Keyframing DAZ 4.6

NW316NW316 Posts: 79
edited December 1969 in Art Studio

Having real troubles in DAZ and I'm just learning so sorry if I'm naive... I keep having key frames which do not stick. I manipulate something like an arm movement, set a key though it shows I did in the timeline, then move on and it disappears...
help? I am using the timeline, animate, keymate and graphmate.

Thanks!

«1

Comments

  • bighbigh Posts: 8,147
    edited December 1969

    new316 said:
    Having real troubles in DAZ and I'm just learning so sorry if I'm naive... I keep having key frames which do not stick. I manipulate something like an arm movement, set a key though it shows I did in the timeline, then move on and it disappears...
    help? I am using the timeline, animate, keymate and graphmate.

    Thanks!

    did you pick a different part of the model ?
    if you did the key will not show until you click arm again ..

  • JaderailJaderail Posts: 0
    edited December 1969

    bigh said:
    new316 said:
    Having real troubles in DAZ and I'm just learning so sorry if I'm naive... I keep having key frames which do not stick. I manipulate something like an arm movement, set a key though it shows I did in the timeline, then move on and it disappears...
    help? I am using the timeline, animate, keymate and graphmate.

    Thanks!

    did you pick a different part of the model ?
    if you did the key will not show until you click arm again ..Yep, Key frames are NODE specific as in Arm in Arm and so on and so on.

  • WAVEDELSHWAVEDELSH Posts: 100
    edited December 1969

    new316 said:
    Having real troubles in DAZ and I'm just learning so sorry if I'm naive... I keep having key frames which do not stick. I manipulate something like an arm movement, set a key though it shows I did in the timeline, then move on and it disappears...
    help? I am using the timeline, animate, keymate and graphmate.

    Thanks!

    If your using Animate then you have no control over the keyframes of your character ... as Animate takes over

  • JaderailJaderail Posts: 0
    edited December 1969

    wavedelsh said:
    new316 said:
    Having real troubles in DAZ and I'm just learning so sorry if I'm naive... I keep having key frames which do not stick. I manipulate something like an arm movement, set a key though it shows I did in the timeline, then move on and it disappears...
    help? I am using the timeline, animate, keymate and graphmate.

    Thanks!

    If your using Animate then you have no control over the keyframes of your character ... as Animate takes over
    You get that back once Sent to the DS Timeline for rendering. So in the end you still have full control. Especially with KeyMate and GraphMate both in use.

  • NW316NW316 Posts: 79
    edited December 1969

    Thanks for all the input, however now I'm more confused then before. I read something about nodes and such but have no understanding on this. Also, using different levels in animate but the use of all these is so confusing. Is there any tutorial video that shows how to do basic keyframe animation using first just the timeline editing in DAZ? I haven't found it yet. I have worked on poses and then played the anim and lost all the posing. Losing time... and then trying to incorporate these other plugins just confounds me more.

  • JaderailJaderail Posts: 0
    edited April 2014

    Okay it is this simple, each Body part that can move or lists in the Expanded Scene Tab for a Figure is a node...
    See Image 1 below.
    Each one used will have a Key Frame on the Node that moved in the DAZ Studio timeline only. In a AniBlock they all get combined to one File so can not be edited in NODE mode except in the AniMate Graph editor.
    To Edit Key Frames on the DAZ Studio Timeline you must select the Same node the Key frame moved. So if the arm moved you will need to check on that frame for the part of the arm (node) the Key Frame is on. You can then edit that Key Frame.

    EDIT: To Add to Edit the AniMate generated Key Frames you must First send the AniMate Timeline To the DAZ Studio Timeline. Then as I said above, you can edit all the Key Frames once the proper NODE for that frame is selected.

    Capture-001.png
    403 x 913 - 45K
    Post edited by Jaderail on
  • NW316NW316 Posts: 79
    edited December 1969

    Thanks, Jaderil! I am keeping up with your posts and trying to figure this out. I think it was the use of aniMate that was causing trouble. So if I go into aniMate2, this disables the timeline? And then how do I 'send' the timeline to DAZ Studio timeline?

    Additionally, is there a way to eliminate keyframes setup in 32 bit for lip sync while working in 6 bit?

    Another thing, I set keys using the morph controls in the parameter tab but can't find them in the DAZ Timeline.

