Can someone point me in the right direction for animation?

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  • larsmidnattlarsmidnatt Posts: 4,511
    edited August 2015
    Ivy said:

    The original Mass Effect is a high bar actually. But I find that Daz rigging in other applications isn't always so good, so you will have to experiment to know if it will work for you.

    I was just wondering? Do you have any animations posted anywhere?

    Not this persona wink But thanks for asking. I kept my gaming/humor personality completely detached from my pinup art persona. My pinup personality has only rendered a few turntables and a couple of dances. If you check my deviant art and search dance you can see the only animation I have on file. I had a few more animations on my dA page but I deleted them since they were just showing off how dynamic clothes suffer wardrobe malfunctions when women move.

    http://larsmidnatt.deviantart.com/gallery/53477762/360-Views

    But if I'm lucky I should have something neato that I can share in a month and a half. And I do mean neato! Top secret cause I don't like to jinx things. If things work out as planned I'll be sure to share in the commons(will be appropriate for all agesdevil).

    Most of my animation experience comes from working on games (not with daz tools or content). But recently I did get a GDL from Dazzler Studios so might have been spending time on that :)

    Post edited by larsmidnatt on
  • IvyIvy Posts: 7,165
    edited August 2015

    I totally understand smiley. I look forward to when you do get some posted I love to watch animation. I'm not a critic,  I'm a sit back and watch and learn type person.  that is why I asked. because you really sound like you know your stuff when working with daz and animation. I am still trying to figure it out myself I'm such a slow learner..Ha Ha ! I use to put all my efforts  into poser animation, But the tecnology has dirfted apart from daz and poser so much that i had to make a choice on which program I was going to invest my time in and for me Daz was my better option.  I love to tell stories so I try my best to use daz to tell them in animation.

     smiley

    Post edited by Ivy on
  • JD_MortalJD_Mortal Posts: 760
    edited August 2015

    "I don't have a render-farm to animate with IRay in Daz..."

    IRay is not in Daz, it is just accessed through Daz, and included with it. It is its own thing. However, the issue is IRay, not Daz... You can render on a train, render on a plain, render in the rain, render while in pain... It will take the same amount of time to render, with IRay, no matter where you are, or what you use, or when you use it.

    What you need to do, is find "animation shortcuts", to speed-up your process and still get the desired output. If you are trying to make it look like a million-dollar movie, even only a few seconds of a million-dollar movie... You will need a million-dollar render-farm to do it.

    However, there are MANY "Tricks", to speed-up production. Even within DAZ.

    1: Ignore your "dreams of grandeur", do only what NEEDS to be done, to get the point across. (You don't need a billion people walking around in a wide-screen-shot, with thousands of objects all over. Zoom-in, focus on the target, and isolate what you actually "Need".)

    2: Details... The models, most of them now, come default on "High Detail"... EG, Lots and Lots of time-killing triangles. If your model is only going to be 500 pixels tall, you don't need 50,000 triangles to precisely draw a hand-full of pixels, when 5,000 would be more than plenty. (Seeing as the maps are 2048x2048, or 1024x1024, or 512x512 and all are overkill, unless you are zooming-in on a hair-pore in HD.

    3: Swap-out the eye-images for a solid color. The eyes will be only a pixel, in 99.9% of instances, or less than a pixel. Don't waste time rendering a 1024x1024 image reduced into a single pixel.

    4: Pre-render static scenes and save them as an image. Put the image on a flat-wall and render the actor and some scenery components in actual 3D, in front of it. (Use the "Render-floor" option, which should be ON, by default. It will draw the shadows as if the actor is standing on the scenery. Also, there is a real neat VRML scenery plugin that even has 3D layers, all setup for prefab scenes. You can make your own too, but that is another story.) You will quadruple, or more... your animation rendering speed.

    5: Prefab animations, already mentioned... There is another one called "Alive" or something like that. It adds-in random and repeatable auto-animations for many actions... Blinking, Breathing, Glancing around, Head gestures, Idle Fidgeting, etc... (Not sure if it works with Animate2 or the new DAZ. But you could load it in an older version, get the animations, save them, and load them in the new Daz.)

    6: Faster rendering engines... This is not an easy one... Few, if any, are setup for Daz, and fewer setup for IRay materials. Look-up Vray vs Octane Vs ... whatever... Octane is the fastest and best looking. However, I am not sure if the render-farm files that daz makes, can be read by Octane. (With similar output, since it uses IRay materials, intended to be sent to an IRay farm.)

    7: Recycled animations, that have been previously rendered... Either use them directly, showing cuts of the same video, or include the video-clips into the new render, as scenery background, as distant views, as... whatever... (Have to be creative here.)

    That's all I have for now... Good luck... Google and youtube for "Animation tricks", shortcuts, tips, speed-boosts, rendering tricks... etc... (Oh, and include Daz in the search a few times. There is a few things Daz related.)

    Actually, Star-Wars did this a LOT... The latest movies didn't even have "sets", they were all 100% bluescreen and "render-standins", like the "Matrix"...

