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Carrara would be a better option for that as Hex has never been stable
Don't post in this thread very much but I think a PROPER bridge between DAZ Studio and Blender would be really nice.
I agree
Hex 2.5.2 is a lot more stable for me than the previous version. I still get the occasional crash, but nowhere near as often as I used to.
As for what I'd like to see in the future, it would be nice to use "fit to" on multiple items at once so I can transfer a character's entire wardrobe to another character in one shot instead of having to trasfer each piece separately.
...
Drag-and-drop placement would be nifty.
+1
I don't know about anyone else, but i'd like to see a "random figure picker" tool.
Well a major part of their profits are their own asset stores so it's to be expected. I've spent a good deal of money on DAZ 3D assets in their store and am even finally sitting down to use the DAZ Studio animation timeline now that they are going to take it seriously. I'd like to use DAZ Studio to do all my animation and even to create the actual scenes for export to games, because I like using DAZ Studio better than the other programs (although I barely use any of it's capabilities).
The ability to make the forts a bit larger
Not sure with EEVEE`s licence or copyright but since Blender is opensource would be cool if next DAZ Studio adopting it as one of optional render engine . I
RAY is OK but in the end Fast - Cheap although not perfect mostly what people will choose . Same thing already happen in Digital Camera and Audio Workstation ( DAW) Its just need more time to getting better and better .
Another improvement I want to see is in Shader Editor areas and proper Documentation about it .
MjCasual`s scripts mostly gem !! Especially for animations or Pose , So bundle in official Build would be awesome .
And maybe... Realtime Outline Preview just like Poser Comic Book features ;)
Something to consider - in this context, perhaps a render engine is only as good as the materials the assets in the store have for it. If any future additional render engine isn't MDL compliant and work out of the box with all the assets I've purchased with Iray mats, then count me out unless it's leaps and bounds ahead.
- Greg
GUI scaling, so you can have a custom font size and be able to read tab's and menu's on a resolution above 720p. that or a built in styles editor
an option to turn off that pesky 'duplicate formulas found' popup warning.
Documentation would be nice. I understand that people are using older versions for various reasons, but it would be nice if the current version linked to current documentation.
I agree 10000 %
I THINK that's a thumbs up. The emoticons here are just so pathetic. It's either a paw or a thumbs up but I agree! LOL
Unfortunately, the GPL does not allow Blender code to be linked into non-GPL compatible licensed programs, like Daz. To make it work, they'd have to do something like Octane Render does, i.e. have a "server" that facilitates communication between Blender code and Daz, without directly linking. Personally, I think that that's a subversion of the spirit of the GPL, and it leads to technically inferior implementations anyway.
How Ironic... Myself and other Character animators here, complained about how the extra twist bones in G3 broke compatibility with All pre-exsiting motion files/aniblocks and retargeting systems like Mixamo and even MOBU and Iclone 3DX for a while.
Daz repeatedly asserted that those new "twist bones" were added to Make G3 "more compatible with other programs"
& game engines.
It is all a Matter of perspective.
Game developers and CG filmakers DO NOT CARE how good a $20 G8 model looks in ONE static image rendered in a slow brute force path tracer like IRay.
They only care about how well the rigs perform for realtime animation motionbuilding ,lipsync in their preferred applications and game engines.
And from my observation of the non daz studio user base, G3/8 has not shown that it offers any advantage over the native rigs of those other programs/ environments once it leaves the Daz studio environment via FBX export.
Well the 4.12 beta has a new, functional IK system that at least is superior to the useless system in poser.
Of course it does not compare to Iclone's or MOBU's human IK sytsem but it is a start I suppose.
The majoity of the people, in this community ,showing interest in sending Daz content to blender, are the still frame /portait /pinup crowd wanting to use Cycles/EEVEE instead of a brute force path tracer dependant on NVIDIA hardware.