    Finally, I like the way keymate syncs with the DAZ timeline, however I'm not seeing any keys in graphmate but will go back and watch that video again. I know I need to be on the right node to manipulate the object.

  • JaderailJaderail Posts: 0
    edited December 1969

    new316 said:
    Thanks, Jaderil! I am keeping up with your posts and trying to figure this out. I think it was the use of aniMate that was causing trouble. So if I go into aniMate2, this disables the timeline? And then how do I 'send' the timeline to DAZ Studio timeline?

    Additionally, is there a way to eliminate keyframes setup in 32 bit for lip sync while working in 6 bit?

    Another thing, I set keys using the morph controls in the parameter tab but can't find them in the DAZ Timeline.

    Finally, I like the way keymate syncs with the DAZ timeline, however I'm not seeing any keys in graphmate but will go back and watch that video again. I know I need to be on the right node to manipulate the object.

    The AniMate timeline and the DAZ Studio Timeline are separate, to send From AniMate to DS it is Right Click the Interface and Bake as shown Below. That adds them to the DS Timeline.

    For Lip sync there is no Do not show that I know of. Once on the Timeline they are just there.

    For Morph Keys in KeyMate your View needs to be set properly See below...
    Capture-002.png
    691 x 437 - 38K
    Capture-001.png
    634 x 236 - 19K
  • NW316NW316 Posts: 79
    edited December 1969

    Wow, THANKS!

    Ugh... just saved a scene in two separate locations and when reloading my character anim is completely zeroed out. I had just tried merging it into a new scene as I wanted to export the character and then it reopened empty. Is there a way to save just a character (preset?) after modeling/shaping and adding clothes in order to use it in other scenes? When I use the character preset from the icon, it says I need to select a TriAx Weighted Map figure. I see the conversion from weighted to TriAx in the figure menu but it also specifies I need to select a weighted item first.

  • JaderailJaderail Posts: 0
    edited December 1969

    Do a Save As>Scene Subset a menu will open just tick everything you wish to save and then name the File. I use it all the time for my characters.

  • NW316NW316 Posts: 79
    edited December 1969

    Ok, I've learned to save submenus and import into scenes, however, when I bake my animate animation for the DAZ timeline, then go back into animate, none of the aniblocks operate on the character.

  • bighbigh Posts: 8,147
    edited December 1969

    new316 said:
    Ok, I've learned to save submenus and import into scenes, however, when I bake my animate animation for the DAZ timeline, then go back into animate, none of the aniblocks operate on the character.

    did you try deleting all the keys on DS timeline ?

    you can add a sub track to aniMate that will also delete all the key on the DS timeline
    then your aniBlock will work .

  • JaderailJaderail Posts: 0
    edited December 1969

    I'm not following. Once you Bake your Aniblocks to the Timeline you need to be DONE with AniMate fully. As the Baked files are now on your DS Timeline. You can go back and Add more from the start of a new AniBlocks to also then Bake to the timeline but not keep going or Adding on the one that you just baked.

    I work in short clips in this method, I do all my basic AniMate work first for all characters in the Clip. I then Bake that. I save my DS File then.
    I clear my System fully, I often reboot, load my DS Animation and I now finish my work as DAZ Studio Key Frame work only. Saving as a New file for each edit I do just encase I need to go back and undo something.

    So for me it is AniMate and AniBlocks for fast easy setup FULLY. Then Bake.
    Then I do DAZ Studio Timeline Key Frame work for all other touch ups with KeyMate and GraphMate.
    Saving work files as I edit. This works the best for me.

  • NW316NW316 Posts: 79
    edited December 1969

    Ok, thanks, again! I will try to prepare all the aniblocks action first. You mention going back to add more from a new aniblocks but how can I restart a new aniblock? I've gone back and cleared all the key frames in animate, but the character does not accept new aniblocks. Do I clear animation under the figure menu. I've also tried rebuilding a new submenu for the character with new aniblock, but when merging it into the scene, I had trouble moving it into the correct position.

  • JaderailJaderail Posts: 0
    edited April 2014

    You got very close, you need to of course be on a New AniMate timeline for the figure to apply new AniBlocks, That means the figure needs loaded as a Second figure, you can not use the first loaded one, Or I've never tried that anyway. You need to start at Frame one again of course to add the new figures and subtrack parts, you also must use the Frame one position and the Perspective View to PLACE the new figure or Figures for the start at frame one and work from that onward. Perspective View will not record in your animation and is the work view for all my setting up.

