"Reallusion introduced IRay to Iclone pro about a year ago and I see No one, in the Iclone community, using it for animation renders."
Are Iray renders in Iclone as slow as they are in DS?
I was just over there looking around. There is a feeling that Iray animation rendering is impractically slow, which I have to agree with. On the other hand, iClone's realtime rendering is pretty nice.
Yes, I have Iclone 7 and 3DXchange pipeline and would love to get more use out of them but I like having the control over clothing and hair that exists in DS. I wish there was a way to transfer keyframed cloth and hair animations into Iclone. I still can't find a happy medium I like for skin textures in DS or any other platform. Getting MMD motions and characters for that mater into iclone is very easy but getting DAZ assets into iclone takes a lot of work.
Agreed. After playing with DAZ figures and animations in Unity I don;t get why users still try and use DS and Iray.
Because fbx doesn't export jcms .. Or you can export them but then you have to setup the drivers yourself. And they only work provided that you also got a dual quaternion skinning in unity.
Or another way is to export alembic for deformations but this way you lose the rigging.
The blender plugin imports jcms and applies drivers and dual quaternion skinning automatically so everything works fine with G3 G8. While G1 G2 doesn't work since triax is used. So eevee can be a better choice for real-time rendering.
Because fbx doesn't export jcms .. Or you can export them but then you have to setup the drivers yourself. And they only work provided that you also got a dual quaternion skinning in unity.
Or another way is to export alembic for deformations but this way you lose the rigging.
The blender plugin imports jcms and applies drivers and dual quaternion skinning automatically so everything works fine with G3 G8. While G1 G2 doesn't work since triax is used. So eevee can be a better choice for real-time rendering.
Not "everything" .
The other reasons are no HD, and Subd isn't applied in the same fashion as DS - so you can get geometry issues. eg. Gaps in teeth , eye geometry issues etc... If your characters don't speak, or don't open mouth smile it might be ok... Or you can redo portions of the affected geometry in the other program such as replace teeth etc.. . There are always possible workarounds
Close fitting clothing/shoes etc... will not acknowledge DS's smoothing modifiers, you 'd have to create your collision modifier, or find alternative ways to deal with poke through (e.g camera work, don't show the problems)
The only way is for "everything" is a baked format such as alebmic or obj/mdd
I wish there was a way to transfer keyframed cloth and hair animations into Iclone. I still can't find a happy medium I like for skin textures in DS or any other platform.
It depends on your personal preferences for your final output.
Iclone's native cloth& hair physics are realtime and its Maya human IK based motion building tools are far superior to what we have in daz studio even with the new manual IK node system in 4.12.
However I assume you prefer the more "polished" look of the Daz clothing and hair.
I personally find it suites me better to create basic body animation in Iclone and bring that into Daz studio as figure specific targeted BVH
I too prefer Daz studio for my custom modeled clothing and, of course, the many morph options of Genesis in its native environment.
I also prefer to do my facial animation&lipsync in Daz studio as I will ultimately be exporting my pre-animated figures out to C4D as/obj MDD files.
Or another way is to export alembic for deformations but this way you lose the rigging.
Since I tend to approach my animation projects like a "traditional" filmaker/Director I dont care about losing the rigging in my final render program because at that stage I no longer need it.
NO Genesis Character gets sent over to C4D, unless it has already been animated and had an openGL peview movie render from Daz studio to check for mistakes.
There is no re-posing/animating of Characters in C4D because that is all done in the Iclone& daz studio phase of my linear pipeline.
It is my view that a muti-application pipeline is better because there are some programs that will always perform certain functions far better than others.
Therefore I personally consider trying to completely replicate the JCM&posing Functionalty of a Daz genesis figure, in an external program is not worth the labor even with well intended plugins like Larson's or the various Daz to maya plugins on the market.
if you don't mind I have another test that I'd like you to try with your Motion Builder setup it's attached below.
wolf
I have been chatting with Gerald the creator of VWD and he was telling me that he is planning on incorporating converters that will allow the export of VWD simulations to other platforms. He said it would be no problem at all if the other platforms use OBJ files which most do including,I'm sure, Iclone. VWD already works inside of DS, Poser and Carrara. He said he already wrote a converter 3ds max. That was my major drawback with using Iclone was the lack of keyable clothing and hair manipulation.
