First real animation

http://www.mediafire.com/file/xsb7lbxizx4g0y4/Swordtest.mp4/file

 

my first real animation would like some feedback, thank you :)

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Comments

  • IvyIvy Posts: 7,165

    I can't watch it Kaspersky keeps blocking the download URL. can you upload to youtube?

  • http://www.mediafire.com/file/xsb7lbxizx4g0y4/Swordtest.mp4/file

     

    my first real animation would like some feedback, thank you :)

    Ooooh... I can't wait!

    That looks very cool, but I think the first dodge move is rather unreal, unless you intended it stylisticly; leaning back that far unrealistically puts her center of gravity waaaaay out from over her feet and it seems like her right foot should have planted behind her in order for her to recover and set up her next move like she did. If that's the elf, I get what you were trying to show, but I think it's a little too much... she has no leverage to recover from that first move.

    But she looks really relaxed and loose, while he is struggling, broadcasting his moves. That she completely outclasses him is coming through like a beacon. But if that was your goal, I think it's too fast. The viewers will need more time to digest, process, and understand what the shot is telling them. Again, if that was even your point with the shot.

    Good luck, and consider adding spoiler warnings if you're going to post more :)

  • thank you for the advice iv done that also added a camera with the movement and slowed it down let me know what you guys think :)

    https://www.youtube.com/watch?v=JqLKmkYmBFE&feature=youtu.be

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494

    well on your way to creating animations you can one day sell to the click and loaders like me! yes

  • thank you @WendyLuvsCatz I don't want sell animations it's for a web series I am working one :) but you're an animator do you create any custom works? :) 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494
    edited August 2020

    thank you @WendyLuvsCatz I don't want sell animations it's for a web series I am working one :) but you're an animator do you create any custom works? :) 

    no not really blush I don't claim to either, my channel is just 3D stuff I render

    mostly DAZ stuff in various software usually not DAZ studio mostly Carrara

    most my animations are from iClone or mixamo etc if not DAZ or puppeteer and pose transitions (I often transition my own poses though)

    Post edited by WendyLuvsCatz on
  • @cosmicdawnseries Seen this? Not sure how well it will work with Daz Studio, but, well, look at the demo :)

    Cascadeur

    It's in open Beta right now.

  • Wow! Mystery, that's cool!!

  • wolf359wolf359 Posts: 3,834

    @cosmicdawnseries Seen this? Not sure how well it will work with Daz Studio, but, well, look at the demo :)

    Cascadeur

    It's in open Beta right now.

    It would have to export genesis compatible BVH files and even if so I am certain that this system has very accurate IK system and the IK solving will not transfer in a BVH file
    so you would have to use the Manual foot pinning/"Ik" system in Daz studio and essentially rebuild your animation frame by frame. to duplicate those animations
    You would probably be better served exporting your genesis rigs to Blender, Via Diffeo, converting to rigify and using the Rokoko FBX based retargeter.
  • wolf359 said:
    It would have to export genesis compatible BVH files and even if so I am certain that this system has very accurate IK system and the IK solving will not transfer in a BVH file
    so you would have to use the Manual foot pinning/"Ik" system in Daz studio and essentially rebuild your animation frame by frame. to duplicate those animations
    You would probably be better served exporting your genesis rigs to Blender, Via Diffeo, converting to rigify and using the Rokoko FBX based retargeter.

    Not sure I'm understanding... if you can import a Daz armature, why would the result not transfer back to Daz in BVH to be applied to the same armature?

  • Wow! Mystery, that's cool!!

    Blender Guru called it a while ago... that AI would change the way we keyframe and mocap.

  • wolf359wolf359 Posts: 3,834
    @Mysteryisthepoint

    It would be applied but as FK only as BVH is limited to bone rotations thus cannot transfer IK foot/hand contact solving that is being use by that Cascadeur system or from Autodesk motionbuilder or Iclone pro 3Dxchange Pipeline .

    This is handled by the receiving applications internal IK foot/ floor contact solver which is why you have to convert your Diffeo/Genesis imports to MHX or Rigify to get proper IK solving& Foot floor contact in Blender

    All of those supported Platforms, they list on thier website, have thier own Internal IK systems.

    I spent 6 years importing Daz genesis figure rigs into Iclone for my animated feature film and exporting the Iclone created Motion as BVH back to studio.

    Iclone leased the Autodesk MAya human IK system but any Squating motion ,for example, that had feet firmly planted in Iclone, would have the feet passing through the floor in Daz studio

    The recent "IK chains system" in DS 4.12 has an animatable reach effector to pin the feet or hands but it must have its strength manually animated for every frame that you need the feet to remain pinned to the floor.
  • wolf359 said:
    It would be applied but as FK only as BVH is limited to bone rotations thus cannot transfer IK foot/hand contact solving that is being use by that Cascadeur system or from Autodesk motionbuilder or Iclone pro 3Dxchange Pipeline .

    @Wolf359 That's the part I don't understand... At the point where one would export BVH back to Daz Studio, the IK solve is already baked into the FK of the BVH.

