Question about Mixamo Animation in DAZ Studio

EightiesIsEnoughEightiesIsEnough Posts: 1,125
edited December 2019 in Daz Studio Discussion

I found this interesting video on how to create and properly position the figure.  The Joint editor tool is pretty cool.

However, when I try to add the aniBlock of the newly created animation onto a Genesis 2 figure when the figure is in a different area (like, say, 124/0/279 X, Y and Z translations respectively), the animation does not work from where the figure is.  What should I do to fix this?

I am not sure if Mixamo animations being compatible with certain Genesis figures is probably for older versions of DAZ Studio, as the user in the video appears to be using the 4.9 version.

Post edited by EightiesIsEnough on

Comments

  • PadonePadone Posts: 3,778

    I guess one way is to parent the character to a null, so you can animate the null to move the character around and keep the mixamo animation.

  • It's worth a try.

  • It turns out that the null format does work.  But I do have another problem - if I were to use more than one different animation on the same Genesis 2 character, one animation after another, how could I animate the character with multiple animations in the null without having to move the character awkwardly?  The character in the null doesn't move awkwardly with just one animation, but it does if it has more than one animation.

    When I apply the animation to the figure, I copy the FBX figure, and then paste it into the desired figure inside the null.  By selecting the FBX figure, and then clicking Edit-==Copy figure, and then selecting the Genesis 2 figure and selecting Edit==>Paste figure.

  • PadonePadone Posts: 3,778
    edited January 2020

    With multiple animations you may try baking them to aniblocks first. Then use the aniblocks to compose them as you wish, then finally you can bake them back to the timeline if you need to export. This also depends on how the original animations are done though.

    Also I don't know if mixamo itself allows to compose animations, if so it could be another way.

     

    EDIT. I see in your first post that aniblocks don't work for you. I'll try mixamo myself as I get home and let you know if I find something.

    Post edited by Padone on
  • PadonePadone Posts: 3,778
    edited September 2020

    I followed the tutorial and it seems I have no issues importing the mixamo animations and compositing them with aniblocks. Below you can see a punching + walking + walking + samba dancing composition applied to genesis. Of course the walking aniblock will move the character instead of "walking in place", but this is because the animation is designed this way. If you don't want it to move then you can select only rotations when creating the aniblock.

    Then I have to say that I don't use either mixamo or daz studio to animate and I just tested them out of curiosity, so may be I misunderstand your specific issue.

    mixamo.jpg
    885 x 633 - 122K
    Post edited by Chohole on
  • EightiesIsEnoughEightiesIsEnough Posts: 1,125
    edited January 2020

    It sounds like my issue is that I may have skimmed through the tutorial, and missed some important steps along the way.

    Then again, I am currently using Genesis 2 figures in what I am doing.

    Post edited by EightiesIsEnough on
  • But another thing I ask is, if I were to use the aniBlocks on the Genesis 2 figure, which is inside a null, it may have moved awkwardly.

  • PadonePadone Posts: 3,778

    The aniblocks are applied to the figure, not to the null. Then the null is just an extra reference for the starting point of the animation. You move the null and the whole animation will move. This may be handy or not depending on your needs.

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