Does DAZ not like MOCAP?

I have been trying to find a solution to MOCAP and DAZ.   It seems inside DAZ studio that DAZ hates MOCAP.  Folks are having to find several workarounds to get it to work and that is only outside of DAZ. 

If I bought a ROKOKO for example I'd have to retartget it in Blender, Maya, C4D ect vs actually just using the FBX within DAZ.  

Or I have seen RADICAL which would be a great solution since it is subscription based but you can't use the data from it in DAZ.  You have to go to MAYA, BLENDER, Etc.

Same with Mixamo...you have to go around DAZ to get it to work properly.    Have ya'll find any other way and is it possible for DAZ to start addressing these things for better animation.  

I don't want have to buy IClone for another solution. That thing is like 1000s of dollars. 

Back in the day I made this animation with Micheal 3 and just straight put the BVH file on it and it worked pretty good.  This was straight data from Optitrack.   Now I got to do flips and cartwheels.  Am I missing something?  Why would we be going backwards in animation and not forward?  I hope I'm missing something as I'm trying to find workarounds.  

Literally took an hour worth of work.  Jump in the suit.  Dance around.  Put it on Micheal 3 Spiderman and an Iron Man suite for Micheal 3 and walla.  Now it seems like jumps, leaps, bounds and back flips and having to exit DAZ and use 3 or 4 other programs.  Is there any plugins to make this process easier.  Just surprised that the newer process is less efficient.  

 

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,718

    What issues are you having in DS, and how are you bringing the data in?

  • emoryahlbergemoryahlberg Posts: 133
    edited June 2020

    I have been trying to find a solution to MOCAP and DAZ.   It seems inside DAZ studio that DAZ hates MOCAP.  Folks are having to find several workarounds to get it to work and that is only outside of DAZ. 

    If I bought a ROKOKO for example I'd have to retartget it in Blender, Maya, C4D ect vs actually just using the FBX within DAZ.  

    Or I have seen RADICAL which would be a great solution since it is subscription based but you can't use the data from it in DAZ.  You have to go to MAYA, BLENDER, Etc.

    Same with Mixamo...you have to go around DAZ to get it to work properly.    Have ya'll find any other way and is it possible for DAZ to start addressing these things for better animation.  

    I don't want have to buy IClone for another solution. That thing is like 1000s of dollars. 

    Back in the day I made this animation with Micheal 3 and just straight put the BVH file on it and it worked pretty good.  This was straight data from Optitrack.   Now I got to do flips and cartwheels.  Am I missing something?  Why would we be going backwards in animation and not forward?  I hope I'm missing something as I'm trying to find workarounds.  

    Literally took an hour worth of work.  Jump in the suit.  Dance around.  Put it on Micheal 3 Spiderman and an Iron Man suite for Micheal 3 and walla.  Now it seems like jumps, leaps, bounds and back flips and having to exit DAZ and use 3 or 4 other programs.  Is there any plugins to make this process easier.  Just surprised that the newer process is less efficient.  

     

     

    My understand is it's because of the bizarre extra bones DAZ added to the new figures. No MOCAP data has these, and so everything goes screwy.

    P.S. This dance sequence is awesome!

    Post edited by emoryahlberg on
  • SevrinSevrin Posts: 6,310

    Someone was working on Mixamojo a while back.  IDK if the project has stalled.    Maybe it's not an easy thing?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583
    edited June 2020

    is there some reason you cannot use the workflow you had with Michael 3 then convert the motions in DAZ studio to Genesis  8?
    there are a number of ways to do that

    the free way I use is load the saved motion on Genesis 1 no other figure, HAS TO BE GENESIS 1

    save the duf animated pose

    load it on genesis 8 M or F

    use the pose controls in parameters move arms dowm 45° legs in 6°

    also ankles and hands need rotations if used

    Post edited by WendyLuvsCatz on
  • Sevrin said:

    Someone was working on Mixamojo a while back.  IDK if the project has stalled.    Maybe it's not an easy thing?

    It is still on.  But don't want just Mixamojo mocap.  It is useless when trying to make a real movie Bunch of canned stuff.  

  • I have been trying to find a solution to MOCAP and DAZ.   It seems inside DAZ studio that DAZ hates MOCAP.  Folks are having to find several workarounds to get it to work and that is only outside of DAZ. 

    If I bought a ROKOKO for example I'd have to retartget it in Blender, Maya, C4D ect vs actually just using the FBX within DAZ.  

