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I see a decent improvement on a 980ti. I no longer use 4.11.
I had both. I just looked and can't find 4.11. I was trying to see if I could replace 4.12.
Sorry, just found them. Doesn't seem to be any way to install just 4.11.
I'm bad at making new shaders. There is a basic IRAY shader on my hairs
AI denoiser is sped up By using the Tensor Cores which both Volta and Turing have built on the die. In theory, RT cores should help with Scene Lighting as they would take over most of if not all the Ray tracing in the render. It will be nice when/, if I can use more then one RTX card to speed things up also pooling memory with NVLink, will be a huge help but have herd Nvidia may have locked that out on non-Quadro cards
I have a question please.
I created a new IK chain IK-lToe-1 for Toon Rabbit's left toe. I parented it to the Toon Rabbit's lToe. Under parameters is a Chain Root of lShin and a Chain End of lToe. That makes sense but seems very limiting to me.
If I create an IK chain for the toe the chain root will be the shin, the foot the thigh, the shin the thigh, the thigh the thigh. Is the 'hip' bone being excluded as chain root by IK for some reason? It seams like the IK chain only goes 2 bones back to a chain root instead of the the hip bone as a chain root? I guess I'm not understanding the proper way to make the entire rig IK capable?
I want an entire IK chain with the hip ultimately to Chain Root and the IK chain for the each chain end working backwards - eg, for each arm: fingers - hands - arms - shoulders - spine - pelvis reaching eventually to the hip, likewise for the legs, likewise for the head.
How do I do that?
Direct from Rob:
But do note that the IK system is still being worked on.
OK, thanks.
So it sounds as if I only need to add the IK chain to the target nodes of the rig and not add an IK chain for every bone in a rig. Also that I can change the Chain Root from, eg shin or thigh to the hip although Rob says that may make problems, especially on Genesis 3/8.
Not such if it's advanced enough yet to add IK chains to each finger & each toe in Genesis 3/8, Maybe I set the chain root to the knuckle phalange & then add another IK chain starting at the hand.
I will have to play with them & see.
@nonesuch00 I don't have that rabbit to try to duplicate your issues. other wise I'd give it a go. maybe you could try parenting the ik-chain to the pelvis instead of the hip?
And as a friendly reminder you don't have to create a IK-chain for every bone, in the Daz characters skeleton, That is because daz characters are already rigged & have a native ik/fk in them. So you only need the extra ik-chains you create for interaction. example would be for something like riding a bicycle where you would parent 1 IK-chain to the pelvis & 1 chain for foot so you can parent 1 chain to pelvis to pin to the bike seat & the other ik chain for pinning the peddles for the foot. so as you moved the peddles during the animation cycle along the timeline the skeleton of the foot-shin-thigh-hip will follow the natural motion. something like that would be the only reason I could think of for needing a foot to pelvis IK-chain group solution,
I maybe off base here. But my understanding is the daz Ik-chain is more or less for interaction with the timeline as helper. create IK-chains for interaction with props and figures. like feet being firmly planted to the ground , in Daz my guess is so you can pin and un pin them on the timeline as to cause an effect with the creature figure ,character or rigged prop..
So in that case I would start with parenting 1 ik-chain at a time to the bone(s) that are being used for interactions, from what I understand by trying things out when you create the daz IK-chain , it has a few links for each chain thats created. as Richard had posted, so if you create a chain for the foot it will have a link for the foot that you parent & one link for the floor that could be used for pinning or unpinning that you can use for interaction to pin or unpin as necessary along the timeline . I know it sounds confusing, but look at it as a way to make things stick or unstick together , where before you had to do cut scenes to create the same effects on the timline.
If your trying use the ik-chian to offset hip rotation to fix foot slipping. I have not had much luck trying to use it for those fixes in daz studio, the only way Ive been able to fix those issues is to use the joint editor and move the hip Y translation to the floor level Then you can to parent the IK-chain- to the foot and pin it to the surface , But you'll still have to set the values for each keyframe for the ik-chain to simluate following the hard surface. Daz Studio does not have a 1 click hard surface pining/follower solution yet. ( But I am hopeful) this is all still new.
I move the hip rotation with the joint editor to the floor level to offset the foot slip that is created using BVH & older generation aniblocks and sometimes pose to pose animation cycles will give you funky feet movement .you fix those translation/rotations with the joint editors tool. my guess is the ik-chain really has nothing to do with fixing those issues.