Just look at the "who said Blender is hard" thread to see how many respondants are even mentioning Character animation motionbuilding /retarging in Blender
Once you get a Genesis into blender and converted to a Blender "Armature" all of your animation will have to be created using blenders native tools...leaving all of your Daz motion clip/ auto lipsynch options behind.
Because they have been adding IK, integrated keyMate & graphMate into the timeline, and various physics simulation algorithms have been added in the form of these 'dForce' features. In addition an employee of DAZ 3D said in the forums that their will be that and more to improve DAZ 3D. They have added strand-based hair and dForce hair.
So those things I consider that to be evidence that are taking the timeline & animation seriously. None of those are cheap to implement but there are more mathematically and physics taught programmers than ever before and plenty of public domain algorithms to guide those programmers too.
Doing all that doesn't lead me to believe DAZ 3D is going to sit idle while those game engine asset stores try to corner the 3D model market.
Origin editing mode would be very nice. Being able to move object origins would be super helpful.
+1
Debating with anyone who sees keyMate and graphMate as evidence of anything other than that Daz is just not serious about animation, is probably not going to be fruitful, but since you have a coherent argument, I'll provide mine:
Were you aware that the $1.2 million check that Epic wrote to the Blender Foundation is going towards "professionalizing" Blender? This means documentation and onboarding new devs, i.e. Epic is going to throw a multiple of $1.2 million worth of developers at Blender, but wanted to make sure that Blender was in a position to benefit efficiently, first. What is good for Blender is now good for Epic, and judging from SIGGRAPH, it was the Blender Foundation that nabbed the Sugar Daddy that EVERYONE wanted: they should just call SIGGRAPH EPICGRAPH. The history of Linux in the '90s is repeating itself with Blender, now. That proverbial ship has sailed; it's going to take a lot more than Daz's most recent efforts to gain ground. All that leads me to believe that Daz 3D comparing favorably to Blender at absolutely anything is simply never going to happen.
And to be honest, I don't want it to. No one can touch Daz in content, framework, and license terms. Have you LOOKED in, say, the iClone store, recently? Daz content makes it look like the crayola scribbles parents post on their refrigerator door. Every dollar that Daz spends trying to compete with Blender is a dollar that they didn't give to their artists to create more of the incredible assets for which they are well known, and for which people in the forums literally joke about not being able to stop giving Daz their money. That's what I want more of, not integrated version of tools I gave up on a long time ago.
Did Daz really say that? I can't think of what programs those might be, can you? It sure was not WebAnimate, Axis Neuron Pro, ikinema Orion, nor iPi Studio.
True, but the overwhelming advantage of the G8 that sells it is the massive list of assets that deform according to it. It'd be nice to not have to care about that, but I suspect that it's a powerful argument in favor. But if you're not going to use Daz assets, that need Daz's rig, why would you assume the cost of exporting Daz characters in the first place? Masochism is the only thing that comes to mind.
This was my main point. IK, keyMate, and graphMate do not constitute a serious attempt at being a serious animation tool. That they are in any way "better" than what they were is irrelevant. Some of the trivial yet necessary operations to compose a scene are difficult, impossible, or take so long that it is hard to tell if Daz froze or not.
You got me there.
I think your answer to this was MDD, and mine was Alembic :)
But in any case, this works fine in Blender. Blender doesn't have a native armature; the import applies the rotations in the JOINT directives of the BVH file to the corresponding bone in the user rig, via the actor rig. It doesn't need the notion of a rig, it just applies whatever matches. And the bone names are made to match during the retargeting process, which was necessary anyway because, as you pointed out, NOTHING supports G3/8s out of the box. My dream is that one day, Daz would recognize this and support retargeting to their own armatures.
+1.0e100
Oh I would love to see some type of volumetric solution that I can render an animation of smoke filled jazz club that allows spotlight cones to render in the haze.........without adding the additional rendering time that atomspheric cameras of fog planes do. And of course I'd like a soluton for preventing penetration of the ground plane by a characters limbs.
Selectable Hierarchichal Material Preset save options.