "AM Smoothness" or what is called.

    The green ghost followed my model merrily and its line wobbled happily when it calculated each change. As I can see, it indicates how this "secondary motion" changes the values of the bone's rotations.

    Then you said it wasn't good, I should use Cascadeur... I really don't understand.

     

     

    A jogging motion only needs very slight secondary physics From the above description it seem you “used” cascadeur but with utterly  incorrect settings which is why your animation had ZERO secondary physics.

    This is the proper process explained well in the video below.. please watch and learn

    Post edited by wolf359 on
  • DartanbeckDartanbeck Posts: 21,956

    yes

  • wolf359wolf359 Posts: 3,931
    edited August 11

    I just upgraded to the pro version.

    I can't beleive I waited this long to access this incredible toolcool

     

     

    Post edited by wolf359 on
  • ImagoImago Posts: 5,663
    edited August 9

    wolf359 said:

    with utterly  incorrect settings which is why your animation had ZERO secondary physics.

    What could I made utterly wrong if I followed the tutorials from the Cascadeur channel on youtube?

    They say: Import your model, rig it, disable the "autopose" if you don't want them, pose your char, set the tweener, activate the Autophisics, Secondary motion and set the values. Isn't the right procedure? Did I missed something?

    I can even see the "center of mass" green arrow go up and down indicating that the secondary motion is active but limbs and head stayis where they are with no influence. I'm pretty sure I set the values on the bones.

    Any animation I import or make in Cascadeur seems to not be affected.

    Post edited by Imago on
  • KenYanoKenYano Posts: 135

    I've had Cascadeur for a few years now but I've been putting off trying to learn. Where can I start with using this with Daz? I mainly work with G8 but also sometimes use G9 characters. Is it just a matter of using making an animation in Cascadeur and importing it back into Daz? 

  • DartanbeckDartanbeck Posts: 21,956

    KenYano said:

    I've had Cascadeur for a few years now but I've been putting off trying to learn. Where can I start with using this with Daz? I mainly work with G8 but also sometimes use G9 characters. Is it just a matter of using making an animation in Cascadeur and importing it back into Daz? 

    Just use Genesis 8 FBX instead of 9. Hope this helps you get started :)

  • wolf359wolf359 Posts: 3,931
    edited August 9

    @Dartanbeck

    Nice video on importing from cascadeur back to DSyes
     

     

    Any animation I import or make in Cascadeur seems to not be affected.
     

     

     

    Yet thousands of people using the software  are somehow getting the secondary physics to work.
    here is a very quick and dirty example where I applied secondary physics only to the arms & hands. you can see the  hands are more  “floppy” on the physics preview character.

    It’s a deep program with alot of power& complexity so dig in and learn those settings
    it will be worth it trust me.


    Post edited by wolf359 on
  • KenYanoKenYano Posts: 135

    @Dartanbeck

    Thanks!

  • ArtAngelArtAngel Posts: 1,942

    Imago said:

    @ Dartanbeck

    I really like your style, I love your OC, she's overly cute! Also you are demonstrating that DAZ Studio isn't worthless for animations, even if I never use ready stuff.

    I lke that he credits his mentors one being @WendyLuvsCatz 

    @Dartanbeck being humble is a real decent attribute. And you made DAZ shinier for animations (thank God you lost the internet lol) and mad ani-lemonade out of that . . . you do an excellent job of sharing everything you know via the tutorial videos and thankfully you hold nothing back. Great job! Hold your chin up high! To steal your phrase . . . You Rock! Hope Rosie is doing well after that ages ago surgery.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,101

    I am prolific if nothing else but I freely admit I do not spend much time animating my characters, I like exploring scenes more and just plonking them in

    some are really sad like this one using Meshy3D Ai generated figures I just rotate cheeky

     

  • DartanbeckDartanbeck Posts: 21,956

    ArtAngel said:

    Imago said:

    @ Dartanbeck

    I really like your style, I love your OC, she's overly cute! Also you are demonstrating that DAZ Studio isn't worthless for animations, even if I never use ready stuff.

    I lke that he credits his mentors one being @WendyLuvsCatz 

    @Dartanbeck being humble is a real decent attribute. And you made DAZ shinier for animations (thank God you lost the internet lol) and mad ani-lemonade out of that . . . you do an excellent job of sharing everything you know via the tutorial videos and thankfully you hold nothing back. Great job! Hold your chin up high! To steal your phrase . . . You Rock! Hope Rosie is doing well after that ages ago surgery.

    Wow! Thank You!!!

    Yes... I like to share Everything. I want everyone to be able to have fun, if they want to have fun!

    Rosie is AMAZING since that surgery!!! Truly... she is her True, Action Hero self all over again! (and making me THE BEST Lemon Meringue Pie from fresh lemons!!! Love it!!!)

