Animating in Daz

Hey guys,

I am using Daz for animation, and have done so since 2019, and I have come pretty far on the learning curve, but the programme in itself is incredibly cumbersome to work with.

For example, I had a thought just now and the issue mystifies me and would like to ask:

Why is it that every time you add a keyframe in the timeline, Daz adds ALL or at least most of all morphs and poses all of the lists (but ironically not custom morphs which you actually need), instead of just adding the ones that are dialed in on the character? Every time I have to wait for ages when I merge a pose or copy keyframes on the timeline, probably because it has to go through all of the morphs, expressions and poses and add EVERYTHING it gets its grubby hands on. Is there something I am missing that I can tick off, so that it only adds the necessary stuff in the keyframes?

 

regards and happy new years!

anti

Comments

  • DartanbeckDartanbeck Posts: 21,568

    Because it doesn't know why you want to lock everything with a blanket key frame - so it locks everything.

    One of the big reasons to do this is to keep everything in place before making a change somewhere else. It would really suck if the thing we were trying to lock in didn't get a key!

     

    The easy way to lock certain elements as a key frame is to give its dial a nudge where we need to.

     

    There is another way we can do it, however it requires the paid version of aniMate 2.

    We can animate into empty aniBlocks in the aniMate 2 tracks by entering Keyframe mode, which gives us a Base layer and 14 others. The magic of this is that, for each layer we can make changes to the pose and go to either side of those changes - no mater how many we've done in that layer, and zero them with the click of a button. It's incredibly useful.

    Further, later on when we're tweaking our final animation (or earlier - makes no difference) we can use the aniMate tool in Studio, select the part of the body we want to tweak in the Tool Settings pane, and see the motion path for that (or those) selected parts - and we can change the positions in 3D space directly in the viewport using that path, which has a control point for each key of that part. Pretty cool.

    aniMate 2 Rocks!!!

  • DartanbeckDartanbeck Posts: 21,568
    edited December 2023

    Editing keyframes in aniMate 2, when we're in Keyframe mode and "Add a Keyframe", we're only adding keyframes for cjhanges we've made in that specific layer to hold it. Very freaking cool!!!

    Editing Splines

    Post edited by Dartanbeck on
Sign In or Register to comment.