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That would be helpful, and thank you! The time I looked at it, it looked like all you get is character talking at camera. Of course I don't know how to use the program.... so I'm a little confused on how you'd get the one into the other and why/how it works.
There is this interesting thread with some scripts but it's probably all a bit too much until later:
http://www.daz3d.com/forums/discussion/66717/mcjautolimb2015-a-kind-of-ik-system-now-genesis-3-compatible
Yes, it's an incredibly useful plugin, I use it in every scene! I suggest you and Spearcarrier to give a good look to MCasual's website!
There also are the AudioMation plugin, that converts WAV files into an animation for everything in DAZ... Even phonemes! The only issue is the "Old Godzilla Film Speech" (as already said somewhere in this thread!) and an incredibly messy, numberless keyframes!
P.S.
I'm on my way for the animation!
Hehehe... I've already combed his stuff in the past four days. Today's project was learning how to use the swirls script. It hated me.
Here we are! A fast, short animation. Sorry for the undefined animations and the bad voices... But voice actors are very costly, lately!
As I said, I imported the PZ2 files into the chars at the right frame in the timeline and DAZ did the magic. As before the lipsync is unpolished.
@spearcarrier Keep practicing you'll get better at it
& @ Imago Your animations are cute, Keep em coming I'm enjoying what you guys are doing.
Though I do not use those electronic voices generators myself . I understand why people do though because of the lack of not having a actor. or they hate the sound of their own voice. But I would rather make a film with out voices if my only option is to have to use a voice generator . somehow i feel it takes away from the animation. electronic voices just have no emotion to them and sound like a book reader
Of course using a voice generator in test animations scenes does fit the bill for the testing. and i would use electronic voices for a robot of a computer character voice. .. sometimes if you ask the local kids they are usually more than happy to do some voice acting for you. at least thats been my experience
@ Ivy
Thanks! I really hoped you could like them! ^o^
I hope I can make longer and better animation to share here, but lately I'm a bit busy!
Normally I use TTS (Text-to-Speech) only when I need to see how long a line of speech could be. As you said, TTS is still too much unnatural and no emotional.
And... I don't use my own voice for my project because it's very bad, when recorded plus my first language isn't English... My pronunciation is really bad, sadly!
@ Spearcarrier
As Ivy said, practice makes perfect! As I can see, you already have a bit of control on facial expressions. About the timing of the animations, some times you can just "strecth" them using KeyMate!
@ Imago - Okay, I see! And that's so cute!! LOL.
It looks like Mimic Lite might be useful for me, then. I'd only want it for basic lipsyncing and random blinking. I like to do my own facial expressions. It looks like I need to find a tutorial from somewhere.
This is my last animation for a bit because I have to go back to work today, and part of that work means putting my render computer onto a big commission I've been ignoring for the past two days. LOL.
I couldn't figure out how to get the keys to slow down by keymate and couldn't find anything online to help me. I ended up importing the video into CS2 - which lowers quality, so I'll be trying HitFilm in the next couple of days to see how it renders. Anyway my main goal was learning how to 1. use scripts and 2. use that script by mcasual. It took me hours. It just wouldn't go, I'm not sure why.
Incidentally, I'm a FREE bad voice actor. We really are out there. LOL!! That's why I recommended the voiceactingalliance. Although having to deal with that can be a pain. I've got one project I want to do, I don't want a lot of dialogue because I *want* to tell the story using emotion. But this other project will take a lot of dialogue. And capes. I'll need capes.
Try with this: https://sites.google.com/site/mcasualsdazscripts2/mcjretimeanimation
I don't use it because I already learned the "how-to-do" but it could be very useful.
You can also modify the FPS in the timeline, but it could be a little confusing when you are used to use a fixed FPS (for example 30 FPS)
Modify the animation with AniMate isn't that hard: Just add to the animation the "missing" frames in the "Total" value (from 31 to 61, for example), then open AniMate and grab the last yellow box and drag it to the end of the new animation, that will be the new end of the animation. Do the same with previous others until you are satisfied. This way also permits you to have more control on the animation, for example moving the hips sways keyframe closer to each other to have a faster movement or make room to add some more movements.
As said before try, try, try and try again until you find your best way!
P.S.
Forgot to say that your animation is very nice!
Now this looks pretty darn handy. Mcasual certainly is a genius when it comes to this kind of stuff.
When you say "add the animation"... I'm not sure what you mean. I can increase the frames from 31 to 61 but that only adds more frames. I haven't been using aniblox for any of this. Poses and hand placement only.
Yes, adding frames to animation allow you to move the keyframes using KeyMate.
