Problems with Aniblock importer / animate 2

Mosk the ScribeMosk the Scribe Posts: 888
edited December 1969 in Carrara Discussion

I often create animations in DAZ Studio 4.6 Pro by combining and modifying different aniblocks.
When I use Carrara's aniblock importer to bring those into Carrara 8.5 Pro, however, I very often have a variety of difference, some minor, some more significant, that can require a whole new lengthy round of adjustments to fix.

Does anyone have recommendations of how to get this working better with Genesis?

Do you need to use the same genesis (say female base or male base) for things to transfer properly?

Any suggestions would be welcome.

(and do other people have this problem, because I'll often make all the adjustments so when a figure pats his head or puts a hand on his hip, it's properly aligned - but then in carrara, it's often going into the body or the arms aren't moving right - haven't figured out a specific pattern - just know things are not identical in the two programs, and too slow to render out animations in daz

Thanks

Comments

  • DartanbeckDartanbeck Posts: 21,522
    edited December 1969

    One thing is that we need to try and match up which tweeners are used and how they're adjusted to work. When importing aniBlocks, we just get the keys. Jonny Bravo urges us to switch to 'Linear' tweeners when importing GoFigure aniBlocks, as that's how GoFigure has set it up to work best. I'm glad that they did that, because linear translates over well from one app to the next.

    In that regard, I'd also like to mention, since most tutorials I've seen make no mention of this, you can select multiple tweeners and, as long as they each need to be the same, can all be set up at the same time. For example, say that you do have linear tweeners, but you'd like ALL of them to ease in and/or out the same way. Drag a selection around all of the tweeners in the whole animation and adjust the tweeners together. Works great.

    As for figure compatibility, sometimes I think that one Genesis motion should work okay, at least as a starting point, with other 'character' set-ups on that same version of Genesis, and perhaps even from one Genesis to the other. But do keep in mind that different scales and shapes often require different animation information.

    When I designed my Rosie figure, she is scaled down from the default, which has totally played havoc with my importing aniBlocks. Rather than scaling her back the way she should be, I just go through and tweak each offending area of the animation.

    For these reasons, I'll often tweak out the animations before I save then to an NLA clip.

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