- Jun 13, 2022
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If so, how do you guys adjust the animation to make the hands or feet fit perfectly in the scene. Isn't it a bit cubersome to adjust every frame in a 60 frame animation?
Like if I want to change the hand position from the start of the animation, won't i have to change very frame after that?I have made some animations myself in Daz. I decided to stop. It never looks good in games. Usually to slow and robotic. (My animations included). You can do things to mitigate that a little but it takes a lot of work to look good. More than I want to spend. I think a couple of good stills look better than a mediocre animation.
But yes if you download an animation you'd have to adjust it. Not every frame though. Daz (and other 3D software) works with key frames. Basically working with key frames is like making a couple of slides and let the software make the intervening frames. (though you can find you might need 12 frames for the left arm and only 5 for the right arm. So you the slide show analogy is not entirely accurate.)
No the hand might have 5 keyframes then you only need to adjust the hand 5 times.Like if I want to change the hand position from the start of the animation, won't i have to change very frame after that?
Honestly I just never tried them. I imagine they are the smallest loop possible (e.g. two seconds) which increases the robotic feeling of an animation. If you make the loop larger (e.g. 8 seconds) you can add a little variability in the animation.Also why are you not using downloaded animations?
I feel a bit confused by your words. Do you find animations arousing or do you find still images arousing?Nope, i am with GNVE on that topic.
Animations look really bad. Perhaps better than in Fallout 4 but still, you see the unnatural flow of things.
But everyone to it's own.
Personally, i find it more arousing, and that's why we are talking about animations, to tell the story through images and words.
On the other hand, these can be good fillers. I know that lot's of people like animations. I played some games with animations and even i can't tell if they were pre-made or indeed made by the dev, they looked kind of bad mostly.
Worst, some can't be skipped.
Sorry for the confusion.I feel a bit confused by your words. Do you find animations arousing or do you find still images arousing?
You will never create any realistic looking animations with DAZ. Their animation tools are to basic for that.I have made some animations myself in Daz. I decided to stop. It never looks good in games. Usually to slow and robotic. (My animations included). You can do things to mitigate that a little but it takes a lot of work to look good. More than I want to spend. I think a couple of good stills look better than a mediocre animation.
True. But even games that did use blender or a similar software better suited to animation still often look robotic and slow. Daz was a few nails in the coffin for me not necessarily the last one.You will never create any realistic looking animations with DAZ. Their animation tools are to basic for that.
To achieve realism you got to combine the large movements from moving the bones with smaller movements from physics. Like the hair bouncing up and down, the ass getting slightly squeezed 'flat' when you slam into her, the muscles/fat on her legs and belly sighting bouning with the rithm, etc. You need a comprehensive and well functioning physics system for this kind of stuff, and DAZ just doesn't offer that.
wow the butt and breast jiggle looks fluidAnimArts and Stimuli are basically the only ones available, and premade animations are often quite easy to pick out by anyone who's seen them enough, especially the latter of the two vendors. I don't use the former of the two out of principle.
You can make some pretty damn good animations with Daz if you're willing to put the effort into it. Many won't and proceed to blame the tool for it. Sure, you don't have any soft body physics like Blender (and getting a pressured squeezing looking is nigh impossible while animating) and any consistent hair movement will be tough, but understanding the fluidity of inertia and keyframe timings will make it fairly easy to get something similar in the sense of skin-skin collision.
There's tools that are going to make your life easier, though. Limbstick (basically IK), eR Breast Animator basically takes the math out of the breasts, and some kind of up-down ass (the butt bounce morph inYou must be registered to see the linksworks quite well, imo.) morph largely do the trick.
Was talking to someone the other day and made this in fifteen-ish (excluding rendering and exporting from Premiere) minutes with the aforementioned three tools. Could use a bit more motion in the head/mouth/etc., but the general idea is still there.