Animating Daz Characters with Cascadeur: Part 2
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- Опубликовано: 15 сен 2024
- In Part 2, we dive into using the animation tools inside Cascadeur to create a quick animation with your Daz character. We then cover everything you need to know about exporting the animation out of Cascadeur and importing it back into Daz Studio. Finally, we will take that animation and turn it into a Pose Preset, so you can use it with any of your other Daz characters.
Watch Part 1 here: • Animating Daz Characte...
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well done. been trying to do something with cascadeur for years but never really came around to do it :P guess it is time to finally do it. as for the messy export options, either daz or the guys from cascadeur should allow for some filter options so that the two apps work with each other and it is not tedious work from the user on every export. make it happen!
Thank you for this tutorial. At 13:06, right click on pelvis, first select 'expand branch' then 'select branch'. Repeat for abdomenLower, excluding facial bones. It would be better if we could save a character profile.
Looks very promising, but as I commented under Part 1, Cascadeur still seems to need a lot of manual adjustment handling to work smoothly with Daz figures right now. I'll be interested to see where the Daz use of Cascadeur might be after, say, a year of use, refinement, and streamlining by Daz afficionados.
Almost a year and nothing changed. It still doesn't work. Twist bones don't work, hip/pelvis position wrong, etc. etc. It's a disaster.
Thanks for the great vid - It would be awesome if you started an partnership with an animation software company like this, daz 3d's main drawback is imo the "clonky" animation handling and if you could load say a gen 8 and 8.1 figure straight in cascadeur (without have to re-adjust-rig etc ie better native figure loading in cascadeur) and just do the animation and save the anim from cascadeur and then load it over to the genesis in daz3d it would be so darn awesome and i'm sure both sides of the table will win from such agreement!
Is there any reason why I should export clothes or hair along with the character? (I could see the point of shoes if the character is in heels, but...) If all I'm doing is rigging the figure and making an animation which I'll apply to my character back in Daz, I'm not seeing a reason why I would bother with all of the other stuff. Seems like the shape of the character and getting the rigging right is all that matters for the purpose of making the pose preset. Am I missing something?
Can’t daz make this a plug-in so I don’t have to export and can animate in my scene ? 😁
Daz needs to stop messing around and Update it's Animation Capabilities. Fortunetly I've got IClone now..
I skipped through the two videos just to get a taste as I don't have time to watch all the way through, I plan to but maybe this was intended, but I watched the final animation and the feet are sliding all over the place. For a character to just salute, shouldn't they be still unless you were stepping in? I just don't understand why it's so hard to get proper IK in Daz. Thank goodness the Daz to Maya bridge lets you bring keyframes back into Daz.
Just a note, File -> Export requires a pro version of Cascadeur because there are too many joints :( But you can use Commands -> Export to DAZ that works even with the free version :)
True but it wont export animation...just frame 1.
You can just delete the face rig, and if you want also all the toe and finger bones, just leaving the "hand" and "foot" nodes and it works with the free version. I didn't count them, but I think you can keep the finger joints if you need to, and it will still be under 120 limit.
@@crusty21 You need to select all frames you want to export in the timeline :)
There is so much mocap data out there like Mixamo and AI driven mocap... I am hoping for a much deeper bridge or integration with Cascadeur and easier importing/retargeting of mocap into DAZ. This would lower the bar for many new users looking to try out 3D and animation.
Can we make this process with blender
Thousands of daz users need to see a better example of this tool. Something with more elaborate and a final rendering or better not to do this at all.
we need better fbx export and compatibility with mixamo
So the grail would be importing iclone animations into cascadeur and applying to genesis model then being able to export back to daz
You can import everything into IClone from Daz right now. IClone is built around animating and is much easier to use than both of Daz and apparently this program.. It will be even better soon with the release of IClone 8 and CC4.