  • thanks, guys i hope i can get better :) i did want to ask though there's something in the store called Ihead cant find it will have to search BUT it allows you to animate models using videos ( but only animate the heads ) i wanted to ask is there anything similar that does the full body or even a 3rd software i can use? if anyone knows what I'm talking about xD but also @TheMysteryIsThePoint no spoilers i am remaking episode 1-3 again :) but using IRAY 

     

    side question does anyone know where i can buy mounts for genesis 8 characters? not horses something like the warbeasts so my werewolves can ride? thanks <3 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494
    edited August 2020

    Perception Neuron

    or

    Rokoko

     Blender is AFAIK the only free way to retarget it for DAZ otherwise iClone or motionbuilder among others

    for facial animations there is Face Mojo for DAZ studio and offsite product using iPhoneX capture 

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494

    mounts

    Sixus Renderosity

  • wolf359wolf359 Posts: 3,834
    wolf359 said:
    It would be applied but as FK only as BVH is limited to bone rotations thus cannot transfer IK foot/hand contact solving that is being use by that Cascadeur system or from Autodesk motionbuilder or Iclone pro 3Dxchange Pipeline .

    @Wolf359 That's the part I don't understand... At the point where one would export BVH back to Daz Studio, the IK solve is already baked into the FK of the BVH.

    Well its sort of "Baked"in a " blind pantomime" fashion :-/

    The problems are quickly laid bare when you try to have Root locomotion of the hip node ( running, walking) or rigid/stationary hand grasping animation in relation to some floor or hand rail object in Daz studio.

    (as seen in this Example from my Endorphin Character physics software that exports to Daz compatible BVH)

    the Baked FK will NEVER MATCH your Daz scene objects with which your character is supposed to be interacting/grabbing/pushing because there is no realtime collision/constraining solving available in Daz studio the way it was being solved in the Dynamic Character simulation program.

    Trust me..it is mission impossible with Daz studio!!! as the feet or hands will be moving all over the place unless you tick through frame by frame and set them in place and manually set a keyframe for the reach effector in the DS "IK pinning" system.
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,006
    edited August 2020
    wolf359 said:
    wolf359 said:
    It would be applied but as FK only as BVH is limited to bone rotations thus cannot transfer IK foot/hand contact solving that is being use by that Cascadeur system or from Autodesk motionbuilder or Iclone pro 3Dxchange Pipeline .

    @Wolf359 That's the part I don't understand... At the point where one would export BVH back to Daz Studio, the IK solve is already baked into the FK of the BVH.

     

    Well its sort of "Baked"in a " blind pantomime" fashion :-/

    The problems are quickly laid bare when you try to have Root locomotion of the hip node ( running, walking) or rigid/stationary hand grasping animation in relation to some floor or hand rail object in Daz studio.

    (as seen in this Example from my Endorphin Character physics software that exports to Daz compatible BVH)

    the Baked FK will NEVER MATCH your Daz scene objects with which your character is supposed to be interacting/grabbing/pushing because there is no realtime collision/constraining solving available in Daz studio the way it was being solved in the Dynamic Character simulation program.

    Trust me..it is mission impossible with Daz studio!!! as the feet or hands will be moving all over the place unless you tick through frame by frame and set them in place and manually set a keyframe for the reach effector in the DS "IK pinning" system.

    @Wolf359

    The question was already worth it for your Endorphin demo... I was really hoping the guy would make it :) Definitely going to check that out. Edit: Well, that's unfortunate.

    But I've always found that if interaction matched in MoBu, it matches back in Daz Studio.

    Post edited by TheMysteryIsThePoint on
  • Oh WendyLuvsCatz I checked out that face cap I'm going invest in it ???? does it work on any iPhone X? Or just a certain type? If you know thanks for this ????

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494
    edited August 2020

    Oh WendyLuvsCatz I checked out that face cap I'm going invest in it ???? does it work on any iPhone X? Or just a certain type? If you know thanks for this ????

    I dunno as I have no intention of buying an iPhone cheeky

    but videos by others look good

     

    Post edited by WendyLuvsCatz on
  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited August 2020

    iPhone X or 11. You need facecap app and Face Mojo. I still haven't sprung for it. Bad time right now. They're working on one for unreal that's real time.

    Post edited by Kevin Sanderson on
  • I use the basic lip sync for daz and wave files I think I'm going get this but would mean to invest in a iPhone X ???? but if it can make my project look a lot better it would be worth it in the end 

  • And it looks like it seems to copy expressions ? I only use the basic free ones you get with daz I was going buy some from the store but this seems do a decent and easier job :o

  • Seven193Seven193 Posts: 1,103

    Is it possible to create a batch of facial expressions using Mojo?  Like hit a button, and it exports an expression morph to file.  A content creator could use mocap to create dozens of real-time facial expressions, or full body poses. Sounds like easy money to me.

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited August 2020

    Maybe this will help. I've been reading the YouTube threads as well.

    Post edited by Kevin Sanderson on
  • Awesome thanks for this I think I'm going invest in this :]

  • brought face mojo :) thanks guys but please feedback does it look good?

    thanks :)

    https://www.youtube.com/watch?v=vTdMNg9wS2A

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494

    brought face mojo :) thanks guys but please feedback does it look good?

    thanks :)

    https://www.youtube.com/watch?v=vTdMNg9wS2A

    coolyes

    hope you enjoy itheart

    if anything comes out not using Appleware I will be on to it like a hungry wolfenlightened

  • Thanks a lot wendy! It was expensive but I am very serious in my project and sometimes that means investing a lot of money but I hope it looks good the characters feel more alive :] I'm just waiting for a body movement now haha 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494

    Thanks a lot wendy! It was expensive but I am very serious in my project and sometimes that means investing a lot of money but I hope it looks good the characters feel more alive :] I'm just waiting for a body movement now haha 

    Perception Neuron

    Roboko

    I think Blender can retarget the BVH otherwise iClone pipeline or Motion Builder

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