Genesis 8 & Genesis 2 aniblocks
vaughnmciver
Posts: 1
will we be able to use aniblock for Genesis 2 with Genesis 8
Post edited by Chohole on
Comments
https://www.daz3d.com/forums/discussion/109161/please-put-your-question-in-the-post-body-and-the-title
Nope
So much for " backwards compatibility"
So we can use our skinmaps all the way back to V4/M4
great I am doing that with G2
and clothing fits from previous generations fit better.
Moot, I develop my own clothing content for G1,2,3.
Muscle flexing ,great !!clearly a feature best utilized in animation
but this new figure can not accept any of my existing animation data
from IClone and likely motionbuilder.
verdict - useless to those who animate Daz figures. thus I shall pass.
well except for having to apply a Tpose in the retargetting room of 3DX6 she works perfectly in iClone6 with the Genesis 3 facial pipeline duf.
as seen on this video
so no cannot go back to DAZ studio but certainly can still do as much as Genesis 3
So for clarificatio;
G8 Still wont accept its own BVH Datain DS created in Iclone with the G8 Rig?
How about the zaz777 or Draagonstorm script to retarget motion fomr G3/V4??
same limitation as before, I did test a BVH in the hope it worked but sadly no.
Thanks Nothing new for us animators then.
Oh well long live G2.
@wolf359 @th3Digit
Actually I use Blender for animation since I don't feel DS is ready (yet). But I'm really interested in this iClone and BVH subject. I see the Reallusion's thread talks mainly about Genesis 2. But it's easy to find Genesis 3 too on youtube. So, what limitations are you talking about for the DraagonStorm's scripts and Genesis 3 ?
https://www.daz3d.com/animation-conversion-genesis-2-to-genesis-3
https://www.youtube.com/watch?v=6umSgDdSnw0
The DraagonStorm script yields decent results goin fromG2 to G3
with some motions but popping /jerky results with others
But on the matter of animating the new Genesis 8 see my report in this thread:
https://www.daz3d.com/forums/discussion/176881/animating-the-genesis-8-female-why-bother#latest
I think you will find the same issue arises with a Blender exported BVH
regardless of the source Genesis 3 and 8 cannot load BVH import based on their own bone data even if exported from DAZ studio itself.
previous figures can.
its a major breakdown in the import pipeline IMO as pro mocap software cannot be used even.
Only way to animate them is by hand in DAZ studio.
If you look at the BVH importer dialog
it has some basic bone hierarchy templates built
in based on figures possibly going back as far the the zygote
male& female ("Possette & Dork")
It will need to be updated or, at the very least,
offer an improved manually mapping option like the ones we see when
Iclone ,Mixamo etc does not recognize an imported rigs hierarchy.
@wolf359 @th3Digit
Thank you very much for your reply. So if I understand correctly, the limitation you're talking about is that to import a BVH for G3 you have to import it for G2, then convert G2 to G3 via script.
I feel what's missing here is an Alembic importer for DS.
p.s. As for Blender I use Cycles for rendering, so I don't need to import the animation back in DS. Actually I mainly use DS as a character generator for Blender. Also Cycles is faster than Iray since you can setup some bias level. And it uses less memory too since it's tile based. The next Blender 2.8 version will get a brand new PBR real time viewport called EEVEE.
yes but we need a new script for Genesis 8 now because it's A posed
Correct... not worth the extra work IMHO
I will just use G2 from the beginning to end.
Cycle is a better PBR than IRay due to the branched path tracing
mode that lets you optimize settings based on lighting and materials
and its node based controls.
IRay for DS is a Dumb brute force solution IMHO.
In 2.79, ( you can download beta from blender edge) Cycles update with real PBR shader, (Principal BSDF). it more faster than cycles, and remove many problem which we need to get real PBR roughness effect. (include SSS, trasmission) about emission transparent, we just need to add Cycles Transparent ,emission node and mix it with Pricipal BSDF shader node.
at first glance, set-up is real easy enogh.
and we can use almost same node set-up, for EEVEE 3d view port PBR render too. And finally we get shadow catcher for cycles (we needed many tweaking to achieve it before) I can not wait,, 2.8.