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© 2025 Daz Productions Inc. All Rights Reserved.
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@TheMysteryIsThePoint
Can I ask you a Dev something i was always wondering why is there so little on documents on stuff like the Ik-chain and interaction with the new timeline changes, the new timeline properties panel and how all the functions work & how to use deforce in animation with the new timeline. everything i have learn using daz studio I have learn by hit or miss picking through on youtube or reading the forums & reading what little the documents I can find. so that why question everything a lot of BS flys around here. . I know Daz Studio is always changing rapidly and being worked on so it be hard to keep documents up. But is there any place you Dev guys get documentation so you can use this stuff? If so can you share it? the help center has been not much help. using Ik-chain without documents on how to use it is much harder than hand keyframing animation placing one foot at a time. I seen some new videos being put out by daz lately which is very helpful . but its nothing like documents to fall back on. so that why I am asking if you have any timeline & ik-chain documents you can share?
edited for spelling sorry I am very dyslexic
I meant that while I was making a prototype, I just wanted to see if I could get the Levenberg–Marquardt library to calculate the joint rotations in the simplest case, apply them to a stock G8F, and see if it looked anything like the harcoded actor skeleton I started with. I'll just say that, no, it did not :) But when I create a skeleton in Blender, using the same data from the BVH file, it looks pretty much like the hardcoded actor skeleton that the Levenberg–Marquardt stuff calculated, but with the user skeleton. That's how I know that it is sorta-kinda working in a very basic way, but there is just a difference between my pure mathematical model of the skeleton and how joints and their rotations are reckoned by Daz Studio. I can't even apply an A-Pose by zeroing all the rotations and have it look correct. I thought it might be rotation order, so I tried it using Quaternions, but the results were the same. I gave up.
Devs are, generally, terrible communicators. They literally think in different languages.
If the project manager is very strict, I know I've had to actually supend coders, coders will write code documentation to a reasonable standard. But getting usable functional documentation? That's just a whole different thing. Big projects, or projects with end users who pay for it, bring in technical writer(s) to translate the notes etc. from the coders and project managers into something users can make sense of. But that's a junior dev budget hit that the boss will gripe about because it doesn't help get a project done on time and udner budegt.
I am getting off topic but I am in awe of this C4D user who does not do Hula Animations but uses DAZ content
https://www.youtube.com/channel/UCGKAzm4mEysP2a-H-LNCe0Q
I could easily find more examples but not really interested in arguing about this senseless subject
it is is the same as those who don't want landscape capabilities in DAZ studio yet UltraScenery sells
or a morph brush but Mesh Grabber sells
for every additional feature someone doesn't want there are people who will joyfully buy it
point in case a game engine render option that TMITP doesn't want but many including me do because render times in DAZ studio is a big part of wny I dislike it, I actually use the OpenGL if I can
I see so its not the developers job to provide documents for the stuff they make they to sell to people who are going to use this stuff... .That's confusing?
I wonder why documents or instructions or what ever you may call them are not produced by someone in that department by the technical writer(s) for the stuff they want people to use & buy? Daz is a pretty hard software to get use to. I'm just a lay person not a tech guru. I pretty sure I am not alone in that category. the lack of documents or instructions is noticeable.
I se this all the time. Daz offers a new feature. this time its a iK-chain. & a new improved timeline its a lot like keymate but its missing a lot of features and some of the functions are not the same. As a lay person that use daz for a long time & is having a hard time figuring out those new changes can you imagine how hard it is for a new person that just downloaded and install daz studio and there no documents.?
Thank you for the confidence vote, Wendy, but people have accomplished much more impressive stuff than that. I just don't know where these people who have written more complicated plugins are getting their information from. I can't be the only one who doesn't feel like reverse engineering everything based on a series of guesses as to what the SDK documentation is really trying to tell you.
Wow. That must be @cosmicdawnseries 's animator. I hope he's hard at work on the next episode.
But Wendy I think you overlooked this :)
point taken but in my defence it was obviously just a demo of the results with plain coloured figures likely openGL not sexily dressed girls in a proper rendered animation
I don't think it's the same person
they have posted on the DAZ forum but another user, I just don't recall the username
thanks for the suggestion though as I now have subscribed to that user's channel too
https://www.youtube.com/channel/UCqFS45ED3Ysp4dof3tkvAjw
The main reason for me stating most animations videos posted now days are just demos Adverage google search shows that
I really try to stay away from making those "how to use something" videos the main reason I do not know enough make any sense of teaching anything so you could use it.. So I am glad there is some smart people that can do it other wise i never learned how to use daz.
But I think people way under estimate daz studio as a animation tool. i know not the average person can do it. but a lot of that is because there is no documents on how it works and people lack patients trying to figure it out.
But this iis a complex animation completely done in daz studio.Iray. Yea theres a few hicups I missed but it does not take as long as one would think to make these animations
Click to play. Best viewed in 1080 HD
there are a lot of plugins for DAZ studio you will never hear about on this forum directly because commercial links and in most cases discussions go against the TOS
so I would not be surprised if one actually already exists
I know for example Ivy uses one plugin called Walkit that has never been discussed here, I am sort of interested in how it works but not much information around
and there are many other examples including ones I cannot discuss
hint: Ivy do a Walkit tutorial on your channel
I fully get it. But as I pointed out most dev teams do not have a technical writer on staff. On every project I was ever on there was either no budget from the start for one or that got cut before the project delivered.