    They rendered a VRML scenery of every area, once... Then just projected that onto the background after rendering the other isolated individual objects of the foreground and "model actors", or real actors sometimes...

    Again, you don't have to render everything in the scenery all at once... Using the tricks above. (Just be sure to save your lighting. You want that to be persistant to the stage, no matter what tricks you use.)

    I want this! 

    Other rendering engines...

    Post edited by JD_Mortal on
  • larsmidnattlarsmidnatt Posts: 4,511

    there are Alive packages for Animate. They are neato.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,493

    The render looks pretty grainy on my screen, but on YouTube SD the graininess just goes away in the blur.

    Tring that actually is one solution I use, render to a larger size but lesser settings than what you are going to composite it as, the fireflies/graininess disappears a lot of the time

    there is a g3F lip sync dmc on the forum somewhere made by a kind soul in notepad I will try and find it, I made one myself but his is better.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,493
    Arnold C. said:

    Dont let anything sink yet nor let anyone man the life boats, it does work. wink

    But aniMate2 doesn't do any lip synching itself, you need to use the 32 bit version of Studio to have the Lip Synch plugin work. (Or use Mimic Live!) Studio's 64 bit version doesn't have the Lip Synch plugin. Additionally, you have to make up your own Mimic Configuration File (.dmc) to tell LipSync/Mimic the correct names of the morph/pose channels. Which DAZ forgot to put into the base package for G3F... AGAINangry.

    But you can make up one your own easily: take one of the .dmc's within the "C:\Program Files (x86)\DAZ 3D\DAZStudio4\plugins\dzmimic\Configuration_Files" directory, make a copy, rename it like "Genesis3.dmc", and replace all text within it with the following:

     

    gesture Raise Left Eyebrow min 0.000000 max 1.000000 channeldef  head:1  eCTRLBrowUp-DownL  1.000000gesture Raise Right Eyebrow min 0.000000 max 1.000000 channeldef  head:1  eCTRLBrowUp-DownR  1.000000gesture Blink Left min 0.000000 max 1.000000 channeldef  head:1  eCTRLEyesClosedL  1.00000000gesture Blink Right min 0.000000 max 1.000000 channeldef  head:1  eCTRLEyesClosedR  1.00000000gesture Head Bend min 0.000000 max 1.000000 channeldef  head:1  XRotate  1.00000000gesture Head Side-Side min 0.000000 max 1.000000 channeldef  head:1  ZRotate  1.00000000gesture Head Twist min 0.000000 max 1.000000 channeldef  head:1  YRotate  1.00000000gesture Left Eye Side-Side min 0.000000 max 1.000000 channeldef  lEye:1  YRotate  1.00000000gesture Right Eye Side-Side min 0.000000 max 1.000000 channeldef  rEye:1  YRotate  1.00000000gesture Left Eye Up-Down min 0.000000 max 1.000000 channeldef  lEye:1  XRotate  1.00000000gesture Right Eye Up-Down min 0.000000 max 5.000000 channeldef  rEye:1  XRotate  1.00000000phonemedef 0Hue 0.000000 ChannelDef  head:1  eCTRLvIY  1.000000Collapsed 1phonemedef 1Hue 18.000000 ChannelDef  head:1  eCTRLvIH  1.000000Collapsed 1phonemedef 2Hue 32.400002 ChannelDef  head:1  eCTRLvEH  1.000000Collapsed 1phonemedef 3 copyof 2phonemedef 4 copyof 2phonemedef 5Hue 39.599998 ChannelDef  head:1  eCTRLvAA  1.000000Collapsed 1phonemedef 6 copyof 2phonemedef 7 copyof 5phonemedef 8 copyof 5phonemedef 9 copyof 5phonemedef 10 copyof 11phonemedef 11Hue 50.400002 ChannelDef  head:1  eCTRLvOW  0.500000Collapsed 1phonemedef 12 copyof 13phonemedef 13Hue 63.000000 ChannelDef  head:1  eCTRLvUW  0.500000Collapsed 1phonemedef 14Hue 82.800003 ChannelDef  head:1  eCTRLvER  1.000000Collapsed 0phonemedef 15 copyof 5phonemedef 16Hue 111.599998 ChannelDef  head:1  eCTRLvS  1.000000Collapsed 1phonemedef 17Hue 172.800003 ChannelDef  head:1  eCTRLvSH  0.500000Collapsed 1phonemedef 18 copyof 16phonemedef 19 copyof 17phonemedef 20Hue 190.799988 ChannelDef  head:1  eCTRLvF  1.000000Collapsed 1phonemedef 21Hue 205.199997 ChannelDef  head:1  eCTRLvTH  1.000000Collapsed 1phonemedef 22 copyof 20phonemedef 23 copyof 21phonemedef 24Hue 223.199997 ChannelDef  head:1  eCTRLvM  1.000000Collapsed 1phonemedef 25 copyof 37phonemedef 26 copyof 38phonemedef 27Hue 252.000000 ChannelDef  head:1  eCTRLvL  1.000000Collapsed 1phonemedef 28 copyof 29phonemedef 29Hue 268.200012 ChannelDef  head:1  eCTRLvW  0.500000Collapsed 1phonemedef 30 copyof 0phonemedef 31 copyof 1phonemedef 32 copyof 24phonemedef 33 copyof 37phonemedef 34 copyof 17phonemedef 35 copyof 38phonemedef 36 copyof 24phonemedef 37Hue 284.399994 ChannelDef  head:1  eCTRLvT  1.000000Collapsed 1phonemedef 38Hue 306.000000 ChannelDef  head:1  eCTRLvK  1.000000Collapsed 1phonemedef 39 copyof 17phonemedef 40Hue 340.200012 ChannelDef  head:1  eCTRLLipsPart  0.500000 ChannelDef  head:1  CTRLLipBottomUp  0.100000 ChannelDef  head:1  eCTRLMouthOpen  0.100000Collapsed 1

