KeyMate from goFigure this month

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Comments

  • no_mstrno_mstr Posts: 14
    edited December 1969

    Hi Go_Figure! I picked up KeyMate and its definitely a huge improvement. Coming from the professional realm, I rely heavily on graph/curve editors when animating in my every day packages. Any plans on implementing a graph editor into KeyMate or releasing an additional plugin? As soon as we get that functionality in DS I can see myself integrating it more into my pipeline.

    PS I know someone developed that Gepetto plugin for DS3 on PC, but unfortunately I was never able to try it as I'm on Mac and using DS4.5.

  • edited December 1969

    Got key mate looks promising your first example in the store shows facial expression key frame editing is this limited to certain characters ?? What information is needed in the poser file import to edit facial key frames in the key mate I am primarily interested in fine tuning face hands and cameras pardon my ignorance I know it is new and I am still learning to use D S have along way to go Thanks for your hard work GO_FIGURE I will watch the ut video

  • edited December 1969

    Is it essential to use DS4.5? I haven't upgraded from 4.0 because I got fed up with Daz continually requiring me to d/l upgrades.

  • ammon_fde0d92863ammon_fde0d92863 Posts: 119
    edited December 1969

    mullhull said:
    Got key mate looks promising your first example in the store shows facial expression key frame editing is this limited to certain characters ?? What information is needed in the poser file import to edit facial key frames in the key mate I am primarily interested in fine tuning face hands and cameras pardon my ignorance I know it is new and I am still learning to use D S have along way to go Thanks for your hard work GO_FIGURE I will watch the ut video

    Just switch the TR dropdown to TRSV and keyframe away.

  • ammon_fde0d92863ammon_fde0d92863 Posts: 119
    edited December 1969

    ACThomson said:
    Is it essential to use DS4.5? I haven't upgraded from 4.0 because I got fed up with Daz continually requiring me to d/l upgrades.

    Yes. Sorry.
  • edited December 1969

    Thanks Go_Figure got that from your u-tube vid and trying it out thnks for all the work and Happy and Safe Holidays To ALL !!!

  • creativemodelsbecreativemodelsbe Posts: 0
    edited December 1969

    Hi Go_Figure! I picked up KeyMate and its definitely a huge improvement. Coming from the professional realm, I rely heavily on graph/curve editors when animating in my every day packages. Any plans on implementing a graph editor into KeyMate or releasing an additional plugin? As soon as we get that functionality in DS I can see myself integrating it more into my pipeline.

    PS I know someone developed that Gepetto plugin for DS3 on PC, but unfortunately I was never able to try it as I'm on Mac and using DS4.5.

    Ooh Yes VOTE
    Me want graph editor and only 1 timeline sir (combine animate, keymate, studiotimeline = 1 timeline animator solution)

  • DartanbeckDartanbeck Posts: 21,623
    edited December 2012

    One of my favorite parts of Carrara, which has always kept me from getting anywhere with animations in DS, is its sequencer (timeline keyframe editor) and this looks to be what DS users will have now. Gonna have to buy this just to support the cause!
    Good to see you guys back in the scene, GoFigure.

    PS:
    I've purchased (and love) ALL of your splendid aniBlock packages. They work extremely well for what I'm doing.
    I would love to buy more of them, so suit up people in those little buttons and get that motion capture studio alive again!
    Useful additions to what you already have:
    Running/Jogging construction kits for V4, M4 and Genesis (like your walk construction kits but for running)
    Transitions between the walk and run construction kits
    Gymnastics Kits
    More fighting - puncher and receiver of the punch
    - Kicker and receiver of the kick
    - etc

    Conversation Motions
    Walk styles 2
    Monsters 2
    Heroes 2
    Gestures 2
    Involuntary Reactions 2
    Sword fighting
    Gun Fighting

    Just some inspirational ideas. The way it works for me is:
    You make 'em, I buy 'em
    When I find a need for an animation that is not offered in one of your packs, I still import one of your aniBlocks, remove the parts that don't correspond to what I need, and redirect those parts to fit into my needs - the GoFigure aniBlocks are fun to manipulate and are very well made - so if you feel that their profit margin doesn't fit for you, I'd be happy to pay more for them.
    Thanks GoFigure - keep up the great work!

    Post edited by Dartanbeck on
  • edited December 1969

    Well I bit the bullet and downloaded 4.5.6 and purchased KeyMate and installed that. Where is the documentation?

    Please don't tell me that that YouTube video is it. It asks more questions than it answers. For example, when the ball is raised to the top of the screen at about frame 15, a key frame is added to the Y Trans channel by default, and the narrator says that I will normally want to add keys in the other channels too - so why is only the Y Trans channel set by default? If keyframing all channels is normal, why is that not the default? What difference does it make? When would I use the single-keyframe default in preference to the "normal" mode? What other things happen in the interface which are not covered by that trivial video? Or is the program as trivial as the video? Or is every user expected to discover all the program's facilities by themselves?

