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July 20, 2025 at 4:11 PM #2137124
Haseltine has and always will be a dick fuck. That POS is so fucking arrogant, it's disgusting and he's been that way for at least a decade.
June 12, 2023 at 6:55 PM #1983817It was simply a gaffe on my part. Mega didn't add the key for some reason and I didn't catch it. The correct link was put in earlier, by Monk.
May 23, 2023 at 5:09 PM #1975355There's import bugs with Daz Studio, concerning Genesis 3 and higher. I trick Daz into correcting the animation on it's own, by adding an additional frame and moving the animation forward one frame. This creates a "Zero Frame" pose. If you import it into Daz, save it as a Pose Preset and THEN load it on the proper Figure, if you Reset the Figure on the Zero Frame, it corrects all the keyframes following it. Then, you select all the frames and move them back one frame. It's an old animation trick from 20 years ago. 😛
It works perfect for any Figure Genesis 2 or lower. You get the occasional gimbal lock bug on individual frames that you'll have to manually correct from time to time, but it's not too serious and typically only affects one or two animations in an Animset. It doesn't work for Genesis 3 or 8. The Feet on the Start pose aren't correct. I'm not sure the reason why. If you compare the same animation to a lower Generation figure, you can see it.
It might be wise to just use Bone Minion for Genesis 3 and higher. Technically, you could just use it for everything and just retarget in Cascadeur to only Genesis 2, if you want animations for just Genesis 8. I've successfully retargeted to Generation 3, Horse 2 and Big Cat 2, using Cascadeur.
May 22, 2023 at 4:29 PM #1974838Most of the stuff he's releasing is stuff found in the wild. So far, he hasn't really posted anything that I don't have and a good chunk of the stuff found in the wild is stuff I uploaded. He's hitting this site, 'cos there's not a lot of game dev stuff. My guess is he's from a Chinese pay site and here to grab stuff they don't have.
May 22, 2023 at 4:19 PM #1974834I usually wait a few months. The Ironmechs I just uploaded, I've been sitting on for a while. As someone that actually works in 3D Game Dev, I know how it is.
May 7, 2023 at 5:43 PM #1967570Your 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.
May 7, 2023 at 4:58 AM #1967269If you want to do animation, iClone is the way to go. Daz absolutely sucks at animations. If you're animating with it, you're stuck with using animations loops that are either for older models or limited in their use. If you're doing high quality stills, Daz excels in that regard.
It's really down to apples and oranges.
May 7, 2023 at 4:26 AM #1967246I assumed people still used Generation 3 and 4 characters. They'd still make some great characters, with a recoat of PBR skins and iray materials on clothing.
Wow. If people aren't using them, it would speed up my pipeline, as I wouldn't have to make animations for them, when converting animation assets from Unreal/Unity to Daz Studio. 🤔
February 21, 2023 at 2:57 AM #1930639I'm using the latest free version. It's the only one I found that works properly.
February 17, 2023 at 8:29 PM #1928971The only way I've managed to get any animations into Daz, was with Cascadeur and iClone, but if you're using Blender, forego Daz completely. It's not designed for Animations and never was.
February 17, 2023 at 3:07 PM #1928822You're going to hate me for saying it, but learn the Blender UI. Yeah, it sucks, but it's free and it's REALLY robust. iClone is awesome, but it's expensive. I snagged it for over 60% off, during the lockdowns, which was the only reason I purchased it. Then, reallusion screwed me over, with upgrading to 8, so they're a no go. Ironically, it was iClone that was the missing link to get Cascadeur to work properly with import animations for Daz Studio. Exports from MoBu and Maya were too problematic to use. I even had a ridiculously long way to do it using Unity, but it required so much clean up in daz, it wasn't worth it.
You can get a maya indie license now, for about 300 a year. That's what I pay for, as I have over 20 years of experience using it and I don't want to switch to another application. But in all seriousness, stick to Blender.
As an aside, Ruined Claw has been helping me test my work, so here's a batch of FBX files I sent him to test and the clean up in Daz is minimal to nothing at all now, with my new pipeline. It also supports Generation 3, Generation 4, G1, G2, G3 and G8 figures. That's why it takes me FOREVER to get anything ready to release. I have a few animsets already converted to FBX, but I want to make them with nice icons for Daz duf files.
https://mega.nz/file/oX5XTRBL#dGuc6pZHcPQOMhKyajjsUCOn-1c5pcyf4N5lxhGpvrc
February 10, 2023 at 3:46 PM #1925930I beat Daz. 😛
Got a near flawless way to import animations now. No feet sliding and minimal cleanup in Daz, using keymate and graphmate. No using MoBu. Straight from iClone to Cascadeur and then into Daz Studio. I'm in the process of converting all my animations again, as we speak.
Oh, you can thank Ruined_Claw for this. If he hadn't pushed me not to give up, we wouldn't be here. 😉
January 23, 2023 at 5:14 PM #1917421For me, Daz is a glorified character creator. If I use it to make an Avatar, I've already acquiesced to the fact that I'm going to have to bake out maps in Substance before I can even use the Avatar.
Daz does have ONE aspect that it excels at: Environments.
I'm not sure if anyone here remembers the old 2.5D dungeon crawlers from back in the day, but I've been working on a Construction Set Engine for those types of games, for the past 15 years. I'm in the process right now of updating all the graphics to modern standards (the gamescreen used to be 640x400). I create my low poly models in Maya, smooth them to about 200k and then import them into Daz for sprite rendering.
This is where Daz excels for me. 'Cos Daz is ALL about the "feature creep" it has the most ridiculously tweakable PBR render settings I've ever seen. I can take this Wall model I did in Maya and then throw an Iray shader on it, cranking up the render subdivision on that wall to 12, turning that 250k poly wall into a 3 million one and with shaders, I can make some impressive wall sprites.
For example:
January 9, 2023 at 5:49 PM #1911778Yeah, too much work for me. Daz Studio really sucks now. I'm at a point, I'm loathe to even have to load it.
November 7, 2022 at 11:36 PM #1887286So, I tried Cascadeur. It worked. Even has an "Export to DAZ" function (that doesn't work.) Imported the animation as an fbx manually and it worked fine. No feet sliding.
Then, after I save a pose and load it on a G8M model, it messes up the head skeleton and there is weird feet movement, all over the place.
The skeletal animation, though, is perfect. Just can't attach it to a character, without it jacking up the mesh.
So typical of Daz Studio.....
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