It may just be me, but this doesn't look that much more featured than just animating in Daz... I haven't had a lot of issues running complex animations in Daz. For me the biggest issue in Daz animation is the effect posing has on dForce sims. :)
I'm here from random YT recommendation so I dont know how Daz animate stuff, but Cascadeur strength lies in physics based rigging so it tries to predict movement of entire skeleton while you move selected bones giving more realistic result especially with dynamic movement. That's why model's feet moved when raising the arm. It's not 100% perfect but with enough fine tuning you can make great results with physically correct trajectory and timing.
i wonder if casceder is worth it. On the one hand, you can do great animations, but on the other hand, there are a lot of things you need to do before sending animation back to daz
woow dudas el programa daz3d para que es su función y , luego en el programa Cascadeur woow ese es mi duda soy principiante please ...
if we just could import the poses from daz
Can You use poses from daz to import and animate
Please make a real-time renderer like blender eevee for daz
Hi, there is a substancial benefit over Motion Builder?
Have you ever managed to get an animation out of MB that didn't have feet sliding, 'cos I never did and I've got almost 20 years experience with MB? I'd like to find a way to see if it's worth even trying to use dForce.
@@Methuselas I have the same problem
@@pablolparedes yup. I can rig pretty much anything in MB and transfer it to any application I want, but not daz. They can't even fix under the hood animation issues, but continue with the feature creep. Genesis 9 has like 5 full skeletons. The brows have a full skeleton. 🤣🤣
@@Methuselas I think Daz survives despite its management, not because of it. They even spent time implementing NFT bullshit, if you can believe it.
Thank you so much, any fix for the transform shift in DZ?
🤔 my animation is 95 frames on the timeline but when trying to export fbx it says "feature not available..." export available for no more than 300 frames 🤔- confused cascadeur noob
There are too many joints with DAZ characters, that's why you get this error. You have to use Commands -> Export to DAZ and it'll work :)
No ragdoll physics..?
When I watch tutorial videos I'm kind of assuming the person has pretty good familiarity with the software they're using. Even better if they're *expert* level. This sort of slap-dash "Hey let's try this - oh wait that didn't work... maybe I don't actually know what I'm doing" tutorial makes both Daz and Cascadeur look bad.
I feel like you can just do this all better in blender...so many tools and plugins
no you cannot. the big advantage in cascadeur is the physics based posing which assists you in creating plausible movements. this is something no other posing software has.
Cascadeur, not cascader :)
Hair and clothes transfer to the characters
Too much insructions are left unnoticed -> impossible to follow by the letter for the first-timers. And Export function does not work on free version at all, even with default Genesis8 without even eyelashes and 30 frames animation. Extermely outdated tutorial!
Don't use Daz as an animation tool. There are better alternatives, including Blender, which is free. Daz has terrible animation tools and massive bugs under the hood. We should be able to just import re-targeted animations in Daz, but they won't fix the feet sliding and IK problems.
@@Methuselas But how to get materials from Daz to work good in Blender? Even after correction, hair looks lame. Using Cycles you'll never get a result you'll achieve with Iray.
@@RoiDeMai No idea. I use Maya.
@@Methuselas How do I get a character from Daz to Blender and then animate it there? Are there video tutorials?
@@frankcabanski9409 no idea. I use Maya and CC3/iClone. I'm sure if you look you'll find videos on how to use the Blender bridge for Daz. It's just importing fbx files.
Your room sounds really echoey and we can clearly hear the HVAC unit. You should try using NVIDIA Broadcast to get rid of it. You won't sound as hollow then.
After importing DAZ,Why is there a serious slippage phenomenon
Because Daz Studio sucks for animation. It's their under the hood code. Has nothing to do with their animations.
You could have just locked the feet to the floor before you started.
habla menos y enseña mas
Why people are creating tutorials about things they hardly know? I am not speaking about terrible feet slide while she salutes (is she on the ice?), but about animation export. If the only way to export animation is to manually select bones and apply export options to them - it means THERE IS NO EXPORTING WAY, because only a masochist would do all those things to export damn low quality animation!
Hey, at least someone made one.
Literally. I hate this software so much
It would be great if we have something like this but for vehicles. I would like to be able to use something like Craft Director Studio to animate cars in DAZ Studio by simply driving them like in a video game.