I am curious though about exporting DAZ characters out of DS in FBX format with geograft items applied like some of the Anime Eyes or heads. I know they can be imported into Iclone through 3DXchange and even have springs attached through non standard character set up. But, what I am curious about the geograft seams in the texture can't remember if that is an issue or not.
I am curious though about exporting DAZ characters out of DS in FBX format with geograft items applied like some of the Anime Eyes or heads. I know they can be imported into Iclone through 3DXchange and even have springs attached through non standard character set up. But, what I am curious about the geograft seams in the texture can't remember if that is an issue or not.
Perhaps someone ,over on the Reallusion forums, may have experience with geografted
characters brought into Iclone via the CC3 transformer tool
I never actually bring my genesis Characters into Iclone itself, as I dont render from Iclone.
I only import them naked into 3Dxchange to receive realtime Imotion retargeted from a base Iclone avatar ,to be exported back to Daz studio as BVH.
I only have iC6 and 3DX6 but geografts mostly work fine there, it is more of a case of which bones you want to map
for the Genesis 3 centaurs I chose both options front then back legs and created iMotions for both I then exported fiddled in Carrara but BVHacker works too just more work, then reapplied as BVH it is a bit confusing to explain, I shared a retarget and iMotion file on the Reallusion forum for it but nobody ever responded
Currently, I use MMD Tools in Blender 2.79. (Cat plugin I don't like at all ...) It seems more successful than MMD4Maya that uses Pmx2fbx. The problem, as you say, is the arm or foot rotations, which I think are of the Euler type, compared to the Quaternion. I detect few problems in the legs. I work with MotionBuilder, but the Fbx Daz Studio importer is the real problem. It is, really, a matter to be optimized in the new versions, as well as that of Bvh. Both are pretty nefarious.
Just yesterday, I came across this.
In fact, there are already Java scripts based on neural networks that allow you to capture movements even from a mobile phone camera (smartphone / tablet). So far, JS files with them can be used inside special Internet sites for processing Artificial Neural Network algorithms (such as Tenor... Tender or Tenzor... Sorry, I forgot the name).
These scripts are pretty cool. They work in real time, they are able to calculate even the turn of the shoulder and ear to the camera, they can recognize the poses of a whole crowd of people at once! Unfortunately, Microsoft Kinect is not available to me (yet), and there are complaints about it, but capturing poses directly from my Galaxy A52 would be a cool option !! If only someone would fasten this script to D|S... Eh... dreams, dreams...
Comments
Wolf said:
"Reallusion introduced IRay to Iclone pro about a year ago and I see No one, in the Iclone community, using it for animation renders."
Are Iray renders in Iclone as slow as they are in DS?
I have been rendering in UE4 lately on a crappy intel onboard graphics chip while waiting for my new computer
its pretty fast if I can get the cinematic sequencer to render the right damned camera cut!
but if i do not read this wrong this is not how to make a movie from a play scene
its about how to animate a daz figure in unity
Oh, that is really nice. There are also eyes, hair shader and weather system on the site.
I was just over there looking around. There is a feeling that Iray animation rendering is impractically slow, which I have to agree with. On the other hand, iClone's realtime rendering is pretty nice.
Yes, I have Iclone 7 and 3DXchange pipeline and would love to get more use out of them but I like having the control over clothing and hair that exists in DS. I wish there was a way to transfer keyframed cloth and hair animations into Iclone. I still can't find a happy medium I like for skin textures in DS or any other platform. Getting MMD motions and characters for that mater into iclone is very easy but getting DAZ assets into iclone takes a lot of work.
Maybe that one will help:
Because fbx doesn't export jcms .. Or you can export them but then you have to setup the drivers yourself. And they only work provided that you also got a dual quaternion skinning in unity.
Or another way is to export alembic for deformations but this way you lose the rigging.
The blender plugin imports jcms and applies drivers and dual quaternion skinning automatically so everything works fine with G3 G8. While G1 G2 doesn't work since triax is used. So eevee can be a better choice for real-time rendering.
Not "everything" .
The other reasons are no HD, and Subd isn't applied in the same fashion as DS - so you can get geometry issues. eg. Gaps in teeth , eye geometry issues etc... If your characters don't speak, or don't open mouth smile it might be ok... Or you can redo portions of the affected geometry in the other program such as replace teeth etc.. . There are always possible workarounds
Close fitting clothing/shoes etc... will not acknowledge DS's smoothing modifiers, you 'd have to create your collision modifier, or find alternative ways to deal with poke through (e.g camera work, don't show the problems)
The only way is for "everything" is a baked format such as alebmic or obj/mdd
It depends on your personal preferences for your final output.