    I don't want this thread to become a repository of tips and tricks for effective use of this tool. I just want to be told where I can find the user manual.

  • ammon_fde0d92863ammon_fde0d92863 Posts: 119
    edited December 1969

    The readme is the current manual right now. It gives an explanation of each button and area of keyMate.
    - http://docs.daz3d.com/doku.php/public/read_me/index/15390/start

    Though, it sounds like you are wanting more of a step by step lesson or how-to on animating in general. More videos will be coming, although I know some people are not fond of videos and prefer written instructions and images.

  • ammon_fde0d92863ammon_fde0d92863 Posts: 119
    edited December 1969

    Hi Go_Figure! I picked up KeyMate and its definitely a huge improvement. Coming from the professional realm, I rely heavily on graph/curve editors when animating in my every day packages. Any plans on implementing a graph editor into KeyMate or releasing an additional plugin? As soon as we get that functionality in DS I can see myself integrating it more into my pipeline.

    PS I know someone developed that Gepetto plugin for DS3 on PC, but unfortunately I was never able to try it as I'm on Mac and using DS4.5.

    Ooh Yes VOTE
    Me want graph editor and only 1 timeline sir (combine animate, keymate, studiotimeline = 1 timeline animator solution)

    A graph editor would be cool.

    Regarding combining animate, keymate, and studiotimeline.
    - I can't really control DAZ. Anyone can close the studiotimeline pane which is effectively the same as not ahving it. keyMate does all that the studiotimeline pane does(except the looping button which was an oversight).
    - merging aniMate2 and keyMate is probably asking for trouble. aniMate is very complex and entirely different system, to do what it doesaniMate2 has to take over the Studio Keys. keyMate operates on the Studio Keys, so it plays much nicer with other plugins.

    Better interaction between aniMate2 and keyMate is certainly a good idea.

    Other programs, like Maya, Max, and Blender follow a similar paradigm, the aniMate style NLA system is separate from the main animation system.

  • edited December 1969

    Go_Figure said:
    The readme is the current manual right now. It gives an explanation of each button and area of keyMate.
    - http://docs.daz3d.com/doku.php/public/read_me/index/15390/start

    Though, it sounds like you are wanting more of a step by step lesson or how-to on animating in general. More videos will be coming, although I know some people are not fond of videos and prefer written instructions and images.
    I looked at that readme. I have several comments.

    Simple rule, after getting that pose just right, double click on the figure and click the set key button before you go pose the figure at a different place in the animation.
    I'll not ask how I can do a right double click… but I will ask what part of the figure I should double-click on. Or do you mean the figure name in the timeline? And if so, why did you not say that? And what is the effect of doing that double-click? You are leaving your users to find out for themselves.Only doing motion? then TR (Translate and Rotate) is all you want. Doing some scaling effects? TRS is for you. Animating morphs and want to see those keys also? TRSV (Translate, Rotate, Scale, Values) is what you want.Why? What's going on? is it impossible for you to describe the result of making these selections? That kind of statement is what makes this read-me absolutely not a user guide, and I'm wondering if you have anyone on board who actually knows how to write one, or cares enough to actually do that. And no, I do not want any videos. I want a document which will describe and explain the features of the program. Is that too hard, or too much to ask, or in your opinion unnecessary?
  • ammon_fde0d92863ammon_fde0d92863 Posts: 119
    edited December 1969

    The double click is meant as a double click on the character in the viewport.

    I have a degree in Computer science. I guess it shows that technical writing is not my strong point..

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    ACThomson,,, I can understand your problem,,,

    but keymate is expansion of ds timeline and key, so you need to learn about ds timeline f@@;

    Go figure can guide us how to use keymate,, but it depend on ds timeline. and

    DAZ need to make guide about ds timeline. they stop to guide new user how to use their ds and animation tool.

    they only show us in ds 3, with lip sync or Go figure aniblock, but they do not tell us about ds timeline.

    I believe, Go figure need not make manual how to use ds timeline . it is work for daz programmer.

    actually,, Keymate seems so simple but powerful, but for use kemate more,, to understand clear,

    how daz timeline work. I perfectly disappointed about lack of basic manual about daz stuido timeline.

    if I was user who start with ds 3 or more old version,, it seems no problem. because, daz supprot them

    with manual and it work with the 3rd generation figure, and there are some plug in.

    but now DAZ perfectly forget to guide new user of ds 4 or 4.5 about animation.