    Or I have seen RADICAL which would be a great solution since it is subscription based but you can't use the data from it in DAZ.  You have to go to MAYA, BLENDER, Etc.

    Same with Mixamo...you have to go around DAZ to get it to work properly.    Have ya'll find any other way and is it possible for DAZ to start addressing these things for better animation.  

    I don't want have to buy IClone for another solution. That thing is like 1000s of dollars. 

    Back in the day I made this animation with Micheal 3 and just straight put the BVH file on it and it worked pretty good.  This was straight data from Optitrack.   Now I got to do flips and cartwheels.  Am I missing something?  Why would we be going backwards in animation and not forward?  I hope I'm missing something as I'm trying to find workarounds.  

    Literally took an hour worth of work.  Jump in the suit.  Dance around.  Put it on Micheal 3 Spiderman and an Iron Man suite for Micheal 3 and walla.  Now it seems like jumps, leaps, bounds and back flips and having to exit DAZ and use 3 or 4 other programs.  Is there any plugins to make this process easier.  Just surprised that the newer process is less efficient.  

     

     

    My understand is it's because of the bizarre extra bones DAZ added to the new figures. No MOCAP data has these, and so everything goes screwy.

    P.S. This dance sequence is awesome!

    Yeah the bones are nice but don't work well with others.  Sad cause it is exactly the type of program you would think would go well with MOCAP.  I hope they can fix this.  

  • What issues are you having in DS, and how are you bringing the data in?

    There is a great face program coming out that captures facial animation right in DAZ but there is no way to really export it without Maya and such and then mixing it with Mocap.

    Basically you have to do everything outside of DAZ which should be a program that works well with most MOCAP but it doesn't.  Almost hte worse way to do MOCAP.

    Folks have suggested going out and buying IClone but question is why can Daz converted to ICLONE work better than DAZ with DAZ?     Is there a way we can get with the developers to remedy that. 

    It would be awesome not to have 100 workarounds for a program that is for animation and figure posing to do  just that and MOCAP is now cheaper than ever before.   

  • I have been trying to find a solution to MOCAP and DAZ.   It seems inside DAZ studio that DAZ hates MOCAP.  Folks are having to find several workarounds to get it to work and that is only outside of DAZ. 

    If I bought a ROKOKO for example I'd have to retartget it in Blender, Maya, C4D ect vs actually just using the FBX within DAZ.  

    Or I have seen RADICAL which would be a great solution since it is subscription based but you can't use the data from it in DAZ.  You have to go to MAYA, BLENDER, Etc.

    Same with Mixamo...you have to go around DAZ to get it to work properly.    Have ya'll find any other way and is it possible for DAZ to start addressing these things for better animation.  

    I don't want have to buy IClone for another solution. That thing is like 1000s of dollars. 

    Back in the day I made this animation with Micheal 3 and just straight put the BVH file on it and it worked pretty good.  This was straight data from Optitrack.   Now I got to do flips and cartwheels.  Am I missing something?  Why would we be going backwards in animation and not forward?  I hope I'm missing something as I'm trying to find workarounds.  

    Literally took an hour worth of work.  Jump in the suit.  Dance around.  Put it on Micheal 3 Spiderman and an Iron Man suite for Micheal 3 and walla.  Now it seems like jumps, leaps, bounds and back flips and having to exit DAZ and use 3 or 4 other programs.  Is there any plugins to make this process easier.  Just surprised that the newer process is less efficient.  

     

     

    My understand is it's because of the bizarre extra bones DAZ added to the new figures. No MOCAP data has these, and so everything goes screwy.

    P.S. This dance sequence is awesome!

    I like to dance.   :)

    Has anyone found a workaround that is more automated?

  • Kevin SandersonKevin Sanderson Posts: 1,643

    Try Wendy's method posted above.

  • -0__0--0__0- Posts: 11
    Sevrin said:

    Someone was working on Mixamojo a while back.  IDK if the project has stalled.    Maybe it's not an easy thing?

    well that looks amazing and Daz seems very interested in it from the small discussion in that thread, looking forward to see how this plays out!

     

    Annotation 2020-06-11 193202.jpg
    1204 x 899 - 192K
  • FirePro9FirePro9 Posts: 456

    For Rokoko mocap just export as BVH using 3ds Max Biped skeleton, then drag that file into scene with G1 figure selected.  Defaults for bone map work fine except wrists are bent, but can be fixed in timeline.  Then, as Wendy mentioned, you can save up to G3 & G8 figures via pose preset with animation.

Sign In or Register to comment.