When you convert keyframes to an aniBlock, there’s a phenomenon that can happen in that the figure seems to sway left/right. It’s not something that is present in the keyframe animation, and I’m not entirely sure why this happens on conversion. The above shows how Darius 7 does his keyframe funny walk, while the bottom shows what happens after conversion to an aniBlock. In a word: terrible!
aniMate is a powerful tool, and in this article I’ll take a look on how to fix such shenanigans.
If you’ve ever tried to upload a G3 or G8 character to Mixamo, you’ll have noticed that it’s a complete and utter nightmare. Seemingly nothing will work in the plethora of export options, and a ton of time has been wasted globally, leading to anger, depression, frustration and many other feelings we as creatives cannot afford to indulge in (for our wellbeing’s sake).
I’m here to tell you that there is in fact a workaround, but it requires us to “think differently” about how to accomplish our goal of applying Mixamo animations to Genesis 3 and 8 characters. I’ll show you what works for me at this moment in time – technology is fickle, so by the time you read this, the process might very well have stopped working. Let’s think positive and hope it hasn’t 😉
In a recent stream I got accustomed with some of the options of the Octane Plugin for DAZ Studio. It’s easy to get brain overload with so many sliders! After some fiddling though, I discovered how to render the final image. However, there appear to be four different types of options on how to achieve that. These are:
Rather than read the manual, which I’m sure would explain what the difference between each option, I did a few test renders of the scene we built. Let’s see if we can visually detect any differences.
The renders below were done at 2000×1500 with the built-in denoiser, which kicks in at the end of the image. Until that point, minor grain is visible. These were saved as 16 bit PNG files (click to enlarge).
In this episode I’ll tell you much of what I know about the Environment Lighting in DAZ Studio. This technique is also known as Global Illumination. I’ll explain the meanings of such cryptic abbreviations as IBL and HDRI, and how all these pieces fall together to make your scenes look handsome.
This is a continuation of the previous episode about Mesh Lights. If you haven’t already, you can watch it here.
Making props for DAZ Studio can be fun and easy. Typically you’ve modelled something in your favourite 3D app, UV unwrapped it appropriately, then you import the object into DAZ Studio and setup your surface properties. You can save your work as part of the whole scene, or you can save your selected item on its own.
Bringing our prop back into other scenes on your own computer will probably work just fine, but if you intend to share your work with others, things get a little more complicated. Let’s take a look how we can do it in this article.
A while ago I’ve asked you all to download a test scene and see how fast it renders. Everyone’s got a different graphics card/RAM/CPU setup, and I was interested to see how DAZ Studio would perform with those varying configurations. After all, most “review” websites only put hardware under scrutiny using video games, and for many of us, that’s just not how we use our systems.
I must admit that I’ve been trying to write out a nice looking and well formatted table many a time, but it just never got done. It had always been my intention to share the results with everyone, so rather than keep you waiting and go through all the graphical pain of making a lovely looking spreadsheet, I’ll just share the raw data with you. I’ll also let you know how I interpret it in simple words, with the intention of finding the most cost effective configuration for working with DAZ Studio. Here it is – the Google Sheet we’ve all been waiting for:
This is a view-only link (I think), and additional submissions will be added from the form on my other article at the bottom.
What does this data mean?
From the looks of it, using DAZ Studio 4.11 in 2019, the fastest render results for the lowest amount of money can be achieved using any variation of the NVIDIA RTX 2080 card.
The only one faster is the RTX 2080 Ti, which aside from more RAM (11GB vs 8GB for the 2080) is also clocked slightly faster, resulting in faster render speeds. However, the price jump is remarkable for the Ti (almost double when compared to the non-Ti version), and in my opinion for DAZ Studio it’s just not worth it.
In this quick tip I’ll show you how to convert an aniBlock into regular keyframes to make a change to the animation, then turn it back into an aniBlock for use with aniMate. The process is simple, yet not exactly obvious.
On today’s stream I’ll take sneak-peek at the new features in the brand new beta version of DAZ Studio 4.12. It was released earlier this week, and it’s all about better animation tools: integrated features from GraphMate and KeyMate, and IK Chains inside a scene hierarchy.
The highlights in this version are:
overhaul of the regular timeline
integration of the KeyMate and GraphMate functionality
addition of IK Chain feature for regular scenes
Viewport Performance setting finally defaults to “best” rather than “none”
There’s a complete list of new features is here, and the full changelog can be found here.
You can download the beta from here (it installs in parallel to the release version and will not affect your current settings or library).
Patreon Supporters can get download the scene files from this stream here.
Many thanks to Mike Myers for suggesting this topic for today’s stream ☝️
In this episode I’ll give you an introduction to the various parametric light objects we can create from the menu, how to use them and how to tweak their respective parameters as they apply to the Iray render engine.
Even though I own it, I know very little about ZBrush. It may forever remain a mystery for me – like driving a car or getting excited about Team Sports. It’s just… not for me. Be that as it may, I’ve often wondered how clothing manufacturers use a character as a reference to make or update clothing geometry in ZBrush. Perhaps a jacket that doesn’t quite fit, or some boots that need a quick adjustment.
The challenge here is that both the character and the clothing need to be imported into ZBrush, and we need to be able to adjust the clothing only, while seeing the character in the background as a reference so we can work around it.
While the art of sculpting in ZBrush entirely eludes me, I believe I have finally understood the overall workflow. Before I forget it again, I thought I’d share it with you and my future self. Let’s see how we can transfer a clothed Genesis 3 figure from DAZ Studio 4.11 into ZBrush 2019.1, make adjustments on an item, and then bring it all back with a few clicks.