Animate2 - Anybody with experience?
Subtropic Pixel
Posts: 2,388
in The Commons
And if so...how well does it work with Genesis 2 and Genesis 3?

Comments
Animate 2 tool works well with Genesis 2. I have not tried it with Genesis 3, but I see no reason it would not work well with Genesis 3 too.
Animate 2 is a tool for assembling aniblocks. You can create your own aniblocks, but I imagine most people purchase aniblocks to use. Aniblocks are created for a given character generation. There are aniblocks available for V4, Genesis 1 and Genesis 2. I don't know of any aniblocks for Genesis 3 yet. I have used anti-blocks created for V4 with G2F, but I had to do a lot of adjustment to make it look reasonable. I'm not sure how well G2F anti-block would work with G3F.
Animate 2 is a tool for assembling premade aniblocks, but the available selection limits what you can do with that. To create your own animation sequences, the essential plugins are KeyMate and Graphmate. In my opinion these two are essential to creating animations in DAZ Studio. I have Animate 2 also and use it some, but I use GrahpMate and KeyMate all the time when doing animations.
Thank you for your reply.
I think I will wait on all of these (Animate2, KeyMate, and Graphmate) to see if there will be new versions for Genesis 3.
I don't see why there would be new versions for Genesis 3, they aren't figure-specific plugins.
Heh. I just blew all my money mostly on a bunch of Genesis 3 stuff. That's okay, I wasn't planning on impending animations anyway. But I guess I'm pretty much "all in" now, ain't I?
Bad news as always with G3: aniMate2 is NOT FULLY COMPACTIBLY with Genesis 3!
The aniMate2 Sub-Track Properties are hardcoded in the plugin.dll for Node names:
hip, abdomen, chest, neck, head,
lShldr, lForeArm, lHand,
rShldr, rForeArm, rHand,
lThigh, lShin, lFoot,
rThigh, rShin, rFoot
BUT some of those Node names split in Genesis 3 to:
hip, abdomenLower/abdomenUpper, chestLower/chestUpper, neckLower/neckUpper, head,
lShldrBend/Twist, lForeArmBend/Twist, lHand,
rShldrBend/Twist, rForeArmBend/Twist, rHand,
lThighBend/lThighTwist, lShin, lFoot,
rThighBend/rThighTwist, rShin, rFoot
Some of Sub-Track Properties are wherefor no longer available and grayed out. Still available are the Body Parts:
hip, head,
lHand,
rHand,
lShin, lFoot,
rShin, rFoot
This does indeed lower the usability ob aniMate2 for me!!!
Well you can use animate on anything regardless of bone names
but aniblocks only work on what they are made for and most humanoid ones happen to use the same bone names in the DAZ Poserverse.
you would need new Aniblocks for Genesis 3
Right what Wendy said..lol. In order for G3F to work in animate 2 you will need new ani-blocks created just for g3f ,or at minimum a tool to convert older figure Aniblocks to work with Genesis 3 figures. at this time there is no cross compatibility or tools for genesis 3 & personally I work with g2f and generation 4 characters daily for animation with great results. their easy to convert to Iray and have tons of tools & plugins for animation. So in my opinion I have seen no need for genesis 3 at this time. there is not enough incentive for me to invest & move over to it. I mean AT all. everything that is offered for Genesis 3 is already offered for Genesis 2 and g2f has cross compatibility with Genesis & generation 4 figures with conversion tools as well... A lot of reason you don't see a lot of plugins or tools for cross compatibility in animation is because in a few months daz will come out with a new program or have a new figures mesh released and will break the compatibility to work with it .. why they do this? I have no idea .. but its one i have asked the daz people many times.
You can use this one to convert G2 animations/aniblocks to G3, it's very easy to use:
http://www.daz3d.com/animation-conversion-genesis-2-to-genesis-3
Here's a sample of a G2F jogging aniblock animation after conversion, the grey one to the left is the original G2F animation, the other the converted G3F animation.
http://taosoft.dk/temp/g2_to_g3_ani.gif
(I've slowed it down so you better can see the individual frames)
is this running on the timeline or a saved new aniblock ?
in other words
can you save this to a new aniblock and it looks the same ?
Yes, you can save it as a new aniblock. If you use an aniblock as source you first burn it to the timeline, then you run the conversion. After that you can save it in any format available, including converting it back to an aniblock and saving it. At least with the full version of Animate 2, which has a "Create aniBlock from Studio Keyframes" option, don't know if the free version has that.
I have the Animate2 version on a MAC and I don't see the Create aniBlock from Studio Keyframes option. Where is this supposed to appear?
Thanks
Right click on the background to get the context menu (this is for the Windows version, I assume that also goes for Macs)
Animation in DS is still a huge PITA even with all the animation tools, imo.
This is a problem
Thanks for this information. Is it still relevant now, in August? Or have things changed?
It seems to me that if I am to create my own custom aniblocks for specific movements I'd like, that I should be creating them with Genesis 2 and then using this converter to make another aniblock for Genesis 3. Otherwise, if I create it for Genesis 3 I would also have to create it step by step for Genesis 2, since there is no software to convert from Genesis 3 to Genesis 2. Is that correct?
Still working here in DS 4.9.2.70.
That sounds correct. Just be aware that the conversion from G2 to G3 is not always perfect because of differences mentioned earlier in this thread, so you may have to make some adjustments.