Statistics Homework help



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  • https://sites.google.com/site/mcasualsdazscripts/mcjteleblender-for-ds1-2-3-4

    Daz to Blender scripts here

    IClone 6 also has an available plugin for getting Genesis 2 figures into Iclone, and according to the promo videos, you can turn any clothing and hair item into a dynamic item using greyscale weight maps, which are basically an extra texture map with a gradient fill on it. I have yet to try this as I've been extremely busy with several other things, but it definitely looks promising. As well, character movement (posing and animation) appears to work a lot like Poser, where you grab the hip and move it around and the hands and feet stay where you put them. The feet are pinned by default, but you can pin the hands - same as Poser. Daz' functionality in this is indeed poor, with the feet wanting to wobble a bit too much, even for basic motions like bending forward or even stooping.

    However, you also need 3D Exchange for IClone to get Daz figures into it, which costs extra. While IClone does have a figure library, the EULA puts strict limits on what you can do with them, especially in regards to selling animations and images made with them (basically you have to purchase an export license or else the movies can only play inside Iclone). In all, they have the shittiest EULA I've run across, but then if you use Daz figures instead, most of the EULA is invalid. However, you still need the export license to generate BVH or FBX for use in other programs, so using it to make animations and then export the BVH back to Daz is still going to cost extra.

    At that point, you really start to consider staying with Poser, or spending the extra for an annual Maya or Max subscription, or learning Blender, because dealing with all these other companies and their limitations is just more bullshit than you feel like dealing with.



  • @'rikolo':

    @'~ArgonCyanide777':

    I wasn't sure, myself, but in the other thread you said Daz basically sucks for animations. What were the issues you found?

    There is no inverse kinematics in DAZ. What is inverse kinematic? Basicaly if you have feet of the model touching the ground, and move the pelvis, inverse kinematics (IK) will figure out how to move the joints so that the feet keep touching the ground at the same spot. Which is kind of a big deal in sex scenes, since usually the feet / hands remain stationary while the hip moves.

    Another thing is that in the vanilla installation there are almost no animation controls. The ones which are present are so bad that I consider them a slap in the face. You basicaly need to spend $40 on keymate and graphmate just to get the most basic of animation control.

    I read a forum post somewhere, that the company

    Zygote

    releasing daz is actually trying to discourage people from using the program from animation and it would explain a lot. It is really baffling how little is needed for daz to be a decent animating platform.

    Sounds like their proprietary strategy is "working" for them. :@

    Thought something was fishy about keymate and graphmate, yet they advertise their free software as having animation 'potential'. That is baffling, but at the same time you and I both know they're…not happy about their stuff being used on porn. So the reverse kinematics not being implemented (at least not freely) would seem to align with this.

    Nuke has also said they have products which are limited in versatility. Agreeing, I'm beginning to notice how they cut corners even for the non animated. Since long-timers say this is nothing new, I'm not counting on these being fixed.

    I think runtime and other characters can be ported to iClone and I do have a demo of iClone3. Seen them advertised on daz and other sites.



  • @'~ArgonCyanide777':

    I wasn't sure, myself, but in the other thread you said Daz basically sucks for animations. What were the issues you found?

    There is no inverse kinematics in DAZ. What is inverse kinematic? Basicaly if you have feet of the model touching the ground, and move the pelvis, inverse kinematics (IK) will figure out how to move the joints so that the feet keep touching the ground at the same spot. Which is kind of a big deal in sex scenes, since usually the feet / hands remain stationary while the hip moves.

    Another thing is that in the vanilla installation there are almost no animation controls. The ones which are present are so bad that I consider them a slap in the face. You basicaly need to spend $40 on keymate and graphmate just to get the most basic of animation control.

    I read a forum post somewhere, that the company releasing daz is actually trying to discourage people from using the program from animation and it would explain a lot. It is really baffling how little is needed for daz to be a decent animating platform.



  • @'rikolo':

    Hi, sounds very interesting. My idea was to use blender for animating, so that I could export the resulting animation into Daz. There were some promising results, but there are some bugs and limitation both on Daz and Blender side, which were preventing me from importing the animation into daz perfectly. Having the full work figure work in Blender would be great, right now I am trying to animate in daz and it is exhausting…

    Well, I can see this was several months ago when you posted this. I wasn't sure, myself, but in the other thread you said Daz basically sucks for animations. What were the issues you found?

    I recall I started a thread on Morph3D when it first debuted but it got a lackluster response. I know that I get those clickbait ads for this site, and when I saw it was about genesis 3 (which frankly isn't a whole heluva lot different from genesis 2, just prettier promos) I thought this might just be what runtime users were asking for utilizing the Daz content. The recent buzz about utilizing vidya engines for animating seems to be picking up some steam of late.

    I'll be honest: I think your best bet for utilizing your Daz/poser characters outside this realm is to export them as .obj and rig them separately in Blender or some other program fit for your destination (presumably for animating). It's a hassle, but so is trying to keep the character as-is and use it in another program.
    Though I recall when Iray first hit, Daz advertised they were making it possible to export to Vue and Maya, and also in renderman format. Did that ever materialize–or was it bluff to try to head off poser 11?



  • Не очень в тему, хотела бы рассказать! :), как я попала.
    Около полугода назад нашла сайт по продаже типа ультрапрочных женских колгот из нанопрочных материалов. Они там давали гарантию пол года, ну типа, если появится хоть одна дырка, то мне бесплатно пришлют еще одни. Типа это особо прочный материал, из которого делают одежду космонавтам. Носила колготки всю весну и лето почти каждый день все пять месяцев. Действительно ни одной затяжки. Дырка появились самом конце гарантийного срока, через 5 с половиной месяцев. Захотела поменять, то мне отказали, сказали, что шесть месяцев после покупки уже прошли, но все-равно жулики, это смотря как считать дни.
    Ну вот так знайте все , что этих колготок на все шесть месяцев не хватит, а только где-то на 5, и их вам вряд ли поменяют!.



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  • Hi, sounds very interesting. My idea was to use blender for animating, so that I could export the resulting animation into Daz. There were some promising results, but there are some bugs and limitation both on Daz and Blender side, which were preventing me from importing the animation into daz perfectly. Having the full work figure work in Blender would be great, right now I am trying to animate in daz and it is exhausting…



  • Hi all

    I experimented a bit with Genesis figures in Blender. Basically my goal was to rig the Victoria 7 mesh in Blender using Blenrig 5 (a pretty sophisticated auto rig addon for Blender). Blenrig 5 is uses a mesh deform cage which results in very natural deformations.
    The first results were very encouraging. Unfortunately I had to stop working on that project because I lots of other things going on…

    Not sure when I find the time to hang on to it.

    Regards
    soundex



  • Don't know about your query and would like to learn about that myself.

    You export the scene. Problems that crop up are that it may not recognize one or more things. Morphs, props, etc.In cycles for rendering, some textures don't play nice with it. As with many non-native renders, tweaking will no doubt be needed for the whole nine yards.

    Blender is an intermediate stage quite often to rig objects for Daz/Poser formats. If you haven't bought the rigging toolkit to rig in Daz.

    The recent version, I've read one person, is that it seems to crash when loading his object library, but nobody else had that problem apparently. He won't reply because I'm a stranger to him, but what he said was he lost hours of work each time and he did it twice. This implies a number of things as to what the problem could be. Repeatable problem under heavy usage condition. That's all I know, just a phantom pitfall to keep in mind.

    EDIT: OK, so the guy and I have talked now and he suspects it's an issue with the most recent version of blender combined with network access and using different OS on each one.


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