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Ivy is very passionate about DAZ studio
that is why she makes it work putting in 200% effort
I am impressed because it is difficult
..
Hey - PM me too, please!
Seriously curious about the mentioned topic and your general change in direction.
cheers,
--ms
and the running banana dude had me laughing harder than I have in a good while.
--ms
There's a Daz to Houdini thread here, of which I believe you're aware. And the people in it know a lot more than me. I've only ventured beyond staring in amazement over the shoulder of a pro at the Houdini Users' Group in LA, once.
In terms of getting my head around it, Houdini is to Blender what Blender is to Daz, if you know what I mean, and so it is the tool that I go to when nothing else I have works. Since 2.83 beta is available and hair collisions are working again, it's only gotten to that point once, with a cloth sim that I couldn't get to work at all in dForce, was too costly to set up in Blender, and I couldn't pin it precisely in MD. Houdini was perfect because it was like Blender in that it is a bonafide modeling environment, and also like MD in that the cloth sim with Velum is simply magic. Someone helped me with the nodes, and I'm not sure I could have done it myself from scratch, yet.
But the workflow was extremely simple... Alembic in, Alembic out, and it Just Worked(tm). The problem, like you pointed out, is that I'm not a pro, and I just don't have the time to learn everything.
Thanks for the reply (and the compliment above - high praise from someone who is wonderfully clear and concise - I don't do concise yet),
As I pull my head out of my comfort-zone sand, I get the feeling that many of these workflow alternatives and complimentary tool threads have been looking me right in the eye for a good while, but the relevance and potential were lost on me as I perused the titles. I'll go find the mentioned thread! I should just follow WendyLuvzCatz around if I want to know what's going on...
I hope I didn't imply that you weren't a pro... heh. (ah language and ASCII - a fine mix).
Nice to know that Alembic works in that transfer process too. I once read that 'god is in the details' - well, as 3D world-builder, I think god needed to know these kinds of details to pull it all off before the go-live deadline.
cheers,
--ms
That is normal as its price of entry is effectively Zero and the Genesis figures make it very attractive.
For Character animation the combination timeline/dope sheet has potential, but without a REAL IK foot/floor contact solver the functionality of the keyframe editor is Moot.
Manually animating the strength of the foot Pins 2.0 system for foot /floor contact solving per foot step is completely impractical and no professional Character animation system Does IK this way for root locomotion ( walking/running).
Also the fact that the aniMate2 system does not even recognize the limbs of the G3/8 figures for partial body motion filtering, highlights the problem of tacking on third party plugins as a solution if you have no abililty or will to update them.
The same is true for lipsynch options as I listed in my previous post
It is fine to have your personal preferences but when you embark upon a major Character animation project, tools matter......... trust me.
For example, My 92 minute animated film "Galactus Rising" featured 4 generations of Daz figures.
for the Millenuim 4 figures, used excusively in the first ten minutes,. I used the (now defunct) Mimic pro3 for audio based lipsynch.
when I introduced the Genesis-2 figures into the production, I had to either export them as Poser Cr2 figures and use the old mimic pro3 for audio based lipsynch..or.. use the mimic live plugin with an unsupported hack of piping in pre recorded audio from a second computer via a double headed 16mm pin cable.
For the few Genesis 3 characters used in the movie (Ivan7,Fat george) mimic live was my only 64 bit option for having them speak.
Now one could argue I should have abandoned those old G2 figures/mimic pro 3, and used G3/8 with mimic live since I model my own clothing and could outfit G3/8 as needed for the film
But this assumes every one has a second computer required to pipe in pre-recorded audio that has been processed with software to create different voices or audio harvested from remote voice actors.
and this is to use a $60 USD lipsynch program that has ZERO phoneme editing features to refine the lipsynch after recording.
And the $90 USD anilip2 plugin Does not match the quality of even the old Mimic pro3 plugin based on thier own promo video IMHO.