I am not sure if this is a bug or maybe I am doing the set up the wrong way. but I can't make changes to the ik-chain with the joint editor active, like I can with Maya's joint editor tool. I have tried it a few times playing around . but I can not get the IK-chain to parent or interact with the joint rotations points with the joint editor active so there is no way for the IK-chain to work timeline when trying to do keyframing with the joint editor active. even with the ik-chain clicked on the timeline & the joint editor is active at the same time. still get buttkiss, with Maya you can use the joint editor tool to cause effect to the IK/fk chain . but in daz it does not seem to work with the joint editor active, makes it so I can not edit the ik-chain with the joint editor..so maybe that is a problem that maybe needs to be fix or addressed. editing The Ik-chain with the joint editor would be helpful in moving those pivot rotastion.translation points .
But again as Richard State the Daz Ik-chain is still in beta. so maybe that will be worked out eventually as daz keeps working on development of 4.12
I am still trying to learn this stuff myself so alot of it been trial and error . try this step and try that step to see what works and what don't. There is not any reference guide on how this stuff is suppose to work in daz studio. so I am going but what wiki and Maya's documents https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/MayaLT-CharacterAnimation/files/GUID-952FC4B3-19A6-4055-B034-3A7D15EC66D6-htm.html say on IK/FK that is all I have to go on until daz releases information on it.. Also on Wiki the extra References & the foot notes are very useful knowledge base https://en.wikipedia.org/wiki/Inverse_kinematics
edited for links and really bad spelling
I have a serious question for the daz developers,
Will there be away or is there one already where we can use MS excel databases or spreadsheets to manipulate animation on timeline dopesheet? I see where 3dsmax and maya have those options, Its not that I am comparing the software, its just because I have to tell you if we have that option in daz that be killa for repetitive motions like playing a piano or finger picking a guitar. stormy waves on a sea, vfx ect.
OK, I didn't realize the already included rigs where both FK/IK as there were always complaints about no IK so I thought they were IK only.
Your explanation makes sense for these new IK Chains being used to stick the the floor, hold objects in the hand, and so on.
My question now is easy I think: these built in rigs in G8 for example, since that already has FK/IK how do I use the IK to pose/animate instead of the FK to pose/animate? Only via "Tools - ActivePose" (Alt-Shift-P) and manipulation of poses via manipulation of bones in the rig directly in the Viewport; is that correct?
Thanks.
Did they fix the joint editor? Whenever I brought in a vehicle wheel and positioned it to where I needed, I could never change the center of rotation because the wheel would move all over the place. The joint editor would only work before moving the wheel. It doesn't do that anymore in 4.12.
The Beta will not install, period, on my late 2012 iMac, running High Sierra 10.13.6. (Sigh) Any ideas why DIM does nothing but put a "placeholder.txt" file into My Daz 3D Library/data/DAZ 3D?
(Better still, any ideas why nothing ever seems to work the way it says it will? NM. JK. Sort of ...)
OMG! A curve editor!!! You read my note to Santa! Damn, now I will have to be good all year!
Hi nonesuch00 to see the daz rigging , when you turn on the joint editor ( go to tools tab and scroll down until you see joint editor), you can see all the bones linked in a chain to create the rigging for the character .when you look on the daz timeline and you click a part of the body of the character like the hand, you notice there are properties for rotations/translation editing on the daz timeline those properties are how you can effect the movements of built-in rigging or IK that comes with the daz characters so they can be edited on the timeline that is what I refer to as the built in or pre rigged ik/fk, So you can move all those bones linked in a chain when the active pose tool is activated and you pull on a hand the rest of the arm will follow the motions of that hand being pulled . when the new IK-chains is introduced & is add to that hand it adds a new chain for interaction.. example so if you had a characters swinging a baseball bat and want to have both hands connected to the bat at the same time to follow the motion of the swing. or you wanted to have 2 hands of a characters parented to a steering wheel of a car so both hands move at the same time. you would create a ik-chain for each hand and parent the ik-chains to the hands then you would pin or un pin that bats from the ik-chains on the hand as to cause some effect of motion. so when you moved just 1 hand the other hand parented to the same prop using a separate ik-chain. should follow the natural motion of the first hand your moving
But you can pose the daz character without adding any new ik-chains, So when heard us talking about daz needing a better ik solutions in past forums we were always talking about lack of this interaction with the characters rigging and being able to manipulate the cause and effect with other props of surfaces. and why animators wanted a improved ik solution for daz studio so we could make both hands or feet have interaction besides just posing them to create motion.
To create an effect of animation motion on the daz timeline . start by locating a spot on the timeline and create a keyframe for what ever part of the character is going to move . then scroll your scrubber down the timeline track and create a new keyframe and now pull the hand of your character on this point on the timeline . so as when you move your scrubber back and forth you will notice how the hand will move according to how you had it positioned , pretty easy :)
That's weird, I run it on my 2012 Mac Pro with 10.13.6, installed with DIM.