     

    Save it then and from now on you can use your new, selfmade .dmc in the Configuration File slot of either Lip Synch or Mimic Life!. Don't bother about the values, even DAZ used, if I remember correctly, identical values for Genesis and Genesis 2. Only the channel's names were changed.

    Hope that helps

     

  • tring01tring01 Posts: 305

    I'm very new to this.  I posted a few render tests to YouTube, which I reference earlier.  I'm working up to my first animation.  I've found some good, cheap sources for very nice sound effect files.  I need to find some sources of free music.  I've found some high quality computer generated voices for "place holder", dialogue.  If it gets somewhat finished I might contract with a voice actor or two online to do live dialogue.  I need a lot of things!  I have a plan for my first animation.  it will be Sci Fi themed.  A ship boarding.  But theres a lot of work between here and there - as you well know.  I will keep you up on my progress if you're interested.

  • I been looking for an animation thread for days.  I'm making a music video with some video vixen type girls in heels dancing.  When I dress the characters and apply the foot pose they look fine in the t-pose but when I apply the dance animation the feet get all out of wack. I have applied the high heel rotation offset in Animate to the maximum but when I apply the dance aniblock, she sinks back down and she just looks...weird. The dance is fine barefoot. Am I doing something wrong or can they just not dance in heels?  The moves I'm using are the Pop Dance - Girl Style 1

  • you probably want to make an offset aniblock for the heel pose. Same idea as doing an offset from V4 to Genesis.

  • You know I never had any luck with that offset pose for v4 to genesis.  It worked for the first frame and went back to normal feet after that. So I just use posemaster to convert poses.  But how do you make an offset pose and how to you place it in the timeline? Do you just extend it to the length of the animation on a sub track or do you place multiple offset poses the length of the main aniblock animation track

  • larsmidnattlarsmidnatt Posts: 4,511
    edited September 2015

    just one pose block, can be one frame. do you use Animate and not Animate light? (honestly not sure it matters, but I have the full version).

    Is the pose block set to additive? Did you add anything else to that layer? I leave the adjustment block on it's own layer. Works fine for me.

    Post edited by larsmidnatt on
  • I use the full version of animate. So you're saying add one offset pose block per frame? I'm not sure how to set the block to additive. Also if by layer you mean the sub track where I added the off set block, no I don't add anything else to that track but the off set block.

  • AtiAti Posts: 9,139
    edited September 2015

    I use the full version of animate. So you're saying add one offset pose block per frame? I'm not sure how to set the block to additive. Also if by layer you mean the sub track where I added the off set block, no I don't add anything else to that track but the off set block.

    You add a subtrack, and put the offset pose block there once. Like this:

    image

    It seems to already add as additive to me by default. You can check the icon at the left of the subtrack. If it's a +, then it's additive. If it's something else, then doubleclick on the sign, and choose "Add":

    image

    (I've only bought Animate2 yesterday, so I'm a total newbie. I, too, have just been following what larsmidnatt suggested. :) )

    ani1.png
    276 x 131 - 44K
    ani2.png
    347 x 126 - 35K
    Post edited by Ati on
  • I use the full version of animate. So you're saying add one offset pose block per frame? I'm not sure how to set the block to additive. Also if by layer you mean the sub track where I added the off set block, no I don't add anything else to that track but the off set block.

    No you don't need the offset per frame, just once.

  • I've noticed that if you stay away from rendering directly to a quicktime movie, and instead use TIFF image series at 24 fps, you see a better render time. Then what I do is import these individual frames into Adobe Premiere and make each frame 1/24 sec. Then I save and export as an Apple ProRes 422 HQ 10bit file so that I can do some editing in post. Works well. The direct to movie format compression I find takes 25-30% longer due to software compression.

  • never render to video. always render to image series. if the video file corrupts, daz stops half way through and crashes, etc etc. So much can go wrong with video. Unless its a really fast render you mean to trash later.

    Render to stills.

  • Oh thanks you all are so helpful.  Daz has one of the best forums around. Ati2 and larsmidnatt thanks a bunch.

  • there is a g3F lip sync dmc on the forum somewhere made by a kind soul in notepad I will try and find it, I made one myself but his is better.

    Thanks, Ella smiley

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