Animation to Music issues

KeironKeiron Posts: 413
edited May 2014 in Daz Studio Discussion

Hi

I'm trying to create an animation from music

Problem 1
If I add a wav file to Daz Studio and use the Daz Timeline the audio doesn't play, but it does play using the Animate2 timeline ?

Problem 2
If I add a wav file to Animate2 as an Audioblock it also plays OK but has a click at the start of play?

Problem 3
I've set the timeline to 24 as I was hoping it would be a bit easier to set 4 beats to a bar that way
Using Key mate I have animated a geneses figure to move12 times left and 12 times right over 24 frames however playing
it back using the Daz Studio time line all is OK, however using Keymate or Animate time line not all the animation work?

Problem 4
I have created a new block using the Daz Timeline in Animate2 with the above animations
Saved the Block to use later
Deleted the new block
Saved the scene without the animation and reloaded the scene
Added the new saved block

The models then do all sorts of things, keep resetting to null, or are in a different place and no animation present?

Post edited by Keiron on

Comments

  • JaderailJaderail Posts: 0
    edited May 2014

    An Aniblock only saves the Motions on the figure, not the placement nor the time of the placement on the Timeline. The music play in DAZ Studio is only for ruff timing and a full Video editor of some type is is needed to add the music to the finished render files.
    To match things well you will need both the AniBlock, and to fully rebuild the animation timed the best you can. Then render it out to Frames and then use a Video Editor to use the frames and music to get a better match to what will really play from the finished animation.

    Post edited by Jaderail on
  • KeironKeiron Posts: 413
    edited December 1969

    Hi Jaderail

    Thank you for your reply

    I have asked Go figure for there help, so ill let you know what they say in due course
    They don't seem to have a video help on making new blocks at the moment
    Whilst I appreciate that it only saves movement not placement, I don't understand why all these problems exist
    You would think making a new block from the Daz timeline should work OK and not move the models to a different position

    Kindest wishes

    Keiron

  • JaderailJaderail Posts: 0
    edited December 1969

    I'm at a loss as to what you mean. You said you Saved the Aniblock (motion only) then you Cleared the Animation. You then opened a New Animate and added the Aniblock to your figures. They should stay exactly were you place them on the Frame Zero, but will need placed as like I say the Aniblock only has the motion in it. If AniBlocks Move the figure in the world axis on load (X, Y, or Z) something was done wrong in the Key Framing before they were converted to a AniBlock.

  • KeironKeiron Posts: 413
    edited May 2014

    Apologies It doesn't seem to let me add a series of images
    so Ill add them 1 by 1

    I have added some images to show you what i mean
    I haven't got as far as animating anything at this time

    Dummer_set_up.jpg
    1913 x 1080 - 232K
    Post edited by Keiron on
  • KeironKeiron Posts: 413
    edited December 1969

    create new aniblock

    Create_aniblock.jpg
    1926 x 1079 - 265K
  • KeironKeiron Posts: 413
    edited December 1969

    Rename and save aniblock

    Check aniblock has saved OK

    reload original project

    Hover over new aniblock

    Hover_over_new_aniblock_no_animation_yet.jpg
    1926 x 1079 - 262K
  • KeironKeiron Posts: 413
    edited May 2014

    now add the saved aniblock to the newly reloaded scene

    Compare the reloaded scene to the one with the new aniblock added

    The Turtle has moved over to the right

    He also seems to go back into the scene as well sometimes

    I've added a null and parented the Turtle shell and drumkit to it otherwise the Turtle sometimes completely vanishes
    of the screen

    I was'nt expecting anything to move at the moment

    add_new_aniblock_no_animation_yet_figure_has_moved_right_.jpg
    1926 x 1079 - 265K
    Post edited by Keiron on
  • KeironKeiron Posts: 413
    edited May 2014

    Now delete the newly created aniblock

    Figure moves again looks like it's set itself to zero this is where the Turle disappeared last time
    but having a null held it on the screen

    Delete_new_aniblock_no_animation_yet_figure_has_moved_again_.jpg
    1915 x 1080 - 258K
    Post edited by Keiron on
  • KeironKeiron Posts: 413
    edited May 2014

    Here are the key frames from the loaded scene no animation yet
    No aniblocks added

    Keyframes_from_added_scene.jpg
    1925 x 1080 - 261K
    Post edited by Keiron on
  • JaderailJaderail Posts: 0
    edited December 1969

    Every thing is supposed to go to Default load position (0,0,0) on save and such. I see nothing wrong here. That will happen as the files are read and applied and saved. That is normal procedure. As long as the finished animation works correctly you seem to be doing everything just right.

  • KeironKeiron Posts: 413
    edited December 1969

    Hi Jaderail

    With the drum kit added

    I've just tried the following using Genesis
    moved model right
    resized
    moved arms and legs
    set hand to touch cymbal

    created an Aniblock
    saved
    reloaded Genesis
    figure moved to the right

    Did the same thing with Victoria 4.2 worked no problem at all
    on load figure zeroed
    on adding aniblock Victoria moved to where I had positioned her, resized OK and applied the pose
    Maybe be something to do with how the Genesis Model works with Animate2

  • JaderailJaderail Posts: 0
    edited December 1969

    Well that one I really can not answer, I use V4 and M4 much more in my work, most of my AniBlocks are built for them. And I do not think I have ever created a Genesis AniBock. I do know that the Genisis root node is different (at feet when selected) than the Gen4's (at hip) That could be the reason for the move. Maybe try to create one, AniBlock, on genesis and be sure the root node is selected at create. Tip the node is not on the feet that's just where the tool appears when selected.

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