41 Animations for Monsters for Daz Studio

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  • #1967230
    Nicodemus
    Participant
    Rank: Rank 5

    Product:https://www.unrealengine.com/marketplace/en-US/product/41-animations-for-monsters

    Link: https://mega.nz/file/pGJCTR4b#FW6A8MNKzIdRV8DuwHt2mK3ByJ5xD0f9Ztfbq-hhcdc

    Figure Compatibility:

    Generation 3
    Generation 4
    Genesis 1
    Genesis 2
    Genesis 3
    Genesis 8
    Genesis 9*

    *Requires use of Bone Minion and a compatible donor skeleton.

    WARNING!!!!

    This is a BETA. It will have bugs. Especially with Genesis 3 and 8. It was my first full test of my pipeline for retargeting animations. It's given, as is. Take it, or leave it. I'm not supporting this, in any capacity right now.

    Before we get started, I just want to say one thing:

    Daz Studio is NOT an Animation Suite.

    It's archaic. All it's animation tools are decades old. It doesn't even have proper IK support. I've been asked over 15 years for "Daz Studio Animations" and I've always said it couldn't be done. Sure you can animate Daz Figures in other software, but if you wanted to render that animation in Daz, you were shit out of luck. I don't even use Daz, except to export characters into iClone. Why use it, when they've literally made it awful to use?

    About 2 months ago, I was retargeting all the game animations I have to the same skeleton, so I would have clean animations for each. Right about the same time, Ruined Claw came to me asking about "Daz Studio Animations" and I again said, "It couldn't be done." He started asking about why, so I explained all the problems with Daz, including poor FBX support. I told him that I had tried several times in the past, when people asked about them and every time they had failed in some way.

    I don't like to lose, though. 😉

    So, I decided to give it one more go and that's when I came across Cascadeur. Then, I figured it out. The results are above.

    Go play with these and tell me what you think. I kinda have the workflow down, but I still want to practice more, mainly due to the problems I'm having with the Genesis 3 and 8 retargets. When I am sufficient to export these without referring to notes, I'll write up a Tutorial on how you can retarget any animation on a Daz Skeleton to one that will be compatible with Daz Studio, using Cascadeur. Cascadeur Basic, which is free, seems to have no frame limit on Export to Daz. Only with direct exports and we won't be needing those.

    -Nico

    #1967504
    Abad
    Participant
    Rank: Rank 5

    I downloaded your duf's...
    Also, the Unreal pack of giang from zonegfx...
    I have passed them to fbx, retaget to genesis 8 female in MotionBuilder with the character Proporties/Match source. The fbx in version 2014 imported to Daz. Limits off & unlock: all bones. Then, saved like a "pose preset".
    "Something" is wrong with your hands and fingers...
    I know these are tests!
    Compare the two dufs from "monster attack 1"...especially on the fingers and hands.
    (And I don't know if Cascadeur exceeds 300 frames when exporting to duf... I haven't tried it...)
    https://www.mediafire.com/file/r3dwaqfnm53tf78/g8.zip/file

    #1967570
    Nicodemus
    Participant
    Rank: Rank 5

    Your pipeline is causing the problem. There's no reason to retarget the animations, as they've been retargeted in Cascadeur, specifically for Daz Studio. Any clean up should be done in Daz Studio, by breaking the animation into it's primary keyframes and tweaking it, using GraphMate?

    You're adding more work for yourself, by unnecessary retargeting.

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