Yes.. replacing Maxon C4D with Blender was major factor in revamping new Pipeline, but Speaking characters with facial animation using ONE MODERN RELIABLE solution( Iclone) is the primary reason I dumped Daz studio from the animation side of my workflow using it only for dressing,morphing and export to Iclone.
That's actually a viable strategy... I'm going to wait for @WendyLuvzCatz to figure out UE5 and then just do what they do :)
No, not at all... bad comma placement.
Yes, I'm having extremely consistent results with Alembic, moving between Daz, Blender, Marvelous Designer, and Houdini. It is probably literally the same library behind all four of them. Blender does a tremendous job of loading on demand; it loads a 74 gigabyte abc file just as quickly as it does a 17 megabyte one. MD did not handle large files so well, and that's why I added the SubD cage option, which is good enough for cloth sim.
So do you do terrains in something like worldbuilder?
TheMysteryIsThePoint you could be waiting a while
much about that game engine confuses me, while it is more intuitive than some things it's still pretty out there to a dummy like me
I can't imagine an argument against any of that. I particularly agree with @wolf359's not throwing the baby out with the bathwater... unless you are a "pure" artist and creating the character is your end and not your means (that some people actually enjoy rigging took me many Blender meetups to appreciate), there is no better environment than Daz Studio for that necessary step.
Your modesty is, perhaps, your most endearing quality. That was you who posted that UE seen on a lake, some time ago, wasn't it?
not sure, I post so much crap and mostly use readymade assets like I do in DAZ software and others
Checked your channel, I thought it might have been "a bigger terrain using rocks" but if I recall it was on a large lake, and a I think a large fish was involved, it was just you demonstrating what you has accomplished with the tech, like we all do. It was nice, and that kind of made me think that I should check this UE thing out. It was the most impressive thing I'd seen with UE here.
it might have been the paragon game asset cove with some animals I grabbed cheap in an asset sale that included a shark.
lol - i dunno if that's the adjective I'd use, but you do get the prize for variety - in both workflow mixing/adventuring and your visual results.
heh,
--ms
While it doesn't alter the point you're making, as a point of information it doesn't appear that IBM designed the QWERTY layout. It was developed iteratively in the 1870's (https://en.wikipedia.org/wiki/QWERTY); IBM wasn't founded until 1911 (https://www.ibm.com/ibm/history/ibm100/us/en/icons/founded/).
bravo for accuracy - while I wouldn't (couldn't) make that story up (mis-learned it somewhere a *long* time ago), at least the design premise I cited was accurate, so there's that.
Not only was I off by a century and a half, but the also-mentioned Dvorak keyboard was designed 50 years earlier than I had thought.
I don't care where the truth comes from, I simply respect it, and work to propagate it.
FWIW, I do NOT mean to imply that DS is badly designed, or intentionally so - merely that a tool designed for to accomplish X, may not always be optimal for job Y. DS is no slacker as a tool for static renders, and a casual meander through *any* page of the DAZ image gallery will confirm the power of the tools and the talent and creativity of its users. That said, my opinion regarding the DS animation tools stands.
cheers, and thanks for correcting the record with an accurate version of that historical tidbit! Interesting read.
--ms
Last time I played with iClone, 3DXChange kept crashing. It's a 32 bit application but use the wrong haircut and you're doomed. Unless they've fixed that now of course. Anyway, same old problem, lots of interesting and useful tools out there but integrating them to get a coherent asset pipeline is a huge pain.
So for anyone buying now, which Reallusion products would you recommend for working with DAZ characters and Blender? Even at half price the total gets out of range for many if, for example, iClone, CC3 and 3DXchange Pipline are all required.
I'm not asking for sales info or prices, I'm asking what is needed to transfer characters between Reallusion products, DAZ Studio and maybe Blender too. I only mentioned half-price because that is the offer at the moment.
