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@PixelReaper, if you haven't tried animating in Daz since version 4.12, the new timeline is a game changer. I had Graphmate and Keymate for years, but still found animating in Daz virtually impossible, so even though I used Daz characters, I animated them in Poser and exported to Cinema 4D. The new integrated timeline in Daz 4.12--especially the new graph editor--finally make it possible to compose complex character animation. Below is a test I did with an iClone motion, imported to V4 (via 3DXchange) and edited in the Daz 4.12 timeline (adjusted animation, added hand movements, expressions, eye movements in Daz) and exported out to Cinema 4D using Riptide (but I have since moved to the Alembic Exporter and get equally good results). The props were exported to C4D in fbx.
:-) Walkit has been updated :-)
The display problem apparently has something to do with the physical size of the monitor. This is a large laptop, anyhow ... that's a nifty plugin!
eta: Genesis can now walk flat-footed :-) [i.e. not slide/shuffle]
Oh, how useful. Bookmarked.
Awesome, Glad you got it striaghten out
Thanks @Dartanbeck , I've already watch them all :D
I'm very new to Daz, I think 4.12 is the version I started with.The new timeline is the only one I know. I never heard about graphmate and keymate before posting on this thread so I didn't know this features was not natively in daz before :).Very nice animation, good job :D !!
I've started this thread because, I found quite difficult to have good control over keyframes. When I'm trying to animate with a new soft I like to start with some basic thing like a bouncing ball. Well... I found it virtually impossible with daz native timeline ! Mostly because I can't control keyframe interpolation or maybe I'm not doing it right ?
Apparently I am the only one who is experiencing bugs :s
For example, When I'm trying to move several keyframes, sometimes I can select them all and just click and drag and sometimes I can't click them, I have to open hierarchy and find one I can click to drag them all (???)
Other example : When I copy a key to paste it a couple frame further, sometimes it makes the figure/object crazy (rotating on itslef) and Daz is crashing.
I also have tons of interface bug I've submitted to the developpers, but they are already aware of.
I think that part of the issue, especially with the odd rotation stuff you're experiencing comes from the fact that, in Advanced Mode, we're only really exposed to keys for a specific Node of the figure - making it easy to Not see problems, etc.,
This example doesn't actually explore hand key framing techniques. In fact, the animation portion is sped up 500 - 700%. But just take a look at how accessible key frames are in Carrara. The keys that I delete in this example (Chest and Abdomen 2) are only four keys - two for each. However, if I opened the hierarchies of the Chest and Abdomen 2, we'd see that I'm actually deleting many more keyframes that make up the four that I delete - three rotational keys for each one that I delete.
In the new Daz Studio Advanced Mode, I think that I have to select each of those rotational nodes individually.
I'm trying to learn Daz Studio for animation, but it's such a difficult task compared to Carrara's incredibly simple take on the matter
Here's a short demo I made
Maybe it's a selection problem. But for me it seems that when I select a top node key, let's say the shoulder for example, it also select all driven nodes that are keyframed, for example the hand rotation).
Plus, to avoid the crazy rotating thing that makes Daz crash, I figured that before doing any playback if I select all keyframe I just copied/pasted, change the interpolation to linear then change it back to TCB is solving the problem (...???...go figure ^^)