Converting Studio Keyframes to Aniblock causing translations

When I import a mixamo fbx using this methodology, the animation is fine. However, when converting it to aniblock using "Convert AniBlock from Studio Keyframes' option, suddenly the animation has massive foot sliding translations.

In the attached, red is the animation after converting to aniBlock.

Is there a way to make Aniblocks without this happening?

Aniblocks.JPG
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Comments

  • Michal P.Michal P. Posts: 77
    edited August 8

    It is because the movement of the figure is done using greneral parameters of the Figure in moxamo. AniMate2 wants movement using hip bone not the figure. Check General/Transforms parameters of the figure and the Hip bone. The figure will be animated and the Hip will be zero. It has to be opposite for aniMate2. You must use some script to convert movement from figure to Hip bone. There is some script in the shop but I do not know the name. I have my own.

    This is not a bug of AniMate2 but you will find soon that the AniMate2 has some serious bugs e.g. only aniBlock that rotates figure by 0° or 90° are handled well. Rotation by 30°or 45° does not work well. Aniblocks are sometimes not loaded in the same order as they were saved...

    Post edited by Michal P. on
  • UncannyValetUncannyValet Posts: 200

    Depending on workflow, it's perhaps easier to just zero the Y and Z of the hip joint pivot point so they align with the figure pivot point, that way when the figure translations are baked to hip it doesnt necessarily matter

     

    Capture.JPG
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  • wolf359wolf359 Posts: 3,828
    edited August 8

    Michal P. said:

    It is because the movement of the figure is done using greneral parameters of the Figure in moxamo. AniMate2 wants movement using hip bone not the figure. Check General/Transforms parameters of the figure and the Hip bone. The figure will be animated and the Hip will be zero. It has to be opposite for aniMate2. You must use some script to convert movement from figure to Hip bone. There is some script in the shop but I do not know the name.
     

     

     

    “Body to hip” by 3D universe
    https://www.daz3d.com/forums/discussion/555361/daz-studio-animation-tools-by-3d-universe/p1

    Post edited by wolf359 on
  • UncannyValetUncannyValet Posts: 200

    I was using Genesis 9, which that script does not support.  Michal P had posted their script here, which I have not used but might as well link for posterity: https://www.daz3d.com/forums/discussion/comment/8420051/#Comment_8420051

  • wolf359wolf359 Posts: 3,828
    edited August 9

    UncannyValet said:

    I was using Genesis 9, which that script does not support.  Michal P had posted their script here, which I have not used but might as well link for posterity: https://www.daz3d.com/forums/discussion/comment/8420051/#Comment_8420051
     

     

    Another work around is to create ALL of your animation  (Including aniblock creation/mixing )with a base G8 figure first

    and save as .duf animated pose file.

    Then transfer that complete animation to G9 with the free script from renderosity
    I have used this method for my commericial Geneis 9 Ragdoll animation products and the motion transfer is flawless
    https://www.renderosity.com/freestuff/items/93511/genesis-1238-pose-converter-for-genesis-9

    Post edited by wolf359 on
  • DartanbeckDartanbeck Posts: 21,551

    wolf359 said:

    UncannyValet said:

    I was using Genesis 9, which that script does not support.  Michal P had posted their script here, which I have not used but might as well link for posterity: https://www.daz3d.com/forums/discussion/comment/8420051/#Comment_8420051
     

     

    Another work around is to create ALL of your animation  (Including aniblock creation/mixing )with a base G8 figure first

    and save as .duf animated pose file.

    Then transfer that complete animation to G9 with the free script from renderosity
    I have used this method for my commericial Geneis 9 Ragdoll animation products and the motion transfer is flawless
    https://www.renderosity.com/freestuff/items/93511/genesis-1238-pose-converter-for-genesis-9

    So Cool!

    Yes, I've been having similar success with Bone Minion bringing my Genesis 8 animation forward.

     

    I must say, I tried this Mixamo rig for G9 last night and today and I really like it! It's nice to be able to pick out and tweak a Mixamo, download it and run it on Genesis 9 right away. Works great!

    The FBX animation downloads using it do not work in Cascadeur, however, nor does the rig itself. So I imaganie that we'll need to make them Genesis 9 DUF animation poses, then export those as FBX for use in Cascadeur, if one want's to do such a thing.

    Still. Handy little tool! Thanks Havanalibere!

  • wolf359wolf359 Posts: 3,828
    edited August 30

    The FBX animation downloads using it do not work in Cascadeur, however, nor does the rig itself.
     

    According to their docs ,you can use Mixamo in Cascadure.
    https://cascadeur.com/help/getting_started/import_fbxdae/using_mixamo_rig_in_cascadeur

     

    Post edited by wolf359 on
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