    EDIT When I said add more I meant only new figures to the clip. Not add more to the recorded ones. Sorry I was not clear before.

    Post edited by Jaderail on
  • NW316NW316 Posts: 79
    edited December 1969

    Can't say how grateful I am for this info again, Jaderil! You totally saved me with this scene as I followed your directions. Imported a copy of the character with his lip sync and baked anims, then was able to build new aniblocks onto it. Saved along the way and sure enough got bamboozled at one point when adding an aniblock directly from the content library and the character became completely zeroed out. Then I was able to pull the saved copy and continue.

    One annoying problem I'm experiencing however is the animate pallete - it's why I was trying to load from the content library. When I try to switch the aniblock content library in the animate user interface, the drag down popup appears above the interface but doesn't show all the items completely and I can't scroll down on it - I minimize the interface as much as possible but still 4 or 5 items aren't accessible. Plus, It also only operates on one of my two monitors ... additionally, the scroll button on the right doesn't always work to scroll thru the different aniblock tracks. Finally, I have too many objects from my scene that automatically load into the interface I'd like to remove but can't figure out how.

    Here is a screen shot showing the problem with the interface:

    Animate_interface.jpg
    1237 x 768 - 170K
  • JaderailJaderail Posts: 0
    edited December 1969

    That is a Known issue with AniMate the Only FIX is to have AniMate Docked to the Bottom of your Viewport. I had to do so myself.

    Capture-002.png
    405 x 510 - 56K
    Capture-001.png
    401 x 429 - 58K
  • JaderailJaderail Posts: 0
    edited December 1969

    To remove Items from your Scenes you can only do that on Frame One on the DAZ Studio Timeline, or they just disappear later. Use the Scene Tab and Right Click the items name Use the Remove Option.

  • NW316NW316 Posts: 79
    edited December 1969

    Still having difficulty here but thanks for all your help. I don't know how to adjust the aniblocks in the DAZ timeline once I've baked the keys from animate. If I make an adjustment, a key is not set and it jumps back to the animation from animate only.

  • NW316NW316 Posts: 79
    edited December 1969

    I probably just need to keep playing with this to figure out all the idiosyncrasies, but it's a bit frustrating. At times I will apply an aniblock and my character jumps to a new position (which means the aniblock has this stored in it's motion data?) or the figure zeroes out and I've lost any previous posing work. I am saving at every step along the way, at times it's confusing just keeping up with all my file names...

  • JaderailJaderail Posts: 0
    edited December 1969

    Once you Bake a AniBlock to the DAZ Studio Timeline all the AniBlock Keys are now on the DS Timeline. You only adjust them on the DS Timeline and never touch AniMate again once they have been Baked.

    What can be done is Bake a AniBlock to the Timeline, edit the Key frames on the DAZ Studio Timeline. Then you can send the Edited DS timeline Back to a CLEAN Animate and save as a NEW AniBlock. That is what I do.

  • philiphowephiliphowe Posts: 53
    edited December 1969

    I just wanted to jump in and also thank you guys for the great info here. I am having the same problems, which, I am sorry to say, is due in part to not having enough information at our disposal to read through and understand as we get deeper into Daz animations. It's fun, but very frustrating at times when the figures suddenly jump back to zero and all work to that point is lost, or lost to the last saved version. Really, better coding on all this would help and should be there. I mean, I never experienced any of this with the higher end programs (Max, Maya etc.) If Daz is selling these products, they should not be so finicky or should at least have more documentation.
    I sure appreciate Jaderail's solid answers and wish I had found this thread weeks ago when I was fuming over why this crazy back and forth process was even developed.
    Anyway, thanks for the input, I'll copy all this down and try to take it step by step. My next purchases will be the graph editors (keymate and graphmate) since I can't get the one in Animate 2 to even show up. Perhaps there's another hidden secret key location, or I have to click a certain way on a certain spot on the timeline to make a new window show up... Well, that's sort of how this feels like it works at times. ;)'
    Been waiting for a sale but I really need these (I think) to tweak the animations further.

  • JaderailJaderail Posts: 0
    edited December 1969

    Here is the AniMate Graph Editor for those that may not know of it.