Iclone's native cloth& hair physics are realtime and its Maya human IK based motion building tools are far superior to what we have in daz studio even with the new manual IK node system in 4.12.
However I assume you prefer the more "polished" look of the Daz clothing and hair.
I personally find it suites me better to create basic body animation in Iclone and bring that into Daz studio as figure specific targeted BVH
I too prefer Daz studio for my custom modeled clothing and, of course, the many morph options of Genesis in its native environment.
I also prefer to do my facial animation&lipsync in Daz studio as I will ultimately be exporting my pre-animated figures out to C4D as/obj MDD files.
Since I tend to approach my animation projects like a "traditional" filmaker/Director I dont care about losing the rigging in my final render program because at that stage I no longer need it.
NO Genesis Character gets sent over to C4D, unless it has already been animated and had an openGL peview movie render from Daz studio to check for mistakes.
There is no re-posing/animating of Characters in C4D because that is all done in the Iclone& daz studio phase of my linear pipeline.
It is my view that a muti-application pipeline is better because there are some programs that will always perform certain functions far better than others.
Therefore I personally consider trying to completely replicate the JCM&posing Functionalty of a Daz genesis figure, in an external program is not worth the labor even with well intended plugins like Larson's or the various Daz to maya plugins on the market.
pdr0
if you don't mind I have another test that I'd like you to try with your Motion Builder setup it's attached below.
wolf
I have been chatting with Gerald the creator of VWD and he was telling me that he is planning on incorporating converters that will allow the export of VWD simulations to other platforms. He said it would be no problem at all if the other platforms use OBJ files which most do including,I'm sure, Iclone. VWD already works inside of DS, Poser and Carrara. He said he already wrote a converter 3ds max. That was my major drawback with using Iclone was the lack of keyable clothing and hair manipulation.
I am curious though about exporting DAZ characters out of DS in FBX format with geograft items applied like some of the Anime Eyes or heads. I know they can be imported into Iclone through 3DXchange and even have springs attached through non standard character set up. But, what I am curious about the geograft seams in the texture can't remember if that is an issue or not.
Perhaps someone ,over on the Reallusion forums, may have experience with geografted
characters brought into Iclone via the CC3 transformer tool
I never actually bring my genesis Characters into Iclone itself, as I dont render from Iclone.
I only import them naked into 3Dxchange to receive realtime Imotion retargeted from a base Iclone avatar ,to be exported back to Daz studio as BVH.
I only have iC6 and 3DX6 but geografts mostly work fine there, it is more of a case of which bones you want to map
for the Genesis 3 centaurs I chose both options front then back legs and created iMotions for both I then exported fiddled in Carrara but BVHacker works too just more work, then reapplied as BVH it is a bit confusing to explain, I shared a retarget and iMotion file on the Reallusion forum for it but nobody ever responded
often extra bones I make spring bones too
bunch of long deleted videos about it too
https://forum.reallusion.com/FindPost323389.aspx
as you can see apply other motions like the dance the legs don't work
the 3 deleted videos showed how I did it but after 2 years pruned much of my not watched stuff
Currently, I use MMD Tools in Blender 2.79. (Cat plugin I don't like at all ...) It seems more successful than MMD4Maya that uses Pmx2fbx. The problem, as you say, is the arm or foot rotations, which I think are of the Euler type, compared to the Quaternion. I detect few problems in the legs. I work with MotionBuilder, but the Fbx Daz Studio importer is the real problem. It is, really, a matter to be optimized in the new versions, as well as that of Bvh. Both are pretty nefarious.
Just yesterday, I came across this.
https://github.com/Nuthouse01/PMX-VMD-Scripting-Tools
In fact, there are already Java scripts based on neural networks that allow you to capture movements even from a mobile phone camera (smartphone / tablet). So far, JS files with them can be used inside special Internet sites for processing Artificial Neural Network algorithms (such as Tenor... Tender or Tenzor... Sorry, I forgot the name).
These scripts are pretty cool. They work in real time, they are able to calculate even the turn of the shoulder and ear to the camera, they can recognize the poses of a whole crowd of people at once! Unfortunately, Microsoft Kinect is not available to me (yet), and there are complaints about it, but capturing poses directly from my Galaxy A52 would be a cool option !! If only someone would fasten this script to D|S... Eh... dreams, dreams...