  • déessedéesse Posts: 2
    edited December 1969

    Yes, I'll be patient, because I know it's impossible to do everything at the same time. And I know that I don't understand everything right with my school-english :-)

    But does the release of graphmate means that I have to purchase graphmate too to solve my problems??? :-(

  • bighbigh Posts: 8,147
    edited December 1969

    déesse said:
    Yes, I'll be patient, because I know it's impossible to do everything at the same time. And I know that I don't understand everything right with my school-english :-)

    But does the release of graphmate means that I have to purchase graphmate too to solve my problems??? :-(

    looks like a winner to me !

  • edited December 1969

    Kitakoredas, thanks for your comments. I do know that Daz are useless about support, but that doesn't excuse GoFigure. He said that we should double-click on the figure before setting a keyframe in all channels, but double-clicking on the figure in the viewport will have different results in Daz depending on where you double-click. He just does not explain what difference that makes, or even why you need to double-click the figure in the first place. His readme says a bit about what. but nothing at all about why. In order to make the most effective use of software, you have to understand a bit about what's going on. He just doesn't see that.

    If my undergrad students offered me docs like that in support of their project work, I would fail them.

  • ammon_fde0d92863ammon_fde0d92863 Posts: 119
    edited December 1969

    Double-Clicking on the character in the viewport selects the root node of that figure. Again my ignorance is showing, I am unaware of any other behavior of a double click on a figure in the viewport? It always selects the root of the figure for me.

    In general, clicking the set key button in graphMate will put a key on every channel for the currently selected node and all of its children.

    The idea I was attempting to convey that many people will pose and adjust a figure at a specific time in the animation. DAZ Studio will automatically put keys on anything adjusted. Some parameters of the figure and its children will not have been adjusted, so no key will have been added by Studio. The user usually(not always) expects the figure to look exactly like it does when they posed it at that specific time in the animation. To ensure that they get what they expect, the simple rule:
    - After you get that pose just right, select the root node of what you are posing/adjusting and hit the set key button

    Of course, there are always exception to the this rule. In the graphMate video, I don't follow that rule even once.

  • edited December 1969

    Go_Figure said:
    Double-Clicking on the character in the viewport selects the root node of that figure. Again my ignorance is showing, I am unaware of any other behavior of a double click on a figure in the viewport? It always selects the root of the figure for me.… and also expands the scene hierarchy to that level, at least it does on the Mac, so the expansion you get depends on the part double-clicked.

    Why can I not just double-click on the figure name in keyMate? is that not equivalent, and actualluy much easier than moving the pointer away from the screen containing KeyMate to the screen and pane containing visible parts of the figure?

    In general, clicking the set key button in graphMate will put a key on every channel for the currently selected node and all of its children.
    We're not discussing graphMate here.

    Of course, there are always exception to the this rule. In the graphMate video, I don't follow that rule even once. This is ridiculous. You are not prepared at any time to explain any reasons. You don't follow that rule in a tutorial video, but you never say why not. Hopeless.

  • ammon_fde0d92863ammon_fde0d92863 Posts: 119
    edited December 1969

    ACThomson said:
    Go_Figure said:
    Double-Clicking on the character in the viewport selects the root node of that figure. Again my ignorance is showing, I am unaware of any other behavior of a double click on a figure in the viewport? It always selects the root of the figure for me.… and also expands the scene hierarchy to that level, at least it does on the Mac, so the expansion you get depends on the part double-clicked.

    The expansion of the nodes in the scene hierarchy is not relevant to keyMate. I don't see why that would matter.

    ACThomson said:

    Why can I not just double-click on the figure name in keyMate? is that not equivalent, and actualluy much easier than moving the pointer away from the screen containing KeyMate to the screen and pane containing visible parts of the figure?

    The expected behavior for a treeview is that double click causes a expand or collapse. It's built into the QTreeView that I am using.

    ACThomson said:

    In general, clicking the set key button in graphMate will put a key on every channel for the currently selected node and all of its children.
    We're not discussing graphMate here.

    My mistake. And that is a mistake.
    - In general, clicking the set key button in keyMate will put a key on every channel for the currently selected node and all of its children
    - The set key button in graphMate will put a key on the curves showing.


    Of course, there are always exception to the this rule. In the graphMate video, I don't follow that rule even once.

    This is ridiculous. You are not prepared at any time to explain any reasons. You don't follow that rule in a tutorial video, but you never say why not. Hopeless.

    Explaining different paradigms of keyframe animation is really outside the scope of what I do. I can only comment on what seems to work for me. As an animator, I am self taught and not that great. Might I suggest a course in keyframe animation from a local university?