    Capture-003.PNG
    720 x 221 - 28K
    Capture-002.png
    764 x 219 - 21K
    Capture-001.png
    852 x 226 - 24K
  • philiphowephiliphowe Posts: 53
    edited July 2014

    Thanks for that info, but no graph ever shows up for me when I use this same route to the Graph Editor.
    Also, there are 2 very small circular buttons that say Add Studio Key, and Delete Studio Keys, that are just in the small 'Studio' box. Not sure when to use them but they seem to be able to override the Timeline, at least some of the time.
    If I get Key Mate and Graph Mate, will I be working with Timeline or Animate2? I assume Timeline (Daz) as otherwise the figure will likely Zero back.
    This is all pretty frustrating but I am determined to stick with it as its the best approach to animation via Daz figures. Poser is so full of bugs and my only other option would be to try to import sets or parts into Max and then relight the scenes, but those attempts show major poly shifts and distortions, with few mats porting across. Besides, I really like Daz now and I should be able to get this if I can figure out when its going to Zero back. I shouldn't have to save at every tiny step. Maybe they can incorporate the Timeline into a more complete key-graph-flow that is all encompassing for accurate animations.
    Anyway, thanks for your help. I'm going to try to attach a screenshot showing the empty graph.

    no_graph_ever_shows_up._._._.jpg
    2000 x 688 - 258K
    Post edited by philiphowe on
  • JaderailJaderail Posts: 0
    edited July 2014

    You can ONLY use the AniMate Graph Editor to Edit the Key Frames in a AniBlock not in anything else. It only edits a AniBlocks stored Key frames and there motion profiles.

    KeyMate and Graphmate work only on the DAZ Studio Timeline. The AniMate Timeline and DS Timeline are separate until things are Transfered from one to the other. You can not work in both at one time. It was just not designed to work that way. As far as I know.

    EDIT: Those you point to ARE Studio Keys on the Studio Timeline. They only Appear if no AniBlock is loaded in AniMate. It is showing that your Keys are on the Other Timeline and not in AniMate.

    Post edited by Jaderail on
  • philiphowephiliphowe Posts: 53
    edited December 1969

    Ah, OK, thanks. I tested it again and found the graphs there, but only for Daz based animation blocks, not Posermocap.
    Also, interesting- When I started with the Gianni (G2male) figure, then went to the graph, the moment I tried to shift a point, the program crashed.
    Restarting, I loaded in the base Gen 2 male, added an aniblock, this one the Lycan walk, which is great by the way, then checked the graph. With it open, I then turned the figure into Gianni and it didn't crash.
    I think I'll work with this base graph approach for awhile before getting the other tools.
    Meantime, if I can ask you one more question... since you're up in the middle of the night like I am, can you tell me if Mimic Live is worth getting, whether it works with the Gen 2 characters, and if I can use it in the 64 bit version? Right now, our only option is to use the 32 bit version as its the only one with Lip Sync. Which, by the way, the lips move (barely) but it works better if you beef up the bass. It still requires some tweaking, hence the questions regarding the graphs.
    Thanks again for your help and good info, I really appreciate it! I'll have to check out Exile, looks intriguing. I'm illustrating and animating my own novels at the moment, having a blast doing it but a lot of work.

  • JaderailJaderail Posts: 0
    edited December 1969

    Here is what may help you a bit. AniMate2 is 100% built to only work with AniBlocks, without AinBlocks it does nothing. You have the Power to build new AniBlocks by sending a set animation from the DAZ Studio timeline to AniMate, but it will be a AniBlock once sent that needs Named and Saved to keep in your set of AniBlocks.

    DAZ Studio only works on its Timeline and is 100% Key Frame driven, all things that can Trigger a Key frame on the Timeline like a Morph change to a Scale change will create a Key frame on the Timeline for the selected Node when Added. The DS Timeline does not See a AniBlock at all until Baked to the DAZ Studio Timeline with AniMate2. It then becomes Normal DAZ Studio key frames.

