Genesis, Diffeo, and Mixamo
brainmuffin
Posts: 1,205
Has anyone moved a Genesis figure (any generation) to Blender via Diffeo and successfully applied a Mixamo animaton? If so, what process did you use?
Comments
I did but I haven't done it in a year so I can't recall exactly. I exported the FBX from Mixamo, or maybe it was a DAE file, as the second option in the list, and then imported that into Blender, exported that as a BVH and used the diffeo BVH importer thing and it worked. It does work with the BVH importer, it's just a matter of playing around on which thing to export from Mixamo and then re-exporting that in Blender to a BVH.
Was this to a Genesis figure?
Yeah, Genesis 8 male and female characters.
How did you export from Studio so that Genesis figure was poseable in Blender?
Oh I just exported it through diffeo. I just did what I said above with the Mixamo file, and then when I had the bvh, I then opened a new scene and imported the G8 figure through diffeo like you normally would, and then I used the BVH importer on it. I want to say I did not do anything to the rig other than merging everything, so no MHX or Rigify, just what you get when you import it after merging all the clothes and hair.
I was able to get a base V8 to animate with one from Mixamo. Some things are a bit off and the feet slide, but at least it is moving around. I will try some more.
I imported a walking animation from Mixamo, but nothing I do to make it loop works.
Awesome, I'm glad you got it to work! Yeah, the feet are gonna do what they want at times. To get it to loop, I remember when I imported it with the BVH importer, it was like 250 frames whereas the loop itself was something like 72 frames. I had to go and find the last frame of movement and delete everything from the next frame on, and then I was able to duplicate the first set of frames and bring them to start right after the ending of the first loop and was able to continue that on for however long I needed.
I've tried the copy/paste idea a few times. So far, it doesn't work.
Check this tool , not sure how it will work with diffeo . But the guide video really awesome tio fix several problem when retargetting motion data
We should be more precise with the terms we use. This tool, while very cool, is not retargeting anything. It is mapping bones from a source armature to a destination armature and probably applying rotation constraints so bones follow each other. The degree to which it works well is the same degree to which the source and destination armatures are similar. Otherwise, you'll get foot sliding and other inaccuracies, just like you would with any other tool that doesn't really retarget.
A real retargeter uses mathematical optimization algorithms to calculate what all the joint rotations should be for the target armature's key joint locations to match the source's according to some heuristic such as mean squared error. This method works with masively differing armatures with different biometrics, and is what we haven't really seen a tool for in Blender, yet.
I tried the tool, and was pleased with how easy it is to use and generally "worked", but it seemed to have a problem with the G8's shoulder bones because of the A-pose. Anyone else figure that out?
As for "retargeting" I'd suggest the plugin below.
https://github.com/Mwni/blender-animation-retargeting
As for mixamo to daz/blender, it is better to first import the daz figure in mixamo, so no retargeting is needed.
The Rokoko tools work with most Mixamo motions
Quite true
Only motionbuilder and Iclone3DX have a proper
Characterization tool that prepares the Daz Genesis
rigs to accept human mocap that correctly bakes to FK
BVH files back into Daz studio.
Note the solid foot planting in these runway struts
from retargeted to G8F from Mixamo using 3DX.
You can make a one time payment to Reallusion
of about $500 USD.
....or you can pay for an Autodesk monthly sub.
at the present ,ALL of the various free script options will require additional adjustment in DS or Blender etc.
Houdini 18.5 can retarget as well, but there are a few issues with their current implementation with respect to Daz, I understand. It's subscription based as well, but sometimes the product is so good, it's worth it.
@wolf359 You'd be my hero even more than you already are if you laid out the general steps to round trip a G8. I think I remember seeing a demo where it has animation layers, or something like it, doesn't it?
I've also tried just importing a Mixamo animation with a character. I want a repeat walking animation, but I've yet to get it to repeat. The character just stops. Starting to sound like I need to shelf this idea for a few more years.
Man, I thought I could understand non-native English speakers, but I was wrong. I'll have to listen again when I have more time.
@Wolf359 I`m in final week to try out most Reallusion apps , although my personal concern is about 2D or cel shading animation/composition ( because its pay me better than Realistic wannabe Projects)
I wanna know your opinion which one I should invest first in term of working with DAZ figures for Animation based on my current state . CC3 pipeline or straight to Iclone ?
1. Bring back animation in Daz not really needed since EEVEE already served my styles . But it will be awesomel if I can mashup with Animate2 features
2. Although working with Mocap data is cool , but I have no problem doing Manual Keyframing just like my old poser day But prefer cleaner UI Control if possible
3.Yeah its manily for Stylized animation , although slighly "realistic wannabe" motion and movement doesnt hurt the final outcome