(Commercial) - Zombie Moves Genesis and Spy Moves Genesis - Now Available at Daz3D!
NOW AVAILABLE!
We have been busy at Posermocap.com, working on refining and creating motion captured animations for not one, but two separate products! We are very pleased to announce Zombie Moves Genesis and Spy Moves Genesis. These packs are designed strictly for use with the new Genesis and Genesis 2 figures from DAZ3d and each pack will provide mocap in Aniblock, PZ2, and BVH formats, allowing you to use the motion captures in a variety of programs.
Zombie Moves Genesis
http://www.youtube.com/watch?v=6XKODGuEXgk
Available here: http://www.daz3d.com/new-releases/zombie-moves-genesis
The ultimate zombie motion capture pack takes the proven quality of Zombie Moves 1 and Zombie Moves 2 and optimizes them specifically for Genesis and Genesis 2. Each of the eighteen mocap files also comes with a mirrored copy. Also, if you use GoFigure's Animate plugin for DAZ|Studio, you will find that many of the animated walks will loop and blend together.
We also added in a number of other animations, such as transition mocaps between arms up and arms down - allowing you to blend between the classic walks and the "shuffle-sway" walk. And, to make the zombie-hunters happy, we also included some "head shot" mocaps which will allow you to make sure the zombies stay dead.
Spy Moves Genesis
http://www.youtube.com/watch?v=UqbveLkRjUE
Available here: http://www.daz3d.com/new-releases/spy-moves-genesis
Not content to leave well enough alone with the Zombie Moves Genesis pack, we decided that we just had to convert our best-selling Spy Moves pack over to Genesis and Genesis 2. All of the motion-captures in the classic pack are there and we added a whole bunch of new ones that will really allow you to amp up the energy in your animations.There are sixteen motion captures as well as mirrored versions. Like the Zombie Moves Genesis pack, the Spy Moves Genesis motion-capture pack comes in Aniblock, PZ2, and BVH formats. We've also reworked a number of the motion-captures so that looping and blending between select mocaps is possible.
Comments
Aha these are finally in the store!
http://www.daz3d.com/spy-moves-genesis
http://www.daz3d.com/zombie-moves-genesis
Thanks Anikad! I was just getting ready to post an update, but you beat me to it!
Yes, these are now live and are part of the PA Sale! Follow Anikad's links in the prior post to get your copy. As always, let us know if you use these in any of your animations - we always love seeing some of our mocap being used!
Here's the covers:
For Spy Moves, the product description specifically refers to Genesis 2 Female. Does this also work with Genesis 2 Male? tx
Hi Melissa,
Genesis 2 Female aniBlocks and poses will work very well with Genesis 2 Male figures. There are some very slight differences, but the G2M figure we tested performed very nicely with G2F aniBlocks. There are more differences with the straight Genesis aniBlocks, but as long as you're using G2F aniBlocks, you'll be fine.
Good to know. Thanks!
Next question! I'm using the "Gen 2 Fire and Advance" with a rifle prop from The Firearm Pack. Seems like I can pose the hands, but if I attempt to move the forearm or shoulder to get the hands into the proper position on the rifle, those pose changes (forearm/shoulder) disappear the instant I press play. I clearly have one of two solutions...figure out how to alter the actual animate block, or find out what rifle prop was used in the making of said animate block. Any suggestions?
Thanks!
The rifle pose should work with any standard rifle with a pistol grip, so M-4's, M-16's, AK-47's etc.
My standard practice is to load the rifle and parent it to the character's right hand (for a right-handed shooter) in the T-Pose before the aniblock is applied. Once applied, you can rotate and shift the rifle to get it into position, rather than moving the hands.
The forearms and shoulders actually involve some pretty complex rotations in the mocap data, so I wouldn't try shifting those around. The arms also tend to be at the figure's joint rotatation limits and the figure may not let you do more unless you turn off limits.
If you absolutely have to do so, create a subtrack in animate and apply keyframes to get the body into the pose you want to the subtrack. This will mix with the mocap data and adjust it. I've used subtracks to apply foot rotations so characters can walk in high heels, or to otherwise tweak mocap data. Here's the Animate manual - subtracks are about three-quarters of the way down the page.
http://www.gofigure3d.com/site/?option=com_content&view=article&id=92&Itemid=86
Thanks for the response. I did find a rifle in that pack that worked. I found that I could pose the fingers and carpals, but the hands needed to be left alone. Worked beautifully once I switched rifles!
https://www.youtube.com/watch?v=fHDzeZV1gRY&feature=youtu.be&noredirect=1