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Would love to see a comparison to see how much better the results are. Given how few "bones" are actually provided in most mocap suits I have to wonder if it is worth the extra effort and additional tools.
The original post of this thread is "Do we have a simple way of importing MoCap into Daz yet?" and refers to getting a Rokoko suit. Given my quick testing I think the answer is yes.
Seems fine to me, except that her thumbs are sticking out.
I am not spending all this money because there are other ways to do this. I've tried it many, many times, and there is simply no substitute for a solver that knows about IK and constraints. I still say that the answer to the OP's question is still "No, but one is coming. And the guy that paid for it is going to give it to you for free".
Even if you found your results satisfactory, it may be because you could not have chosen an easier scenario. In an actual production, you will certainly have two characters that need to interact precisely; or a character that deviates from the biometerics of some canned animation whose rig you can't change; or an actor whose biometrics just don't match the target character. These are all cases where bone mapping completely fails.
Really, why do you think Autodesk can get away with charging so much if all you have to do is map a few bones and done?
Did you try bumping up the iterations or using the FABRIK pre-solver?
Very generous of you TheMysteryISThePoint to give away the tool you are developing. I do, however, wonder if production animations are really being done using DS. As you noted, other tools are pretty expensive for a reason. My experience is DS is not a great tool for animation. Even Carrara is probably better than DS.
Totally agree. I immediately export the animation back out via Alembic. But credit where credit is due: Say what anyone may about DS, I haven't yet found a better option for character animation. DS's value proposition for character design, and just as importantly deformation, is as strong as its value proposition for animation is weak.
Are Maya LT & Maya Indie the same thing? The pricing for both is $280 a year so I guess that's they are the same?
For reasons I haven't been able to determine, this stopped working for me. The imported G8 bvh appears tiny and doesn't move with the animation. I even freshly exported BVH files of G8M, G8F and G8.1F, and they all react the same way - namely, not at all.
I've done some troubleshooting, and what I'm finding is that the converter seems to be unbelievably particular about the input. It doesn't work at all with the animations I downloaded using a hacked G8F in Mixamo (see above). When I switched characters in Mixamo and downloaded the same animation, the retargeted skeleton was normal size, but still didn't move. When I switched to the default X-Bot character and downloaded again, THAT one worked without incident.
I don't think they are. Maya LT is crippled in some way I don't remember. Maya Indie is full-blown Maya with only restrictions on usage: Only one license in your organization, and you have to be under $100K per year, things like that. Indie is the newer option, and Autodesk has not yet promised that they won't suddenly discontinue it.
I think that's the price we pay for such ease of use. Alex probably hardcoded support for the Mixamo default rig into the tool because that's how he interpreted my saying "Make it work with Mixamo". Can you get by with using the default Mixamo rig?
I don't see why not.
Hey thanks. That's what I thought too although the help ticket I filed with them a week ago is still unanswered. I will buy the Indie version this winter (unless they discontinue it for some reason before hand).
@themysteryisthepoint I haven't used this in quite some time, and I no longer have 18.5 installed. It doesn't seem to be working in 19.0: the plugin loads, the Mixamo files work, but the BVH file doesn't seem to register.
Unfortunately, the friendly and talented guy who wrote it is Ukrainian. I sent him a message some months ago, just to ask if he was OK, and got no response. He usually responded within a day. I have never cracked open the hda, so won't be of much help.
But to be honest, there are a lot of bone-mapping utilities now, and Auto Rig Pro's Quick Rig along with Animation Layers is frankly good enough. Sure, you won't get all that Houdini craziness in KineFX, but it'll do...
I might add that I'm currently working on round-trip animation from DS to Blender and back to DS through a live-link, i.e. no exporting files. Look for the LotP topic if you're interested. Among other things, it's to solve exactly this problem of using mocap data on G8s.
I glanced through that thread while trying to find this one.