If the anim is for a given family (eg G8F), you must use a char of the same family or use a pose converter. Note that theses poses or anims generally require tweaks, though, especially is the char is interacting with an object (like a chair) or another char.I see a bunch of animation assets on different storefronts for Daz and their previews come with models. Is it possible to change those models to your own, ofc still remaining in G8 or whatever they require
You're basically repeating what I said there at the end. But alright, so as long as it's gen 8 I don't have to use the default ones?If the anim is for a given family (eg G8F), you must use a char of the same family or use a pose converter. Note that theses poses or anims generally require tweaks, though, especially is the char is interacting with an object (like a chair) or another char.
You need to use a char of the g8f FAMILY. It can be any char. The pose move the bones and they are all identical. But depending on the actual char, the bone length may be slightly different and the pose/anim may require tweaks.You're basically repeating what I said there at the end. But alright, so as long as it's gen 8 I don't have to use the default ones?
And the males? If there's a female and male in the animation both of them have to be G8?You need to use a char of the g8f FAMILY. It can be any char. The pose move the bones and they are all identical. But depending on the actual char, the bone length may be slightly different and the pose/anim may require tweaks.
Probably. There is no problem in theory to create an animation with a g8F and a g3M or Michael4, but nobody does that. Look at the animation description; it will state what are the requirements in terms of char family.And the males? If there's a female and male in the animation both of them have to be G8?
That's all good, won't bother meEvasionYT Also, I don't want to discourage you, but Daz3d Studio's animation support is pretty difficult to work with.
I don't do much animation work myself, but I have read multiple threads where 3d artists coming from other programs (maya, blender) are very critical of Daz and point out some basic tools missing from Daz that make animations easier to create.
If you're only learning Daz basics (scene creation, posing, lighting, camera control), and trying to make full animated output at the same time, it's gonna be a tough road.
I wouldn't say it's difficult, it's just not very powerful. There are a lot of missing features like collision detection, curves, floor collision, decent pinning etc but it's pretty easy to get started with imo once you've got the hang of Daz.EvasionYT Also, I don't want to discourage you, but Daz3d Studio's animation support is pretty difficult to work with.
I don't do much animation work myself, but I have read multiple threads where 3d artists coming from other programs (maya, blender) are very critical of Daz and point out some basic tools missing from Daz that make animations easier to create.
If you're only learning Daz basics (scene creation, posing, lighting, camera control), and trying to make full animated output at the same time, it's gonna be a tough road.
Doesn't the 12gb Vram of 3060 helps at all ?Back on topic of GPU, I've ran Daz on a 3060, it was bearable but a 3080 is much better for serious projects. If you're just starting out a 3060 is fine unless you're trying to make an entire VN. Can't comment on the 3070. Can tell you though you would have a MUCH harder time converting everything to Blender and getting it to actually work and look good. It's difficult enough to the point where you would be better off just buying Nvidia.
Yes, it helps *IF* you are making scenes with multiple characters (>4) in the foreground.Doesn't the 12gb Vram of 3060 helps at all ?
You see I am looking to buy this 3060ti or 3070 card only because they have more cuda cores than 3060 otherwise that 12 gigs looks very appealing considering that the render process falls back to cpu when gpu lacks memory for a given scene.
Helped..thanksYes, it helps *IF* you are making scenes with multiple characters (>4) in the foreground.
However, with 8GB (or even less!) you can still get excellent results with multiple characters in scene if you spend some time with "Scene Optimizer" which allows you to reduce the texture map resolution of individual assets. This is most useful for background scenery and characters who are not in the close foreground.
Many creators ship their assets with 4k resolution textures. This can look great in extreme closeup. But if the figure/object etc is only taking up a few 100 pixels in the background (and even then, out of focus because you are using depth of field) then the textures for those objects can be reduced dramatically with ZERO visual difference in the final render.
I'm of the opinion that once you are past a certain threshold of render performance (and 2070super/3060 is probably the level) then you are spending more time fighting the Daz user interface and snoozing while it take 1+ minutes to load scenes or add characters than you do waiting for renders. Especially if you are using an overnight render queue solution for your final renders.
I also try to make fast renders, and mostly had fair success, but I screwed up when I made my main scene by making it complicated, and complexed. Good setup, but terribly texture heavy. It often kicks my 3080 off and then into CPU. Even with an 11Gen i9 renders go from normal 5 min to up to several hours. If DAZ had made it to where the Vram cheche cleared after renders that would be nice... I have made a few animation frames in as little as 45 min, but not within main setting. Those take hoursI have a 3060ti, I seldom put four characters in a scene I have done more than once. I just keep the rest of the scene simple. I have just done 11 animations with three people and it was a walk in the park, once again I use every trick i can think of the background and lighting. I want simple scenes fast.
Which is why the above quote becomes very relevant.if you spend some time with "Scene Optimizer" which allows you to reduce the texture map resolution of individual assets. This is most useful for background scenery and characters who are not in the close foreground.
Unfortunately, no.Is there any way to stop Daz from making tiny "icon" copies of every file it renders? It makes going through the renders folder annoying.