Aniblocks

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Comments

  • DartanbeckDartanbeck Posts: 21,574

    Bummer. I haven't tried it.

  • wolf359wolf359 Posts: 3,828
    edited November 2023

    csteell_c2893e4ab6 said:

    I have purchased and installed Mixamo Retarget Rig for Genesis 9. The only problem is when I add an animation the feet and toes are all wrong! It is a big job to go through frame by frame to fix this issue! Cheers

     

    What do you mean “installed” the retarget rig?

    there is no "installation" for this product
     you upload the Retarget rig to mixamo.om> apply mixamo animation of your choice

    download FBX > import FBX into Dazstudio >save as animated .duf file > apply .duf to any other G9 figure
    Are you following the EXACT steps in this video?

    @Dartanbeck Check your DM'sangel
     

    Post edited by wolf359 on
  • I have done exactly as you have said. The toes and foot are deformed when I add the animation! Cheers

  • I have had another try. This is better. It seems that you cannot mix any animations from other sources with the Mixamo made animations. Cheers

  • wolf359wolf359 Posts: 3,828
    edited November 2023

    It seems that you cannot mix any animations from other sources with the Mixamo made animations. 

     

     

    This product is specifically designed to allow  users of genesis  9 to have FREE access to the thousands of FREE motions on mixmao.com instead of buying recycled & repackaged copies of them piece meal

     
    If you have the full version of DS aniMate2 you may be able to save your G9 
    animations as aniblocks and cut & mix them  with other existing aniblock motions as described by @Dartanbeck in his comprehensive aniMate 2 pipeline.

    Post edited by wolf359 on
  • DartanbeckDartanbeck Posts: 21,574
    edited December 2023

    csteell_c2893e4ab6 said:

    I have had another try. This is better. It seems that you cannot mix any animations from other sources with the Mixamo made animations. Cheers

    Okay, I'll try this again. Here we go:

    After downloading your FBX and sending it into Daz Studio, run 3D Universe's Body2Hip tool. Then save as a pose file to your library. Then you can mix it.

    Cheers!

    Post edited by Dartanbeck on
  • cain-xcain-x Posts: 187

    csteell_c2893e4ab6 said:

    I have had another try. This is better. It seems that you cannot mix any animations from other sources with the Mixamo made animations. Cheers

    You can save the loaded animation as an aniblock (assuming you imported the bvh from Mixamo) and also add a new layer in animate2 to add additional changes to the pose or keyframe additional motions. 

  • DartanbeckDartanbeck Posts: 21,574
    edited December 2023

    cain-x said:

    csteell_c2893e4ab6 said:

    I have had another try. This is better. It seems that you cannot mix any animations from other sources with the Mixamo made animations. Cheers

    You can save the loaded animation as an aniblock (assuming you imported the bvh from Mixamo) and also add a new layer in animate2 to add additional changes to the pose or keyframe additional motions. 

    Well, the BIG issue with that is that Mixamo uses the Body of the figure for transforms (translation/rotation) of the figure through 3D space.

    So when we make an aniBlock dierctly from Mixamo imports, they're not the way we'd expect them to be.

     

    The cure is 3D Universe's Body2Hip tool from his Daz Studio Animation Tools Set 1.

     

    A great workflow:

    1. Download Mixamo FBX
    2. Right-click the downloaded FBX file > Open With > Daz Studio > Set as Default
    3. Double-click the downloaded FBX file - it opens in Daz Studio.
    4. Select it in Daz Studio and run Body2Hip script
    5. Save the result as an Animated Pose DUF in your library
    6. Apply the animated Pose to a figure
    7. In aniMate, right-click > Create aniBlock from Studio's Keyframes
    8. Save aniBlock

     

    Post edited by Dartanbeck on
  • cain-xcain-x Posts: 187

    Ah, I did not realize you were talking about a different workflow.

    I have the Mixamo library as a bvh archive. Using bvh importer, the bone mappings I made takes in the bvh and assigns the hip translations/rotations to the hip correctly. I wish there was more control and scriptability around the bvh importer but I hear rumblings that this may change in the future.

  • DartanbeckDartanbeck Posts: 21,574

    When I was new to animating in Daz Studio - not that long ago - I was wondering how to get some of my Reisormocap animations onto my figure of a different generation.

    Well Reisormocap includes BVH files so I tried that. I was completely and utterly impressed! 

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