It's pretty basic as a project manager. If you have a junior dev/technical writer budget slot which will you hire? A dev will, hopefully, speed up delivery and maybe cut back the number of 80 hour weeks before deadline. The technical writer will produce documentation the end users may, or may not, find useful.
Even the biggest software projects around tend to have absolutely awful documentation.
Daz makes their money selling assets not providing features or documentation of features. So they do new features primarily as advertising, DS now includes cloth physics etc., but there is almost no incentive to ever return and iterate a feature.
Walkit is pretty cool you, place the foot steps where you want the character to walk and the character follows the foot prints even over uneven ground you can set up different walk style as well body movements. and its still working in daz 4.12.0.85 that is my version i am using. but it does have a small hitch in straight walk animation. I reverted my gpu drivers & I think I maybe getting faster render times on a older gpu driver and it seems to be more stable as well so igoing to stay with driver 436.30 which works great for now.
I found this plugin script that is excellent for sequencing animation with. I don't think it was made for animation. But it seems to work . I make a starter pose & just adjust the poses and create a new keyframe . once your scene is set it up creating keyfrmae animation is a breeze. you create a keyframe, adjust pose master tool accordingly and then go onto the next keyframe & so on I can hand keyframe 300 keyframes in about 15 minutes with it not as good for walk cycles though.
Its called Ultimate Pose Master https://www.daz3d.com/ultimate-pose-master
I like V3Digitimes stuff
will wishlist, is on sale but I have no money to spare for DAZ stuffs
As person who has spent many years bringing in Mocap from Iclone version 5.5-6.5 as well as Ragdoll physics animation from natural motion Endorphin, I can assure you that any new MOCAP plugin should probably bypass the current BVH importer in Daz Studio and impement its own motion data parsing.
Even with the G2 figures, nearly every motion imported to DS from Iclone ,using the 3DXchange retargeting tools ,needed major global adjustments(with graphMate) particulary if the Arms had any animation that raised them more than about 35 degrees in making the "Galactus Rising" Movie.
And the problem was exponetially worse with the G3-8 Figures and thier twist bones which is why you only see two G3 males in the movie .
Not a show stopper for me, as I am used to editing motion in a graph editor.
When I moved to my new Blender 2.8x based pipeline my initial experiments with a DS FBX to Blender were very successful without any third party plugins with Genesis 1-2
with G3-8 , again the limbs would go haywire making them a nonstarter for a direct FBX export to Blender and Mocap expert Bryan Steagle reported similar ,show stopping, malfunctions with G3-8 exported to Blender with body animation from Daz studio
I ultimately decided it was time to simplify my life and drop Daz studio entirely from the Character animation side of things ,and only use it for Rigging my custom clothing before exporting and converting figures to Iclone native Avatars for Better Audio based lipsync with smoothing options and a proper phoneme editing pallette as well as predictable Motion dev for the body and locomotion and predictable Import of ragdoll from Endorphin before export to Blender for realtime EEVEE rendering.
That is really cool. :) I did laugh.
Exactly. I think that market is a lot more huge. DAZ characters are above Iclone characters in every way...just that Iclone knows it and works with other game engines. Just that Iclone thinks they are cheap but around the same price as any other high end packege. I'm like that is a cool tool but you guys ain't cheap so stop trying to market it as such. LOL
That was real nice. How did you get it all to work together and take it to Unity especially those dynamics.
Yes. I think that would be helpful.
Here is the thing. DAZ has 1000s of characters, clothing items, and backgrounds that you can mix and match. If you can plug in MOCAP you can make that Pixar style movie quite quickly with some animation cleanup and such.
Here is a movie from a co-creator who made his movie in less than 1 year. It is 90 minutes long. Now imagine if you used the Toon Dad, Mom, Girl and Boy with costumes and hair changes? You could make a Pixar like movie and mocap for capturing actor peformances then Keyframe what you need.
I tried but they said I cannot attach that kind of file. I'll see about sending you a private message.
I'd like to animate the characters in DAZ cause there is this one cool plugin for facial capture I want to use. :) That is the main reason..but I want to export it out of DAZ into Unreal with animation in tact and render it out in Unreal. :)
that is amazing!
YESSSS!!! You get it. The Best character creator tool and one that could be used for animation if you could bring it in and then export it out. This tool should be working friendly with other tools like Zbrush. Zbrush has GOZ including for DAZ. Isn't about time DAZ had a GOZ version of itself where I can even animate in DAZ with mocap and then GOZ it out? You get it!
Could you make this tool happen?
I'm down for payinng $200 for a retargeting program. Heck I may just start paying someone to retarget it for me :) I'm trying to make a movie and not be stuck on software all day or retargeting and such. :)
In other news - Do you port DAZ characters to Iclone then animate them there and then take to Max, Maya or C4d? Does Iclone block you from exporting it out to those programs for render until you buy the interactive? Or it still does it but not supposed to type situation?
Yes you are right and that is why I use daz studio for the ready made assets.. Comparing Daz toPixar is a streach. I tried making pixar quality type films with Daz studio with out a team of people it will never be the same quality. and you will never find mocaps for some props like plants and such , that is why you should know how to hand keyframe IMO
Here is my attempt at a sort of a pixar animated type short-story.
Click to play . Best viewed in 1080 HD
You can attach a zip file, unless it's porny.
Just I'm thinking bigger. Full movie animations with Mocap. I mean tons o f mocap is used on human characters. I want to do that. ) Capture performances of actual actors including myself...that way I'm more director than animator.
Yup...all DAZ side but wow i fyou can look into that and share with the group that would be awesome!