Multi-Aniblock Exporting & DAZ to Unity Bridge

I have aniblocks for: idle, walk, run, jump

Creating these blocks: Each is 60 frames long, with keyframes at 0, 14, 29, 44, 59.  I save them as aniblocks

I bake them to timeline all at once so I can export it all in one go.

The Result

Now there are keyframes at 0,1,2,3,4,5,6,7 - OK not really a problem I guess that is fine

The problem

For some reason the bake has merged these aniblocks together.  They are in this order:  idle, walk, run, jump.  In the Idle (as it appears baked to the timeline) at frame 55, the Genesis char starts walking before the idle is done on 59.  For the walk, likewise, starts running before the walk is completed.

If I repeat the bake to timeline with individual aniblocks, they are OK. Fine. So maybe I need to export each individually rather than all at once to work around this?

Comments

  • DartanbeckDartanbeck Posts: 21,551
    edited October 2023

    When all aniBlocks are in place in the aniMate 2 Timeline, select each aniBlock in turn and remove the blending - a little control on the lower left of the aniBlock once selected, with a little greem/black gradient indicating the blend.

    Then bake to timeline.

    The first one might not need to have the blending removed, but I do so anyway just to be sure that the poses for each frame are exactly as I created them.

    Should help.

    Post edited by Dartanbeck on
  • Note that Bake to Timeline is a feature of the full AniMate 2, after thirty days the version in DS becomes AniMate Lite  and lacks the feature.

  • DartanbeckDartanbeck Posts: 21,551

    Richard Haseltine said:

    Note that Bake to Timeline is a feature of the full AniMate 2, after thirty days the version in DS becomes AniMate Lite  and lacks the feature.

    Also note that the Full Version is worth its weight - even when not discounted!!!

  • tswusatswusa Posts: 0

    Dartanbeck said:

    When all aniBlocks are in place in the aniMate 2 Timeline, select each aniBlock in turn and remove the blending - a little control on the lower left of the aniBlock once selected, with a little greem/black gradient indicating the blend.

    Then bake to timeline.

    The first one might not need to have the blending removed, but I do so anyway just to be sure that the poses for each frame are exactly as I created them.

    Should help.

    Oh gosh that helps a ton it was hiding right in front of me!  Screenshot if anyone else is looking for it (green thingy with arrow slider)

  • tswusatswusa Posts: 0

    Dartanbeck said:

    Richard Haseltine said:

    Note that Bake to Timeline is a feature of the full AniMate 2, after thirty days the version in DS becomes AniMate Lite  and lacks the feature.

    Also note that the Full Version is worth its weight - even when not discounted!!!

     

    Yes I think it will be.  I just needed to understand a few things about it before I purchase it and this was one of them.  I would rather animate in DAZ than another tool I'm trying to keep everything in DAZ so I can spend more time in Unity and avoid learning lots of other tools

  • DartanbeckDartanbeck Posts: 21,551

    I've put together an Index to GoFigure's aniMate 2 instructional videos. They are very short and quite useful. Things you don't realize until you know ;)

    In my Dynamic Character Animation course, I show how I work with aniMate 2 for a while - setting up my main animation using motion capture, and then in the Daz Studio timeline to edit the pose information throughout time to get the motion that I'm really after - which is often vastly different from what the aniBlocks were originally recorded to do. It's fun!

    If you have any questions about anything, just hit me up! I love to help if I can! :)

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,202

    it used to be

    the lite included version has baked keyframes too for quite a few years

  • DartanbeckDartanbeck Posts: 21,551

    I've never tried it with just the free version.

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