My figures move after baking to studio frames

I've created an animation using Poserecorder and then created an aniblock using Animate2. When trying to bake my frames down to the studio Timeline mode, the figure i applied the aniblock to will suddenly jump location and end up somewhere else in the room, even after locking the position in the Pose controls. Is this something I need to address when creating the original aniblock or is this something else?

Comments

  • RaketeRakete Posts: 91

    I've had the same problem in the past and would love to know if there is a workaround for that behaviour. So far I've either kind of corrected that jumping manually after the fact, or just completely avoided aniblocks. In fact my workaround currently is to do as much as possible in blender, and then only import the animation and keep it as studio keyframes.

  • benniewoodellbenniewoodell Posts: 1,982

    Rakete said:

    I've had the same problem in the past and would love to know if there is a workaround for that behaviour. So far I've either kind of corrected that jumping manually after the fact, or just completely avoided aniblocks. In fact my workaround currently is to do as much as possible in blender, and then only import the animation and keep it as studio keyframes.

    Do you use diffeo to bring the keys back into Daz or another method? Right now I'm animating in Maya since I have access through my class and the daz to Maya bridge has a way to export keys back into Daz but once class is over I've gotta figure out another method. 

  • RaketeRakete Posts: 91

    benniewoodell said:

    Rakete said:

    I've had the same problem in the past and would love to know if there is a workaround for that behaviour. So far I've either kind of corrected that jumping manually after the fact, or just completely avoided aniblocks. In fact my workaround currently is to do as much as possible in blender, and then only import the animation and keep it as studio keyframes.

    Do you use diffeo to bring the keys back into Daz or another method? Right now I'm animating in Maya since I have access through my class and the daz to Maya bridge has a way to export keys back into Daz but once class is over I've gotta figure out another method. 

    I've been using Diffeo yes, it works but is not perfect. In particular that split between Bend and Twist bones in daz can cause headaches, because when you animate in blender and use something like the MHX rig and retargeting, you end up with twist on the bend bones. I've been hacking the Diffeo code so when you export the animation it moves the twist component from the bend bone to the twist bones.

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