    To fully record an Animation in DAZ Studio all Keys should be on the DAZ Studio Timeline and the File Saved. Then it is Best to use Render to Frames as the Video Output. Many of the Standard Video File formats for Record Animation like AVI are designed for Shorter sets of Clips, around 300 frames max. More can and often will cause Buffer overruns and the Saved video file will be damaged and will not run. When Rendered to Frames and a Video Editor is used to assemble those frames to a Video file you can see the areas that need corrected and exactly which frames on the Timeline need the edits. You can then just Render the Fixed Frame(s) again instead of needing to render the full animation a second time. This saves very much time and causes much less wear and tear on your hardware. Rendering is CPU heavy and will cause over heating if the PC is not designed to run at 100% CPU load for long periods. Animation can take many Hours at 100% load just for shorter Clips depending on many factors.

    This is the method I use. Set up basic things with AniMate2 and Aniblocks (this may require doing many saves and creating new AniBlocks to add). Once all that can be done in AniMate is finished I Bake that to the DAZ Studio Timeline for more Editing and possible hand Key framing. At this Point I save before I touch the DAZ Studio Timeline. I now find the parts I wish to edit or add more to, I then use GraphMate and Or KeyMate to edit my ruff Aniblock work. I still do Many Saves, saving many Files by sequence so I can go back one edit If I need to as sometimes DAZ Studio is just stubborn and needs its buffers cleared before it wants to work fully. Once I finish my DS Timeline Editing or adding of new things I double Save My File or More just because I'm anal. Then I will close DAZ Studio fully. Do a 100% cold boot, that is a full power off to clear all Ram and Pointers. I then Boot my PC open ONLY Daz Studio load one of my Saved full files and NOW I do the Render to Files. I never do a Render to Animation File format and I never render a file without first doing a Cold boot, again because I am Anal.

    I hope This info is Useful to some.

  • JaderailJaderail Posts: 0
    edited July 2014

    I Was Writing that Wordy post when you posted last. Here is what I can tell you. As far as I know the Genesis 2 figures do not have the Needed DMC files to work with Mimic in any bit mode. I still use the DS 32 Bit versions for my Lipsync. And I can also tell you any trouble you have working with Genesis in AniMate or DAZ Studio will be more so with the Genesis 2 figures. Very little has been done so far for Genesis 1 animation and less for Genesis 2. I still prefer to work with the Generation 4 figures as 99% of the animation content on the net was designed to work with those figures. I'm just now learning how to use the Genesis 1 figure with less issues such as poke through. And that required useing more bought help files.

    Post edited by Jaderail on
  • philiphowephiliphowe Posts: 53
    edited December 1969

    Thanks for all the information, I will definitely put it to good use. I was wondering why my PC was running hot and now I know. I ended up opening the side and putting another fan to help cool it as it ran a 12 hr animation. I know I can compile hundreds of frames in Max, but am going to try it in After Effects or Premier next. I think Premier, as I recall, will handle it. Unless Daz Studio can do it, but I haven't seen that feature yet, been doing this for over 2 years now and just getting into animations again.
    I'll follow your route, step by step, and see how that works for my 10 sec animations, all I really need.
    By the way, I'm in 32 bit mode right now and one of my Gen 2 female characters is speaking fine with the download I found on ShareCG-
    http://www.sharecg.com/v/69954/browse/11/Poser/Daz-Genesis-2-Basic-Female-DMC
    I believe Wendy (?) put this up there and it works fine, no crashes so far. I am going to try it with a Gen 2 male. I don't write code, but I'll test this a bit and try a few things to see if I can get it to work for the male.
    Again, you've been very helpful. Once I memorize all this, I can move on to key editing and tweaking.
    Thanks!

  • JaderailJaderail Posts: 0
    edited July 2014

    You are more than welcome. DAZ Studio and AniMate2 has opened the door for me into animation. I'm just a hobby level user but had always wanted to animate all the way back in my Commodore 64 days, yes I'm that old and the VIC 20 was my very first PC, can we say cassette tape data drive? I have never had the pleasure of working with any of the high end software. I'm now a retired old pixel pusher on a fixed income. DAZ Studio and the few plugins needed are about the only way I can afford to animate. I do plan to slowly add more and more powerful tools to my collection as I can afford them, it just seems like my poor little savings account will not grow as fast as I want it too. Got my eyes on Poser 2014 next. Then After Effects or Hit Film, not decided yet. I have managed to get Carrara 8.5 but I was already hard at my current project before I bought it. I will take the time to learn Carrara after I finish learning new things in DAZ Studio and my plugins for it.

    Post edited by Jaderail on
Sign In or Register to comment.