NVM, I did go to their forum and found what seems to be the answer which is that CC3 Pipeline has replace 3DXchange Pipeline as the means by which to bring in DAZ characters to Iclone 7. So the bundle required would be iClone 7 + CC3 Pipeline. Something to consider at least.
you would still need 3DXchange to bring anything else into iClone though like props
I think it can import directly but needs 3DX installed, the reason is people can just use iClone and buy assets so not everyone wants import and wants to pay for it thus keeping the base program cheaper.
I am only on 6 like Wolf
I am just curious . you guys invest a lot $$$ on thrid party animation tools, Some of those tool can get rather expensive.. So I just wonder how many animations do you all make a year with all that gear? Do you sell any of them? Or do you sell any animated preset? , if you do sell animated presets what formats do you use? I just am wondering how do you make your investment back from all the other software & gear you guys invest in, or is it more a investment into a hobby?
well I personally have not, what I have spent on other tools does not even cause a ripple in my DAZ spendings.
Most Reallusion stuff I got heavily discounted on sale and I actually don't own the mocap stuff.
What I do do is use it a lot!
That's just the point ... the forum post I read said that CC3 can import (almost) everything. I'm not sure I can post a link to their forum here though. I'll quote a snippet though ...
The thread goes on to say that it works for hair, clothing, accessories and props (by and large). Still over my budget though.
I watch everyone of your videos Wendy I may not always comment but i do watch them I find them very entertaining.
So now you see why I asked my questions on how many animations do you make a year . I average about 4 or 5 a years. with a free hobby software so I am wondering how many animations people make wit more expensive tools does it increase your productivity? I want to see if its worth the investment of time to learn it and money spent. So far I have Carrara Pro and I can't get by the interface of it . I have blender. which has no UI but short cut key making it very complicated to use for me. I have poser pro 11.2 and am fair in using it but the end results are no where close to what I can get with daz assets. I have zbrush pro 2020 for character development which i have been spending more time with lately. Iclone pipeline is $ 698 according to real illusions website. and anything else i would use forget it i not paying a cloud price for a few animations a year. cost ratio of gear/software to how much you use your out put.
Wendy your awesome you try things i never would even think of Kudos to you fer sure.
So that is why I ask my question how many animations do the rest of you guys make a year with all the third party gear & software you invest in?
edited for spelling i am very dyslexic sorry
It's a hobby for me. I think it's a bit late for me to make a career out of it and then even if I had I'd probably hate it by now (you know how the grass is always greener). I have no illusions about ever making money with it. As far as I can see, whether or not an indy game is a success seems to be down to luck. Some go viral and make money, others do not. There doesn't seem to be much of a formula for it. Big AAA a bit more predictable of course, with their huge marketing budgets.
There are many people here who"invest" in expensive NVDIA hardware and major upgrades to their PCs to keep pace with the 4K/8K textures and HD Daz genesis 8 figures and have nothing to show but still renders of content they had to purchase from Daz .
Since dumping my 11 year old version of Maxon C4D, in favor of Blender 2.8X, My "old" version of Iclone pro pipeline 6.5 is now my only paid production software.
Everything else is FOSS Blender Davinci Resolve(free version) Kita Natron. Daz studio for Character creation.
I dont need CC3 or any of the new features of Iclone 7x because ,Like Daz studio ,Iclone is not a suitable final render environment from,my perspective.
@Marble you need to be aware that most animators in the iclone community have different "priorities" from the average Daz genesis Fan
Wether you import to iclone Via FBX ,as I do (not having upgraded from 6.5 to 7x), or use the new CC3 importer, that figure you get into Iclone is a converted Iclone Avatar Doppleganger
Not a Genesis figure so.. No Daz HD,JCJ's,JCM,s and I would not bet on your critical geografts coming over correctly.
Also interestingly most Iclone users(Wendy excluded), are purists huddeled intractably in the Reallusion comfort bubble and openly rail against exporting to other programs such as UE4,Unity or Blender .
LOL I don't spend much time on that forum and my hardware is also woefully inadequate for DAZ studio
nearly everyone has a far superior computer than me and many love flaunting it
@Robinson
Yes that is where i am hobby