Production has begun on DAZ An…
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Production has begun on DAZ Anime - Using DAZ for Animation and Movies

Hey everyone! I just wanted to share a project I'm working on using DAZ 3d assets. I want to stretch this program along with Blender further than usual and I will be documenting the process and will be selling a training course in the store soon if there is interest.
If you have any tips and tricks I'd love to hear them. I'll be using Daz to actually make a 2d movie. :) Hope you like. Animattions are coming soon.
Post edited by SasquatchIsCool on
Comments
Here was the first pass.
cool
There is no Hexagon here. This is what I made straight with DAZ. This is how my DAZ created anime is going to actually look. I'm going to pull out all the stops and show that DAZ can be used to create AWESOME!
fixed
In the "first pass" image, it is disconcerting to me that the character is all blurry but the background is mixed sharp and blurry. For example, the bike tires are blurry and the bike basket is sharp. The speed limit sign text is blurry but the number 30, in the same focal plane, is sharp. I really know nothing about anime, so pardon me if I just don't get it.
And yes, this is posted in the Hexagon Discussion forum. Since you didn't even use Hexagon, your intended audience will miss this topic. You should edit your first post and change the forum from Hexagon to Art Studio. You will reach a more appropriate audience there.
Thanks! I was so confused about Hexagon. Guess I accidentally poppoed it down on the drop down box by mistake. Oopsie. Thank you so much.
Here is the updated anime background. This is Stonemason's streets of Japan. I want to stretch DAZ tools and content to the limit and make something cool.
@SasquatchIsCool
I don't think that anyone is doubting that. We've seen AWESOME things already am 100% sure that your project is going to be very cool. But I am also 100% sure that you'd finish faster and the result would be much closer to your artistic vision if you first took the detour to learn how to get your content into better tools and to learn those tools. I'd ask you why you are so dead set on doing this in DS? Why would you not use the best tool for each job? Do you really want to prove it so much that you're willing to compromise the most important thing, the actual project, and inflict upon yourself the pain and frustration that DS is already well documented to cause?
I seriously am curious and am interested in your point of view... why do you feel the need to prove something about DS to anyone at the expense of the most important thing, i.e. the actual project?
Wungun just posted a Daz Studio created music video that certainly shows talent and master use of the tools. iclone may also have been involved.
https://www.daz3d.com/forums/discussion/586581/finished-my-music-video-come-and-check-it-out#latest
It could be ... sunken cost fallacy
https://duckduckgo.com/?va=j&t=hc&q=sunk+cost+fallacy&ia=web
For wont of a better explanation, I am going to assume that is the reason.
There is no doubt that Blender (and other, though costly, applications) can do things like animation much better than DAZ Studio. The DAZ timeline is a source of constant complaints from most of us who have tried it and how we wish that the features that Blender has were available without the need for the tedious and complicated process of getting your characters from DAZ Studio to Blender while maintining all the feature that DAZ Studio provides as well. I'm talking about clothes and hair that drape along with the animation, or geografts that have hundreds of morphs that can also be animated.
I invested good money in the Alive tutorial on Blender Animation but it, like other Blender tutorials, assumes that you are woking with models created in Blender. So in order to get to the starting point where you have a figure that can be animated, you have to go through a learning curve involving a lot of what experienced Blender users would call "the basics". I mean interface navigation, rigging, shape keys, camera control, working with materials and textures and the Blender node system.
All of that is far from trivial. Some of it may not apply to everyone. For example - some may not need cloth simulation because they use tight, conforming clothing. They might not need geografts. They might be happy with the diffeo material conversion so have no need to tweak anything in the node system. I am not experienced in Blender and the reason for that is that every time I make the effort to try to do in Blender what I can do in DAZ Studio, I fail miserably. Generally I fail because I get to a point of needing to do something relatively simple but don't know how. So I spend hours on YouTube watching videos which do not address that "simple" thing. There is a wealth of information about Blender out there but it is almost as daunting as the Blender feature list itself when you want to find something specific but don't know how to search for it. People who are expereinced with Blender have been through (and probably forgotten) all that pain. Or they have moved from being experienced in other similar applications so know exactly what they need to look for in Blender to become experienced.
The Diffeomorphic bridge is a fantastic piece of work and seems to cover almost every requirement but it is,due to the extensive scope, quite complex in itself. Again it assumes some familiarity with Blender which brings us back to the points made above. So all I am saying is that I understand why people who have spent many years buying content and working with it in DAZ Studio feel more comfortable putting up with the (serious) shorcomings of the program rather than attempting to transfer that content (and the skills required) to Blender. Not everyone has the same capacity for attaining and transferring skills. What might seem obvious and trivial to some might seem to be a daunting task for others.
I use blender for other non character related things (modeling & VFX)
So I have become very comfortable with just the Blender native tools (and addons)and consider myself primarily a Blender user who utilizes Daz & Iclone/CC3 for easy generation of humanoid Characters.
But I understand the desire of primary Daz studio users to work with the program in which you are most comfortable
with the full understanding of what it can and cannot do.
That video was made entirely in iclone
he may have shaped projected some genesis figures onto Iclone avatars with the reallusion CC3/4, Genesis import tool.
But I know he works exclusively in Iclone as he is an active member on the reallusion forums
He does live streams,of his work flow, daily on his youtube channel.
LOL. Sorry. The reason I said there is no Hexagon here is because I accidentally put it in the Hexagon category and folks were like "Cool but why is it in the Hexagon box." It was simply my confusion. Sorry. :)
So I will be using DS for all the characters and such. Posing of hands will be done in DS as well. I'm using the Library of DAZ to create bigger worlds and such. I'm showing folks how to use DAZ but will be implementting other tools such as AI and Blender. I want to take folks through the entire production.
The above image was used in DS. It was rendered in Daz studio as a background and processed through Photoshop and then by hand but I will show how to integrate AI to actually make an anime. :)
That is so cool to know. I'm going to look for them. Always curious what tools that can be used.