Humanoid animation on genesis figures?
I am a complete newbie with Unity, so please bear with me if my question is mind-numbingly stupid.
Tomorrow, an animation asset will be on sale at the Unity Asset Store (this one) which looks complete enough to get me to actually start tinkering with an RPG. The description says it uses the humanoid animation rigging and it looks like it should be quite straightforward to apply, so I would usually try it by myself but I am having some trouble with my system, so that's a non-starter. Now, the questions are:
- Are G8, G3, or G2, exported through the bridge, compatible with the humanoid system?
- Do Geografts work with said system? Can I have the Minotaur or Reptilian 6 characters perform these animations without any trouble?
- On a related note, can I export part of my pose library to Unity? Not on a pose by pose basis, but whole packs at a time? Many poses look like good starting places for idles.
Comments
Great, that you are exploring animation possibilities in Unity.
That is my main interest in Unity, as well.
If you change the rig in Unity to humanoid, after exporting with Daz bridge to Unity or as FBX,
all characters should work with any animations, that already exist in Unity Asset Store - more or less.
There are some problems with Genesis 8 characters in Unity, if you wish to use RagDoll simulation,
but other than that, not so much problems.
I have already purchased this Mega Animations Pack in one of the previous sales and I like it.
I have also noticed, that Daz bridge export nicely even static poses, so I can prepare a pose
in Daz Studio, export it with the character to Unity and then can render a scene with such a static pose.
Despite using Unity for more than 5 years, I am still a beginner in many aspects, but getting better
with any further usage of it.
One more thing. I have not succeded with clothes on any Genesis version of figures
if such clothes has buttons. Usually the buttons behave very strange in Unity.
Thanks for both the encouragement and the tips, Artini. I admit I have been putting off Unity because the sheer scope of it seemed intimidating, but the few tutorials I have looked through make it seem much more approachable than I feared, and it has a lot of capabilities that I would have killed for (at least a few mosquitoes) in Daz Studio regarding scene setup and prop placement--and that's not even getting into physics and IK.
Physics, IK and collision detection is very convenient to have.
I like all those tools, when one can easily make pile of things or drop props on each other and then physics and collision detection make them looks natural.
Splines are another feature, that I like to use and of course different type of generators.
There are so many features to discover in Unity and having Daz bridge to Unity is making so much easier to transfer items.
FBX exporter - https://docs.unity3d.com/Packages/[email protected]/manual/index.html - allows bringing items from Unity to Daz Studio.
Below is the link to my video with the test of 5 Daz characters using dance animation controller from Mega Animations Pack:
https://www.daz3d.com/minotaur-6-hd-for-genesis-2-male-s
https://www.daz3d.com/cave-ogre-for-genesis-3-male
https://www.daz3d.com/bullwarg-hd-for-genesis-8-male
https://www.daz3d.com/mr-bear-and-son-for-genesis-3-male-s
https://www.daz3d.com/reptilian-6-hd-for-genesis-2-male-s
I do not know, how to fix vertical offset, so that all characters will stay on the ground.
If anybody knows, how to fix it, please explain it to me.
Animating geografts is the next level for me.
Thanks for the demo, it indeed looks like the animations fit genesis figures just fine. I have no clue about the offset, but for animating tails and similar geografts I think Dynamic Bone should provide a straightforward solution (but I obviously haven't tested it). Magica Cloth provides the same functionality and more, but seems to be more complex, though it has great reviews. Oh, and both should solve "jiggle physics," that ever sought-after Daz feature.
I would like to show you the advantage of Unity in animation area. My graphics card has only 8 GB VRAM
and I rarely could render more than 2 Genesis 8 characters in Daz Studio iray.
In Unity there is no such limits and I can render in real time many more than 5 characters at the same time.
If you look at the thread: https://www.daz3d.com/forums/discussion/441967/post-your-daz-to-unity-renders#latest
there are already published recipes for Dynamic Bone there.
I have had just not enough time to apply them to my scene in Unity and I want to show you potential of the animation package
which you have mentioned in your posts.
I have already bought both Dynamic Bone and Magica Cloth, but I am still not comfortable with use of them.
Took a look at the thread, and I agree: animation in Daz is too painful an affair, I think finally getting to work on learning Unity thoroughly will be a good investment, if only for my sanity. Also, I bought the package, because I obviously need to work on my impulse control it looked very useful and your videos helped.
Great, hope to see your creations in the future.
You have made me want to experiment more with these animations,
so below I have added 2 other characters from Genesis:
https://www.daz3d.com/mr-turtle-and-the-conspicuous-interloper
https://www.daz3d.com/freak-5
I have also combined different animations and created my own animation controllers.
Once you have animations ready to use, it is just a matter of drag and drop them on the new animation controller window
and create transitions between them.
If you want your characters to move around, just use animations marked with the RM (Root Motion)
and put a checkmark in "Apply Root Motion" on the character in the scene (just under Avatar in Animator section).