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Population for easier spline graph editing
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Of my old Iclone 5.5 thru 6.5 where I remain today.Īfter BVH export to Daz ,I use graphMate for final refinement after culling down the keyframe To me it iseasier and more predictable to simply use motion puppet,mixed moves and the combined libraries Since I started using Iclone for base layer motion building. To be honest I have stopped harvesting the older stuff from the Mill4ĪniMate 1.2xx days or other online sources like carnegie mellon etc, Anyone have any ideas on the matter? Thanks!īut what I cannot do for example is bake earlier generation aniblocksĪpply save and then apply them as AniMate adds keyframes to every
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I am trying to understand rigging and I am yet still a total novice, so it seems to me that the same rig should move the same in 3DXchange or DAZ. Mind you, I made two seperate conversions in 3DXchange one for G1 based and one for G3 based. When I export to the motion to BVH that I just saw working perfect on a DAZ character in 3DXchange, and import that BVH on to the same characters in DAZ, the G1 looks good, but the the G3 BVH doesn't conform as well in DAZ ( shoulders and arms don't move correctly). Everything looks good inside of 3DXchange when motion applied to a DAZ character. I export the charcter FBX from DAZ into 3DXchange and apply the Imotion I created from the MMD FBX. I do a lot of MMD motion conversions and learned how to do it with 3DXchange here in the the forums. But, I would like to know if anyone knows what is going on between the rigging between 3DXchange and DAZ.
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There are a few areas that are problematic in DS that I hope some learned individual here can shed a bit of light on(Ironically Lighting is one of those problem areas). I have been dabbling with DAZ for many years now and find that no matter how much I learn I cannot seem to solve the basic requirements.
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