Let me show you what I mean using some image:
In the Image_1 we have our char doing some exercise, but he moves way too fast. We can't change the FPS of the scene because the movement will not slow down.
In the Image_2 we can see the keyframes pictured as little boxes. Those little boxes can be moved around in the KeyMate's timeline.
In image_3 we are back to the standard timeline and added some frame to the scene, from 31 to 61 (from one second to two seconds of length). We can see that the last frame now is in the middle of the timeline.
In image_4, the same thing happen to the little boxes. Now we can move and put them where we need. Start from the last frame (the frame on the center that was the last before the changes) and move it to the end of the new timeline. Do the same with the others, until you obtain the same pattern as Image_1.
Finally we have our animation retimed. The speed of the movements now should be an half than before.
This is a simple operation when dealing with short, simple looping animation like in the example. For more complicated animation it better rely on plugins like MCasual's one. Anyway, even in complex animations, KeyMate can help you retiming the movements!
I hope I've been more clear now! Anyway, ask whatever you want!
Imago that was cute. And SpearCarrier's too.
The computer generated voices don't bother me so much because one of my uncles had a computer generated voice. I think you should use youself speaking for at least one of your voices. Most people like hearing people speak with accents and foreign accents too.
I will read dialogue into my Android tablet for you free if you like and send it too you. Use the forum Message facility. I am a male native US English speaker but I'm not sure of what accent I have anymore because it's changed as I lived in different places. I've only ever tried to imitate Mickey Mouse but I don't do Mickey Mouse really good and my voice box gives out trying it too long but it the easiest voice to imitate somewhat accurately - you just need a man, better if he speaks American English, trying to speak like a woman with a high pitched voice.
I have no animations of my own to show yet but I hope by the end of the year. I am planting lavender plants now as consolation though.
here something I took some screen shots of what i'm rendering tonight . its a scene from my new Karate girl animation.
I took a snipit of daz4.8 rendering and I took a copy of my render album of the same scene number.
in the first one you can see some of my settings. I dunno if that helps . But you can see how long it takes to render 6 second scene.and raytrace light settings
1 hour and 40 minutes for 137 frames? Pretty long!
Wich parameters you used for that?
I make all my animations 1080 HD. which mean I render the frames at 1920x1080 .. I also like to use UE2 light spheres when i'm working & rendering with 3delight.and set my sun shadow maps at raytrace, even if i'm not using Uber-lighting. I still always set my light sources at raytrace. and just adjust the shadow softness settings as i neeed it for desired effect. .. it always give me the results i'm looking for using this techinque. But the sacrifice is longer render times. this is scene04.5 seconds I just started rendering this one tonight so i took another capture.. I had to work today so I did not get much done my animation..
I just bought a Great Wall of China Persimmon Tree
sweet! that will be fun to play with :)
Thanks you so much for this! I just now made a tutorial pdf out of this so I can print it and have it when I use the other computer. You make it look so easy.
Forgive my sounding kind of dumb, but is that 1080HD for say a DVD or simply high quality for the nets? How do you know what size to render your movie in?
And you seem to render a lot faster than I do. What's your hardware set up?
Ivy, if your renders don't need to be very photorealistic, can I suggest you to bring the "Shadow Samples" from 16 (That I guess is your value) to 10, 8, 4 or 2? I can assure you that the render will be way more faster without lose too much quality on shadows. Try playing with tha values in a test scene!
Glad the be useful!
Thanks for the suggestion..though I usually do reduce shadows sample rates if i can I also delete things out of the scene that is not seen by the camera as well. you can believe me when I say I look for all the short cuts as possible to speed up rendering.... but a lot of scenes I use higher sampling. sometimes its not just the shadows your after but sometimes your looking for the right light setting to bring out the details out of your backgrounds props and textures. Also just having a bunch of characters can sometimes slow down your render times. I'm not so much into quick as much as I am quality of the finished render.. even though I may not want to achive photo realistic for my animations, i do want to make them as believable as possible which sometimes can ony be done with light sampling and shadows settings. sometimes I will use more than one raytrace light source.& Uber environments to give me the best results which adds a little to the renders times, it does have to be photo-realistic to be believable , so I guess everything is relevant to what your working on I suppose.
That is a very good qestion... What is 1080 Hd? Accroding to wikipedia 1080p (also known as Full HD or FHD and BT.709) is a set of HDTV high-definition video modes characterized by 1080 horizontal lines of vertical resolution[1] and progressive scan, as opposed to interlaced, as is the case with the 1080i display standard. The term usually assumes a widescreen aspect ratio of 16:9, implying a resolution of 1920x1080 (2.1 megapixel) often marketed as Full HD. which My Adobe Premiere cs5 I use for my film editing allows for saving for all versions of HD scale videos. and also allows me to create videos and burn Blu-ray and HD dvd disk as well as upload 1080p to Youtube or my web site directly from my film editor.
so in order to get the best results in my film editor I render my films the same size as my movie size that I'm going to use for my film .which I choose 16.9 scale @ 1080 HD.
