Seeking Advice for Creating Realistic Idle animation.

Hello everyone,

II'm seeking advice on creating credible idle poses - for example, a person standing, sitting, or lying down. What are the key elements to know in order to craft a believable pose?

I have already found morphs for breathing, so that will be integrated. I also plan to animate the character's blinking, so that's covered. However, I'm looking for tips on the rest of the body's movements. What subtle movements or adjustments should I consider to enhance the realism of these idle poses?

I'm already knowledgeable about creating loops. Any advice or insights you could provide would be greatly appreciated.

Thank you very much.

Comments

  • crosswindcrosswind Posts: 6,947
    edited January 27

    Depending on the idle poses, you may add some subtle nuances in terms of  micro facial expressions, as well as micro movements on limbs (hands, fingers, feet and toes...), so on and so forth.

    Post edited by crosswind on
  • Thank you for your response.

    So far, here's where I am at:
    Imagine a character simply sitting on a chair.
    The character is currently breathing, so the chest and stomach expand. I've made the shoulders follow the breathing movement. I've also added blinking.

    I was thinking of animating the hands and maybe the feet as well. However, I'm not quite sure how to approach this.
    Currently, what I'm doing with the hands feels too robotic. I'm working on a 3-second or 90-frame timeline.

  • crosswindcrosswind Posts: 6,947

    Well, that also depends on what kind of emotion / mood you want your character to show when he/she sits there... You may add some subtle change with quite a few options...but you don't have to do so if it's just a simple sitting.

    What you've done may be good enough if you don't want your character to "express more"...

  • GordigGordig Posts: 10,052

    I'd recommend checking out Cascadeur. It uses AI and physics to assist with animation, and if a figure has identical keyframes spaced apart, it will naturally idle between them.

  • Gordig said:

    I'd recommend checking out Cascadeur. It uses AI and physics to assist with animation, and if a figure has identical keyframes spaced apart, it will naturally idle between them.

    Import export is not to difficult ?  

  • GordigGordig Posts: 10,052

    All you need to do is create a definition for your skeleton, save that as a preset, then it's easy to get Daz figures in. I don't animate in DS, so I can't speak to going that direction.

  • Gordig said:

    All you need to do is create a definition for your skeleton, save that as a preset, then it's easy to get Daz figures in. I don't animate in DS, so I can't speak to going that direction.

     Hello, thank you for your response. I didn't fully understand everything you said. Perhaps if you have time, you could explain a bit more in detail. Meanwhile, I followed the guide on the Cascadeur website and successfully imported a G8.1F into the software. I'm able to animate it a bit even though I'm not yet familiar with the software. However, I noticed that there doesn't seem to be a system to prevent the character from deforming by exceeding limits. Do you know if there is an option to prevent this? Thank you.

     

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206
    edited January 28

    which figure is it for?

    there are idle AniBlocks already available for earlier figures than Genesis 9 as well as muscle movement ones

    https://www.daz3d.com/animate-idles-for-victoria-8
    https://www.daz3d.com/idle-1-animations-for-genesis-8

    https://www.daz3d.com/idle-2-animations-for-genesis-8

     

    there are face ones for genesis 9

    https://www.daz3d.com/expressions-and-face-aniblocks-for-genesis-9

    https://www.daz3d.com/simonwm does the muscle ones


     

    Post edited by WendyLuvsCatz on
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