Should I spend time learning how to animate in Daz Studio?
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[Should I spend time learning how to animate in Daz Studio] or is there better software I could use using my favourite Daz character?
Edited for Please put your question in the post body and the title - Daz 3D Forums
Post edited by Richard Haseltine on
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Better in general terms? Certainly there are tools with moe features, though getting the Daz characters into them completely is fairly challenging. DS can handle the character natively, of course. It probably depends on what you want to do, and how many of the features of the Daz figures you will want access to.
Basically, no, Daz Studio is not currently usable for serious character animation. The IK system is slow and buggy, as is the Timeline, the Graph Editor doesn't even support bezier curves, there are no serious rigging features in place (e.g., Blender-style constraints, drivers, etc.), etc. If you want to do character animation, you'd be better off learning Blender or Maya, and then using one of the "bridges" to transfer content. When it comes to actually buying content, though, Daz is in a league of its own.
iClone is another alternative:
https://www.reallusion.com/iclone/daz3d/
I have been using Daz for animations for years. I own Iclone, Carrara and other animation software but I keep coming back to Daz. Yes, animations are possible and more challenging but on the other hand I find some features easier to use, especially for posing. I don't use the Daz native IK tools, they are terrible, unusable and can mess up hours of hard work. But mcasual scripts are both free and amazing. If you want to use Daz for animations, you would definitely need those.
Can I ask a follow-up: I used Daz to Blender bridge and everything imported well. The rig is fantastic. The problem is my clothing stretches considerably in the crotch and armpits. When I animate in Daz, I see the same stretching, accept after I set the pose the software comes in with some kind of fitting algorithm that fixes the stretch. I'm trying to animate for an Unreal Engine game, and I can't figure out how to get the final 'fitted' result to be what gets keyframed. Either in Blender or in Daz.