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The FAQ refers to animations you have "collected", which suggests to me that if you save an animation to your collection during your membership, you can still access it after your membership expires. The wording is a little unclear, so that may not be the actual policy. As for saving movements locally....that depends on how much work you're willing to put in.
Reading the agreement would mean me spending $700+ a year for commercial licensing...
No thank you, I can buy iClone + Character Creator for the same price ONCE and can buy my animation for a couple of bucks from ActorCore and keep them... why would I go to a yearly subscription tier for animation that I might never use or fit my project's needs?
It would've been better if they charged a low monthly fee for the bridge and charged individually for the MoCap files, so people aren't paying for a library of MoCap data they may never, ever use.
Look at it another way, if I spent $735 a year for the commercial license for the data, I could almost bought my own Motion Capture Rig from Rokoko (Body, Gloves and Facial Rig) for $3,995 in 3 years time... yeah, Heat is soaking people.
I'm not downing the plugin. I really do think this is a positive thing. I think it will be very useful to people who are game developers. or are like Benny or yourself who are creating animation professionally. I also believe Ai will be a huge tool as well. But a speaking as just a hobby animator who does this for fun , Yea sure it be nice to have access to a mocap library like this. & I do have tons of canned mocaps I use. so I am not opposed to mocaps. But for the prices its just not something I would be interested in and then still have to retarget the motions to work for my needs.. I would have no way to recoup the money & time that is invested.
I know its hard to believe in this day and age . But the animations I do now days are still done by hand the old fashion way one frame at a time, put together in a film editor. I still make custom motions on as a need to have a certain movement basis. Heck I am and still using these old plugins like the standalone Daz Animator plugin (no longer available), Pose-master for hand ke-yframing animation one frame at a time, for genesis thru genesis 8 https://www.daz3d.com/ultimate-pose-master
And I love the walkit plugin for walking and run cycles. that I can use floor pin the feet in a walk-cycle over uneven terrains right within the daz studio app, now that is handy plugin.
These pluging I am still using are the 1# reason I have not moved beyond daz 4.12 & 4.16 , So I was very pleasantly surprised when I installed the Heat plugin & it worked in my daz versions. I just wish the mocaps did not cost so much
I am happy to see daz moving to into bigger animation platforms markets. Perhaps some big new improvements are coming soon to motivate me.
when daz studio gets Ai that will be a real game changer, Only if t does not cost you, your first born in order to use it.
Well, on my WIndows 7 PC the bridge installs, but fails to execute (I forget the exact error message and it is now de-installed) , and having tried the process twice I have given up on it.
A versatile retargeting solution is what most animators want
and seem to be willing to pay a reasonable price.
At his point the market is saturated with Canned mocap, made even worse by AI motion capture from Video without needing suits.
I can see why Daz user might consider paying monthly for access to HEAT libraries because the retargeting is done for them.
However I do not see the Maya or Blender & Iclone communities buying into such a scheme because we have our own global retargeting solutions to harvest mocap from the any source with No restrictions on what rigs we use.
and the the same is true for the game devs who are also using Blender & Maya.
There are over 2400 FREE motions over on mixamo.com But again
You need a retergeting solution to use them with the latest Daz figures
Yeah, I handkey pretty much everything myself as well. Sometimes if I'm in a bind for time I'll use mocap, but otherwise I enjoy shooting reference and doing it all myself too.
Yesterday I read this, https://heat.tech/terms and wondered if #8B referred to what we upload as users or what exists in their Database from officcial Creators?
even though I probably wont use it I grabbed it because it was free and gave me some discounts on some other stuff
Yes, you run the HEAT program separately (from your Program Files) and have it minimized on the right corner. While that is running, the screen you showed will say HEAT BRIDGE IS CONNECTED in tiny green font above the DOWNLOAD HEAT BRIDGE button. From there, select your G8/G8.1/G9 figure (I found out HEAT ONLY works with those so I've been trying to convert all my v4 items to g8/g9), switch to the HEAT BRIDGE and select whatever you want to export (actually says IMPORT). One note, make sure you have DAZ selected on the lower left as it is set to BLENDER by default.
What I DO NOT LIKE and haven't figured out yet to change is that all heat animations are set to 0.0.0 workspace. Even if your character is off to one side (say, 1000.0.0), the animation moves your character to the 0.0.0 position. VERY frustrating. I only have aniMate Lite so I'm not sure if aniMATE2 allows editing. I moved my character back to 1000.0.0 but as soon as the HEAT render starts, it moves the character back to 0.0.0 for the rest of the animation. If that is so, then paying the Pro price is worthless/pointless because I'd have to edit each animation to match my scene.
Anyone else able to tell me if I'm doing something incorrectly? Or do I need to purchase aniMATe 2 ?
Try to bake the keyframes to the timeline and then go into the keyframes and delete the translation and rotation keyframes on the character to see if it still moves after you place them where you want them. If it still moves, it's probably baked into the hip. Then I think, and I'm not sure but Dartanbeck would know this for sure if he sees this, if you have 3D Universe's animation tools, there's a body to hip setting that should transfer the hip movement to the body.
Put your character in a group and you can place the group where you want