Pose and animation conversion for multiple generations of DAZ figures

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  • Leonides02Leonides02 Posts: 1,379

    Thank you for this insightful and helpful tip, @bdsinger! I'll try this soon.

    Am I correct in thinking that most mocap data (i.e. mixamo) is compatible with V4?

     

     

  • SnugginsSnuggins Posts: 52

    Thank you for this insightful and helpful tip, @bdsinger! I'll try this soon.

    Am I correct in thinking that most mocap data (i.e. mixamo) is compatible with V4?

    Not sure, haven't tried mixamo with V4. But in my limited experience, mocap data seems to never be compatible with whatever you want it to be compatible with at any given moment! I know that's not very helpful, short answer is I don't know.

  • Eustace ScrubbEustace Scrubb Posts: 2,698

    I haven't used Mixamo, but once converted to TriAx, Michael3 will accept V3 and Hiro meshes as FBM morph targets.

  • mindsongmindsong Posts: 1,701
    edited April 2019

    Thank you for this insightful and helpful tip, @bdsinger! I'll try this soon.

    Am I correct in thinking that most mocap data (i.e. mixamo) is compatible with V4?

    Mechanically, most biped figures have similar bone structures that 'map' pretty well across figures, but virtually all have different bone names (e.g. V4 vs V3 or Genesis1), which limit natural 'compatibility' as far as a simple import/play workflow.

    Add to this that some figures have extra/missing bones (e.g. in the spine), and/or different bone lengths, which make that mapping interesting... but it does work pretty well, considering, and these tools (in this thread) hide most of this from us! yay!

    Iclone 3dXchange does this, as does DS own BVH importer (see the 'details' dialog during the import, but note that the DS importer is kind of a mess...)

    Bottom line: V4 *can* be mapped to most any other similarly boned figure, but it is not a native/automatic process. (hence the coolness of the tools in this thread...)

    ETA: and yes, Mixamo (BVH files) can be mapped to V4 with good results (very similar bones) with the right tools - even DS's native mapping system might work well enough. Mixamo FBX motions can be loaded too, but it takes a couple of steps - look for youtubes on that process. Look at 'danceforms', iclone, webanimate, ??? for some that can map bones like this. iclone and danceforms (old but free) can do conversions en-masse, once you set up the mapping templates. There's a decent youtube video on using danceforms to convert to V4 for Carrara, but the same steps should also work for DS using BVH files as the output motions that you apply to V4.

    Once you get these into DS, the conversion scripts being discussed here will let you convert/apply them to your preferred character(s).

    cheers,

    --ms

     

    Post edited by mindsong on
  • HylasHylas Posts: 4,988

    I'm just seeing this now, this is great!

  • Thanks for this very useful tool and I'm hoping someone out there may know the solution to this as it has stumped me for the past few hours now ever since I found this post.

    I am trying to get Genesis 3 female animations to work with Genesis 2 female and your tool works flawlessly one way as expected when I copy a G2 animation to G3, however I had seen you mention that you may be able to use new animations with older models if you followed the PDF to generate a fixed pose.

    Starting with a Genesis 2 female I use a clone of G3 so the pose lines up 100% and I do the Fixed Pose Generate script and create a Fixed Pose V7-V6.dsa and when I look at the contents it does appear to be different than the other ones (different file size) but it doesn't have anything under oldname newname for the bones, so I have tried to change it manually to reverse oldname newname from the V6-V7 file thinking that may have worked (it didn't).

    Your script executes but the G2 remains with arms out stretched when I try to do anything from a newer model to an older one. Is there any solution as this seems like the only method I've found after hours upon hours of looking for this answer?

    I could post screenshots but basically G2 and G3 line up 100% morph wise when I use the fix pose generate script, and it acts like it works just doesn't change the physical properties of the G2 model in either animation or a singular pose.

    Thank you

  • it gives error 'Copy Pose Script ''Scripts/SGApps/Posing/Fix Pose M6-M7'.{dsa,dsb,dse} was not found.'' and driving me crazy

  • DartanbeckDartanbeck Posts: 21,572
    zaz777 said:

    You may also be able to take animations/poses from newer figures to older figures, but rsg didn't provide scripts and I had no need so didn't try to generate the scripts for testing.

    Wow. This looks awesome!

    To do what you said above, I'd just follow the rsg manual's instructions on creating a new fix pose? It looks (from the first post description) like your script will recognize new scripts I make in this?

    Computer's busy rendering animations right now - can't wait to try this. I haven't read the entire thread yet - I will. I need to translate Genesis 3 Female animations to Genesis 1. 

    Thanks! Cheers!

  • DartanbeckDartanbeck Posts: 21,572

    it gives error 'Copy Pose Script ''Scripts/SGApps/Posing/Fix Pose M6-M7'.{dsa,dsb,dse} was not found.'' and driving me crazy

    They cover the basics of these issues on the first page of the thread. Since Genesis 3 Male isn't exactly supported via the main RSG package, we need to apply the male pose to something else that is supported, and then save the animation and apply the saved animation to M7 in this case.

    Truly, you don't really need to convert to someone as specific as M7. Just go for any supported Genesis 3 figure.

  • DartanbeckDartanbeck Posts: 21,572

    Argh! It doesn't seem to like going backwards from Genesis 3 Female to Genesis. Probably all of the extra new bones in G3F?

    Anyone have any luck with this?

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