Only thing I can think of is that I had the previous betas installed and DIM installs DS betas to /Applications/DAZ 3D/DAZStudio 4 64-bit Public Build and if that directory for some reson has been "locked" you might fail.
OK, thanks very much.
I've got it:
a) When I pose using pose sliders, pose presets, or individual pose sliders or typing in a number for a joint then I am FK posing. I this case only the selected bone and child bones of the selected bone are moved. So the selected bone is the Chain Root and the child bones are the chain ends (well the ones in between would be considered just part of the chain),
b) When I pose using ActivePose in the viewport by using a I/O device like a mouse to pull/push/twist the selected bone then the selected bone is moved and moves both the child bones and the parent bones according to some IK solver algorithm backwards and forwards and on IK chain. This is in contrast to only moving the selected bone and it's children in an FK chain.
c) These new IK improvements being talking about is the improvement to the IK solver that allow movement of the IK solver to halt on contact and remain in parallel with a mesh, like a floor, hat, umbrella, or ribs to give the effect of supporting, carrying, and so on.
Now that it's clear to me, in my attempts to copy the movements of an old Looney Tunes video I don't think an IK solver is that much more helpful than FK if I'm similar enough in my FK movements that I type in. IK might even be a hindrance for the initial accuracy matching to the video but helpful for fine tuning mistakes or making for more natural movement than the FK movements I type in based on movements the original animations had (which on review and in hindsight are pretty sparse and stiff in movement and aren't always translating well to 3D animation) when the original attempt to copy with FK is done. So I can think that FK animation can be used to stiffly 'storyboard' an animation but I will probably need to use IK animation when it comes down to it to make the animation more fluid and natural looking. Sorry for asking about explanations about all these technical tools, but with this much work I want to have an approach that is going to work when I try it (with practice & repetition certainly but work finally nonetheless).
Thanks again.
Hey, Totte. Thanks for your reply. After I posted, I carefully went back through every step I had done before—and it magically resolved. I don't know; maybe I held my mouth just right that time or something. :) In any case, it installed and today is my day for a smoke-test of if.
Why is nobody talking about how broken Dual Lobe Specular is? It was broken with the release of Daz 4.11, and now with another iterration of 4.12 Beta it's still not fixed.
This is what I'm talking about:
Ratio 1 vs Ratio 0
in your example you have both layers to 30% so the ratio is useless ..
Some Daz Store products with dForce Dynamic Surface Addons cause DS 4.12.0.60 to crash during simulation. I tried both shirts and the shorts in the new dForce Poolside Oahu Outfit and the shirt in the older dForce House Brownie Outfit. I submitted a help request about the Poolside Oahu Outfit before I realized that this is a more widespread problem than just that outfit. Edit: The new Caballero outfit crashes DS the same way.
Request 306308 has a scene file, a crash log and steps to reproduce the problem.
No, it's not. That's not how it works. 1 Ratio means only Lobe 1 will be used that has 0.30 Roughness. When Ratio is 0, only Lobe 2 will be used with 0.30 Roughness. So in my example the effects should be identical, but they are not.
Please, next time, do not comment with such certainty on something you are not familiar with.
Now that I expand the pictures I see what you mean .. Personally I agree they should be the same, or at least this is how I do it in blender.
I hope so.
HeadShop never works with beta Studio (different naming conventions).
Yes, crashes for me too (using the dForce House Brownie Outfit shirt), but I've reverted to DS 4.12.0.47 and it also crashes with this version.
@barbult, Praxis reported the same issue with the bra in KA's dForce Laundry product. I verified it and reported, Request #305676. That was with the .47 beta. I didn't know what other products to test. You can see what I did test here.
I've just fired up The Beast, and I haven't updated my beta yet, so I'll see if the House Brownie and the Caballero outfits also crash .47. If they do, I'll be updating my TS Request with the new info. If not…
Either way, I'll post my test results in here.
ETA: Forum site is acting up. I refreshed the page before writing my post, and galien's post wasnt' there. Seeing CloudFlare error pages, too. Though not consistently. I'll still test and verify I'm having the same issue as you and galien.
ETA2: Verified. The two outfits @barbult mentions that I have both crash .47 beta when attempting to simulate. Off to update my trouble ticket.
Aha! I didn't own the items being discussed, so I didn't pay close enough attention at the time. Thanks. I guess Daz has multiple tickets on this dForce Dynamic Surface Addon problem now. With the release of two new products that trigger the problem, I think more people are going to be having beta crashes.
I do it but cant see anything as you said in step 8 !
what should I do?