My work station is main frame network computer & is a Custom built Intel i7 Ivy Bridge 3.333 Ghz processor, that can be over clocked up to 20% easily on start up of my system. I also have 2 EVGA 980ti graphic cards, and I just recently upgraded my Ram memory to 48 gigs of rams I was running 64 gigs but i had t order some new Chipset because I had 2 that were not performing properly. and the main thing is I keep this system very cool . with different types fans and liquid cooling. so I can really push this sucker.
I also have & keep my 3 - 2 tb content drives off my main system and I have a 1tb drive dedicated work drive for all my working projects.. I also have a lap top and a second older desk top networked into my main frame systems so I can access all my content drives and projects to use for building news scenes during my rendering the one i just got ready for render on the big system.. I have a rather organized work flow I have it set up just for creating animations. and it does not hurt i've been making animations a very long time with daz and poser. with practice comes experience. with experience you learn short cuts and cheats. :)
Not bad, Ivy!
Anyway there is another "cheat" to speed up renders: Adjust iterations!
Try to put the clothes' (and accessories) Iteration to a lower value. Some clothes works fine even with just a value of 1, some other might need 3 or more to avoid poke-through, but still are way less that the often used 20!
This will cut a lot calculations for that part of the render (DAZ first calculates the Iterations then renders the frame).
And using "Instances", also, will speed up your render as long your workspace! For example, you need ten rocks falling from an edge to your char. If you use the instances, the system memory will need to "keep in mind" only ONE texture preset and only ONE absolute point for all ten rocks. Every instance can be moved indipendently and will have their own shadow.
Okay, Ivy, your computer set up far outweights mine - lol - but I had a feeling it was going to. We are probably going to have to upgrade my render computer from Windows 7 to Windows 10 so that I can handle mocap a little. (Aniblox only go so far and I just can't seem to get hip orientation down.) I have only 16 RAM, and I'm not even sure I can upgrade. But it's a start, I figure, and toon renders usually talke a lot less power than yours. Well, except for the manga shaders. Those eat power.
I do a lot of things on my computer besides render animation. so my computer build has been a work in progress for the last 2 years. my biggest expense to start was my mother board and processor chip set. after than the skys the limit. I started my base build at IbuyPower.com and went from their.,
though in your case just starting out I would think 16 gig of ram would be more than enough do anything you would need to for animation. when I started out making animation i had started with a windows 98 running a Intel 400 2ghz with 564 megs of ram.. yes that is mega byte..lol and still made fairly entertaining animations.with poser 4 and I think daz 3 just came out then.
this is my first animation ever with Daz Studio... don't laugh now this was 5 or 6 years ago when i was starting..lol
AAaah! Her fingertip stuck to the console! LOL... but I've seen this. I remember this video. I have to say you did a score better than I could at this time. I'm still stuck with learning things. Today I made my first animation cycle (a walk, of course) so I could learn how to use mcasual's pinmedown and uh.. that other... script. It was a bit of a fight.
I do want to get going with a real animation. I need a good sailing ship, a morphable ocean, a rock, a crab, maybe a seagull, and basically things I'm having a little trouble locating just now.
Daz has a bunch of great ship models. I use to use a morph able water pane by nerds . but they don't work in this version of daz. . So i found using animated texture maps script in a water pane. looks better. & Dragonstorm has a great animated texture script i use with daz 4.8 but i have not got to for daz 4.9 yet because the way I have my stuff loaded.and running both software at the same time.
Yes your right it takes a little while to build yourself a good library of content to work with. that is why learning how to put different models prop, texture kits and just mixing sets together to to make up new unique sets (Hense the term "Kit Bashing") is helpful. Ha Ha
well that explains it, I grabbed a bunch of Nerds stuff before he packed up and left on sale and thought I was doing something wrong, I normally use Carrara but wanted stuff to use in DAZ
I ended up making my own morphing water from an exported series of Carrara oceans
I have a huge library. I've been collecting items since before I went to DAZ. I was using Poser 5, or 4. Or... you know. Way back when. I could animate a plane like you describe, but it won't have the right feel. There are morphable oceans out there, and I'll probably get one eventually, but I'm also looking for a beach that has morphing waves for one of my bigger planned projects. I've yet to find one. I seem to remember there was an object set that had waves you could add. If I could find that, I could just morph the waves myself using deformers.