  • richard.walter82@googlemail.com[email protected] Posts: 14
    edited December 1969

    Oh great, I bought keyMate last week and was very impressed by it, I was a huge fan of Gepetto for DS3 and was hoping similar tools would come to DS4 one day. I actually popped into this thread to see if there was any information on a graph editor hitting the store and it looks like you've beaten me to it and released one! Awesome, I'm gonna get it now and treat myself to an early Christmas present. Cheers!

  • edited December 1969

    Go_Figure said:
    The expansion of the nodes in the scene hierarchy is not relevant to keyMate. I don't see why that would matter.YOU know it doesn't matter to your software. How do I know that unless you tell me?
    The expected behavior for a treeview is that double click causes a expand or collapse. It's built into the QTreeView that I am using.
    OK, so why should I not single-click on the figure name in keyMate to select the root?

    Might I suggest a course in keyframe animation from a local university?
    I know quite a lot about keyframe animation. I've used it very successfully in many 3D packages like Cinema 4D and others, as part of my work as Head of Multimedia at Glasgow University. My issue is that I don't know if you have installed quirks in your software like Daz did in their so-called keyframe animation procedures in their timeline. And your non-documentation doesn't tell me.

  • ammon_fde0d92863ammon_fde0d92863 Posts: 119
    edited December 1969

    ACThomson said:
    Go_Figure said:
    The expansion of the nodes in the scene hierarchy is not relevant to keyMate. I don't see why that would matter.YOU know it doesn't matter to your software. How do I know that unless you tell me?

    Off the top of mey head the following things of Studio matter to keyMate.
    - All nodes in the scene(for the list)
    - The primary selected node in Studio and all of its children(for the set key button)
    - All visible and animateable properties of that node(and children) and its DzObject(container for the geoemtry and morphs)
    -- the keys of the above properties
    - The current Studio scene time
    - The current Studio animation total range
    - The current Studio animation play range
    - The current Studio fps

    ACThomson said:

    The expected behavior for a treeview is that double click causes a expand or collapse. It's built into the QTreeView that I am using.
    OK, so why should I not single-click on the figure name in keyMate to select the root?

    I don't see how my suggestion in anyway implies that. If you want me to admit writing is not my strong point, I readily admit it.


    Might I suggest a course in keyframe animation from a local university?
    I know quite a lot about keyframe animation. I've used it very successfully in many 3D packages like Cinema 4D and others, as part of my work as Head of Multimedia at Glasgow University. My issue is that I don't know if you have installed quirks in your software like Daz did in their so-called keyframe animation procedures in their timeline. And your non-documentation doesn't tell me.
    Glad to hear it. In regards to quirks, I think I would be the last person that can help you. Quirk is in the eye of the beholder. As the implementer of it, I doubt I would see what you would think as a quirk. I think you may have to rely on your fellow forum members to help with that one or you may just have to just give it a go.


  • info a385info a385 Posts: 0
    edited December 2012

    I am very new to animation, but I found the two videos by GoFigure very useful in helping me to understand how to use keymate and graphmate. The only bit that I didn't quite get was how to select all the keyframes at once, so that they can be moved, copied, and pasted. I am really glad to see these plugins arrive, because I have been tearing my hair out, trying to animate, using the tools in daz.
    To be able to copy, and paste keyframes, and to set curves for transitions, rotations, scaling etc. is going to be a huge improvement on what I will be able to do (once I get the hang of it) so I would like to say a big thank you to GoFigure for these tools.

    Post edited by info a385 on
  • carolinebegbiecarolinebegbie Posts: 162
    edited December 1969

    You drag a selection box with the left mouse around the keys you want to select.

    In this video, although it happens very quickly, you can see the mouse dragging a box around the key, which is subsequently highlighted:
    http://www.youtube.com/watch?v=jVqqAkepmT0

  • animajik_6696dda723animajik_6696dda723 Posts: 109
    edited December 1969

    I'm anxious to try these new tools (bought them as soon as they hit the store: KeyMate and GraphMate)

    I've decided it's time to bite the bullet and start using DS4.5 for 2013. I've been using DS3 almost exclusively.
    Just got to get used to the interface.

    -AniMajik

  • spacecat56spacecat56 Posts: 54
    edited April 2013

    The doc page at the URL provided in this thread (that URL being http://docs.daz3d.com/doku.php/public/read_me/index/15390/start ) currently says "This is a placeholder for the product Read Me - this product has not yet been publicly released".

    Having bought this product (KeyMate) I request, and I expect, documentation on how to use it and what it does. Please tell me where the documentation is actually located.

    Post edited by spacecat56 on
  • steve-2268543steve-2268543 Posts: 0
    edited December 1969

    Howdy, GoFigure,

    I got animate2, graphmate and keymate. Thank you so much! These are must-have, invaluable tools for animation in Daz. FWIW, I'm using them to develop animations to port to iClone. Just getting started, but the quality of what I have seen so far is superb.

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