Workflow
intrinsicanomaly_262dc77de2
Posts: 132
in New Users
Currently when I am working with a scene, if I alter the pose/position of the characters at all, I save that new position as a second scene. Basically whenever I get everything to the point where I want to render it, I save it as a scene, then move things around to the point I want another render, and save that as another scene. Is there a better way of doing this? It seems clunky.
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So the best workaround for this I've figured out is saving poses instead of entire scenes, as this is a lot faster, however it gets bothersome quickly if there are changes to multiple figures. Is there a way to save multiple characters as a pose preset and apply it to the whole group? Or is there some better way of doing this?
If you're only going to be using those poses with that group of characters, you could save them all together as a set. They'll keep their X,Y, and Z positions and orientations.
Reusing a scene with different poses can be pretty clunky in Studio, I'm afraid.
I guess not enough users do this for DAZ to make the workflow smoother.
You could treat it like an animation, even though you're only going to render a single image. Use the timeline to store different locations and poses for the people and then just render the keyframe you're interested in without doing the full animation sequence.
For frequently used characters, keep in mind the "Save As -> Support Asset -> Scene Asset". This has a value over saving a scene or scene subset in that updates to the components of the scene are reflected in scenes that use them. To put it more clearly, if you have a charcter you use often that is setup using Aiko 8 with OOT's Linda Ponytail hair. You get her basic setup and save her as a Scene Asset (let's call her Aikolinda). Then you load Aikolinda into one (or more) scenes you're going to render. Then you decide you don't like her as a blonde and want her to be a redhead. If you go back and update Aikolinda with the new hair color, that change will automatically be reflected in every scene you loaded her into. If you had saved her as a Scene or Scene Subset, you'd have to apply the hair color change manually to every scene you used her in.
As for my overall workflow, I tend to bulid scenes using this process.
What do you mean save them as a set?
I thought the animation timeline was a great idea but it turns out it doesn't work. What happens is when I make changes down the line, say in key frame 3, when I go back to keyframe 1, everything is all screwed up because the changes I made in frame 3 are backwards applied to frame 1. : (
Is this really such an odd way to work? I would have thought storytelling was a pretty common usage, and clearly that is going to entail settinga scene and then making pose/position adjustments and then rendering again from different camera angles, etc.
It's just really annoying that you can't just go 'back' without completely reloading, not to mention having to decide whether or not you want to save new adjustments as an entire new scene or not. Even if there simply was a way to remove the limit on 'undo' that would be better.
Had you set a key in frame 0 initially? If not then the key you set in frame 3 is the starting state for the property. If you did set a key in frame 0 then to cntrol what happens between frames 0 and 3 is the job of the interpolation type and the graph editor.
That's very nice to know. Thank you.
Ok I think I can describe what I want to do much more simply and hopefully that helps. Right now, the 'undo' feature only goes so far, it has a limit which is not very high. I like to mess around making lots of different adjustments, but often all I want at the end is to go back to the 'starting' point and try a different path. Right now, the only way I know to do that is to save the whole scene, start fiddling around and then if I don't like the outcome, I have to completely reload the whole scene again. Very clunky.
It _seems_ like the timeline should be able to function this way but I can't figure any way to do so. It does all kinds of bizarre things, moves items around that I didn't move, changes the positions/poses of characters in the beginning of the timeline even though I'm working at a later point, etc.