6/16/2023 0 Comments Daz render animation![]() ![]() My video in Carrara after a hellava lot of fluffing around!īelow how it loads in Poser, iClone the same The plugins need more options to cover stuff like UV wrap on x and z axis etc and D|S badly needs a texture bake option for procedural iray and 3Delight shaders that will use either renderer to render a texture baked to the model's UV for use in other apps. ![]() I am not blaming the PA's as they make them to work in D|S as required and they do fine, its a D|S export issue. Increasingly DAZ products are not only D|S only but it seems you cannot even export a useable obj to other applications. I finally got it as all one obj into Carrara and unticked UV wrap in the vertex room and it mapped correctly but a damned big obj with many maps. The latest PITA is Powerage's Old Town Bordeaux. Once again I am finding extremely annoying export issues with UV mapping and textures to other apps on some sets.Īnd have no easy answers just more questions Here's the same bloopers, rendered out in Motionbuilder I'm not using the genesis 3 mesh morphs, instead I'm using the bone facial rigging that comes with Genesis 3 (I found out that Daz studio won't save facial animation from fbx files when animating with morphs for some reason, but it will save it when using the bone rigging) as those I turn off.) and the facial animation, although it looks ok, for some reason doesn't reach 100% of the values of the animation in the original fbx file (especially noticeable in closing of the eyes, opening of the mouth, etc) which bugs the heck out of me and I can't understand or find the cause (it is almost like it only goes up to about 90-95%). ![]() for example, you have to make sure you "unlock" all of the child nodes of Genesis 3, otherwise the pose files don't work correctly (bones don't rotate fully, but not due to limits. I did find some interesting quirks and problems with bringing in fbx and saving as. duf files, then applied to native daz genesis 3 characters and rendered out in Iray. The project will be done with motion capture, OptiTrack Motive for body mocap, and Dynamixyz Performer for the facial animation, using motionbuilder to put it all together. I did these as a test of my workflow to see how well everything worked together and get a better idea of render time.
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