Diffeomorphic - What is the latest process of Blender animation to Daz3d (MHX)?
xlpasstest
Posts: 48
Here is my process (MHX):
- Animation -> Bake Action
- Transter IK => FK
- Bake Pose To FK Rig
- Save Pose Preset
But in Daz3d hands and feet will have a slight shaking.
If I missed something, please remind me, thanks.
Rig:
- MHX with Keep DAZ Rig
- G8.1 Male
Environment:
- Diffeomorphic v1.7.1 (Latest Beta)
- Blender v3.3
Post edited by xlpasstest on
Comments
I'm amazed how many people want to go that direction. Am I the only one wanting to go from Studio to Blender for animations?
Keep daz rig is a new feature and not deeply tested, you can go without it and everything will work as before. Or if you find bugs you can report them at bitbucket with a test scene and exact steps to follow so Thomas can look at it.
https://bitbucket.org/Diffeomorphic/import_daz/issues
As for animating in blender for daz studio I guess it's for PAs who want to sell in the shop. Otherwise I see no benefits myself.
I'm writing some novels in Daz3D and I need to render them in Daz3D, so I need those animations to be working in Daz3D.
The material conversion with diffeomorphic is very good you can render with cycles. No need to go back to daz studio for rendering. Plus with cycles you get a much better denoiser so you can render faster, support for AMD and Intel cards, simplify options to optimize the vram so you don't need a mega-powerful card for rendering.
I would really like to start animating in Blender. I spent more than I can afford on the tutorial by Pierrick Picaut so I have no excuse except for fear of failure. A couple of things that put me off in the past were the complexity in getting geografts (and their included morphs) to work in Blender and also getting dForce clothing to simulate. I believe that both of these have been addressed and I am starting to look for up-to-date tutorials to show me how.
Yes the importing of custom morphs for figures has been considerably improved and made easier. Now you can use baked correctives and daz favorites. Then dforce clothing was implemented some time ago and there's no improvement there, that is, you have to know how to use the blender simulation tools to work with it.
Another feature we added that you may like is softbody simulations.
One word of advice. Do not try to use blender the same as daz studio, this is the worst thing you can do. Blender is not daz studio and has its way to do things, often much better. So don't import thousands of morphs but only those you need for animation, all the others will be baked in the dbz. Also you may want to avoid HD figures and environments as they are not meant for animation and degrade the viewport and rendering speed considerably, other than requiring much more memory to work. That is, not everything that's in the daz shop makes sense in blender, some things make sense only in daz studio.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Advanced/Simulation
I am getting used to the peculiarities of Blender and know that it is conceptually different to DAZ Studio. It might be a bit of a task to decide which morphs to include as favourites and which to bake but I guess that will come with experience. I have a LOT of morph packs and I use them extensively in DAZ Studio. When I animate in DAZ Studio I like to see muscle movement for greater realism, for example, so I need that flexibility. I agree about HD and I tend to avoid it anyway because it causes lots of poke-through issues in IRay renders. So I would not use th HD exporter for Diffeo.
Other issues for me have to do with trying to understand the more advanced features. I get very confused in trying to understand how IK/FK works, for example. Also, Blender has a Non Linear approach to animation which is very difficult to achieve in DAZ Studio - I think than Aniblocks can be used but I don't play with them much anyway.