    Thanks for the kind words!

     

    If you ever visit my site, you know that I love sharing. That place is an absolute hoard of help with... what... several bazillion pages and articles now? I don't know... I lost count! LOL

  • DustRiderDustRider Posts: 2,880
    edited August 11

    Thanks to Dartanbeck I'm really interested in Cascadeur, I have one quick question for confirmation. A video I watched that was about a year old that noted you needed the pro version to export the Gnesis 8/9 figures back to DAZ. I'm guessing that the video was made before they had the Indie option since  Dartanbeck noted in the video that both the Indie version and the Pro version can do it. Unfortunately I couldn't find anything definitive on their website. Does anyone know for sure if the Indie version has the G8/9 export option?

    Thanks!

    Post edited by DustRider on
  • DartanbeckDartanbeck Posts: 21,956

    The Indie version does have the export options including "Command > Send To DAZ" yessmiley

  • DartanbeckDartanbeck Posts: 21,956

    It doesn't have the advanced features like Ragdoll physics and such

  • DartanbeckDartanbeck Posts: 21,956

    I just found this under Supprt > FAQ and scrolled down to subscription options:

    To put it shortly:

    Free plan:
    - 1 user.
    - Export available in only the proprietary .casc scene format.
    - Some tools and features are unavailable.
    - Commercial use is prohibited

    Indie plan:
    - 1-3 licenses can be purchased on a single account
    - Export available in the FBX, DAE, USD formats, as well as the proprietary .casc scene format.
    - Some tools - Animation Retargeting, Scene Linking and Environment Interaction in AutoPhysics - are unavailable.
    - Commercial use is restricted for users with a gross revenue of up to 100.000USD/year.
    - Once the Indie plan runs out, you get reverted to the Free plan, unless you renew it.
    - If you have purchased the Yearly Indie plan, a Perpetual license is added to your account after the plan expires (see the exact terms below)

    Pro plan:
    - 1-3 licenses can be purchased on a single account
    - Export available in the FBX, DAE, USD formats, as well as the proprietary .casc scene format.
    - Cascadeur’s tools and features are fully available
    - Unrestricted commercial use
    - Once the Pro plan runs out, you get reverted to the Free plan, unless you renew it.
    - If you have purchased the Yearly Pro plan, a Perpetual license is added to your account after the plan expires (see the exact terms below)

  • DartanbeckDartanbeck Posts: 21,956

    Oh right. Indie doesn't have retargeting.

    Pro tier retargeting is Awesome!

    Load in an animated figure that has been set up with Cascadeur's rigging (many/most are already configured, like Mixamo, etc.,) and then load in our Casadeur-ready Daz 3D Figure (already preconfigured by Cascadeur) or other figure into a new scene. Jump back to the animated figure scene, drag-select the entire timeline or just the portion you want to retarget > Edit > Retarget Copy. Hop into the scene with our other figure, make sure we have plenty of frames set in the timeline > Edit > Retarget Paste. Boom! Mic Drop!

  • DartanbeckDartanbeck Posts: 21,956

    Scene linking is really cool too - though I've never used it.

    Let's say that we have several animations that are made to work together. Open each into their own scene, then link the scenes together to see them all in one. Then we can color-code each linked scene individually.

    There's a lot more to it than that too. Definitely check out their LEARN section for some great tutoring, instructions, news releases, and other great features!

  • wolf359wolf359 Posts: 3,931
    edited August 11

    Pro tier retargeting is Awesome!

    Which is why I just upgraded from my old 2023 free version to a pro tier seat.

    Cascadeur is just awesome!!

    soooo many options for different pipelines
     

    Post edited by wolf359 on
  • wsterdanwsterdan Posts: 3,061

    Thanks for the breakdown and explanations, on Cascadeur. It sure looks like the pro tier is the way to go, essentially buying a perpetual license. Sweet. I'll be adding this tool once I get a bit more into my animations.

  • DartanbeckDartanbeck Posts: 21,956

    wolf359 said:

    Pro tier retargeting is Awesome!

    Which is why I just upgraded from my old 2023 free version to a pro tier seat.

    Cascadeur is just awesome!!

    soooo many options for different pipelines

    ...and that they're So Agressive in development! They're really going to town with this thing!!! 

  • DartanbeckDartanbeck Posts: 21,956

    wsterdan said:

    Thanks for the breakdown and explanations, on Cascadeur. It sure looks like the pro tier is the way to go, essentially buying a perpetual license. Sweet. I'll be adding this tool once I get a bit more into my animations.

    Yep. It's essentially a Perpetual license, except that we'd still have to pay again later if we want the latest updates/upgrades.

    Still... it's a really fair deal. 

    The way Cascadeur is right now, an animator could pay once for the year of Pro to get the perpetaul license, and just use that until the rest of their days without another want! 

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