First Genesis 9 animation in Blender
wolf359
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Is the G9 skeleton more industry compatible and worth keeping the skeleton instead of swapping it with another rig? I haven't bought G9 yet because I already have dozens of G8 characters to work with. My workflow has worked quite well using AutoRig Pro to integrate different sources while preserving the G8 skeleton. Next task for me is to convert the Unreal Advanced Locomotion System and other animation blueprints to use the G8 skeleton, these Daz characters are going to be alive and I want them to be more intelligent.
I have no need to keep the genesis rigs as My pipeline based on animating with the ARP rigs and its retargeting options.
Also with ARP I can unbind and swap clothing with a few clicks
I do not export to game engines.
It's very interesting that ARP can bind skin weights to the clothing, and in that video the clothing from Poser can be used on G9.
Rigging Daz characters with ARP rigs would also make the tasks much easier for game characters. I have to preserve the G8 skeleton because of the need for JCMs, as I'm making animations with crazy poses that would need such correction morphs, and I like the original Daz skin weights for the subtle motions.
Pretty awesome how we have all of these options for characters in Blender now!!
Very nice. I wish I understood what y'all are talking about.
We are talking about a third party Character rigging& animation add-on for Blender that I use
on Genesis figure instead of the Daz rig or Blenders native rigify control rig.
Is ActorCore necessary?
No
But it is FREE and can create rigs ,of any biped figure, that are Blender compatible
Windows only ( like ALL Realusion products now)