@@Dartanbeck This is such an awesome tool! Animating in Daz was such a pain! I usually animate it in cascadeur then create the pose in daz and export daz character to blender with diffeomorphic then in blender i just load the action and i can do magic stuff!
Its nice to see what proper professional Character animation tools with a proper human Ik system like cascaduer can do with Daz figures. Much better than keeping track of multiple scripts and aniMAte 2 workarounds and still have feet not solidly planted on the ground in Daz studio.
I have a special means of working with animations in Daz Studio that's easy and fast and a permanent addon to the figures themselves, making Daz Studio character animation a Lot more fun to deal with. Utilizing the amazing tools of Cascadeur gives us a much more unlimited variety of motions to work with - because we can make anything we want! Once back in Studio, the tools that I employ take this all even further with yet a lot more possibilities. It's a Blast!!! Taking my Cascadeur work into aniBlocks will be one of my first steps within Studio so that I can easily blend them with other animations, mirror, reverse, alter speed... all the great things that aniMate 2 affords us in Studio! Having scripts like LimbStick for Daz Studio makes our Cascadeur experience even easier if we know ahead of time that we're going to glue a hand or foot to something. I'm Loving This!!!
Well then. Try this: Select Hip, then Edit > Figure > Limits > click "Off (Rotation Limits)", now apply your saved Cascadeur animated pose. Daz Studio is not an evil entity Against using animations, it's just not built as a majestic animation creation workshop. Load in an animated pose or aniBlock that has good locking feet, and you'll have good locking feet as long as: A) The rotational limits are turned off for all joints And/or B) The animation never exceeds the rotational limits set on the base figure by default When either of those two are met, what works in Cascadeur should work in Daz Studio ;)
Also, check the figure properties themselves for the animation. In the timeline, open the hierarchy of the figure. Character > Properties > Hip That properties level just above the hip should not have keyframes. If it does, it shouldn't affect the animation if all but the first of them are deleted. If we delete keys from that figure-level Properties and it wrecks the animation, the translation and rotation of the figure is placed there, rather than using the Hip bone. Animations acquired from Mixamo are like this - on the wrong level as far as how Daz Studio needs them to be. To correct this I use "Bone2Hip" script from 3D Universe's Daz Studio Animation Tools Set 1: www.daz3d.com/daz-studio-animation-tools--set-1 This takes translation/rotation data that has been applied to the Figure level and records it properly onto the hip, respecting what's already on the hip. Then we can save and reuse this animation all we want.
@imtiazhussain6684 Daz studio does not have a proper Foot to floor IK solver Like Iclone Blender or Maya and those imported Cascadure animations will come in as baked FK and you have to employ scripts and hacks to get your solid foot planting and hand pinning restored in Daz studio. This is going to be very evident when you use the new ragdoll features of cascadure where figures are hanging from helicopters like in the promo video. Limbstick has limitations and you often have the run it several time to get it just right. I use Iclone and AutoDesk Maya I agree that cascadure is a great affordable external animation option for Daz studio users.
This is very cool, and no surprise that you’re the one leading the way on this!
Awesome job, thanks for sharing your workflow. Hope to see more soon.
Absolutely, my Friend! Absolutely!!! :)
amazing
Pretty cool, isn't it?!!! I'm Loving this!!! Totally worth the Pro price!
Rosie got me the whole year 2025, so I'm in for a Fun Ride!!!
@@Dartanbeck This is such an awesome tool! Animating in Daz was such a pain! I usually animate it in cascadeur then create the pose in daz and export daz character to blender with diffeomorphic then in blender i just load the action and i can do magic stuff!
@@eiidisa4214 Fantastic!!!
Its nice to see what proper professional Character animation tools with a proper human Ik system like cascaduer can do with Daz figures.
Much better than keeping track of multiple scripts and aniMAte 2 workarounds
and still have feet not solidly planted on the ground in Daz studio.
I have a special means of working with animations in Daz Studio that's easy and fast and a permanent addon to the figures themselves, making Daz Studio character animation a Lot more fun to deal with.
Utilizing the amazing tools of Cascadeur gives us a much more unlimited variety of motions to work with - because we can make anything we want!
Once back in Studio, the tools that I employ take this all even further with yet a lot more possibilities. It's a Blast!!!
Taking my Cascadeur work into aniBlocks will be one of my first steps within Studio so that I can easily blend them with other animations, mirror, reverse, alter speed... all the great things that aniMate 2 affords us in Studio!
Having scripts like LimbStick for Daz Studio makes our Cascadeur experience even easier if we know ahead of time that we're going to glue a hand or foot to something.
I'm Loving This!!!
somehow i believe the rendered animations will have issues with either feet or body going inside the ground.... daz is very stiff
Well then. Try this: Select Hip, then Edit > Figure > Limits > click "Off (Rotation Limits)", now apply your saved Cascadeur animated pose.
Daz Studio is not an evil entity Against using animations, it's just not built as a majestic animation creation workshop.
Load in an animated pose or aniBlock that has good locking feet, and you'll have good locking feet as long as:
A) The rotational limits are turned off for all joints And/or
B) The animation never exceeds the rotational limits set on the base figure by default
When either of those two are met, what works in Cascadeur should work in Daz Studio ;)
Also, check the figure properties themselves for the animation.
In the timeline, open the hierarchy of the figure. Character > Properties > Hip
That properties level just above the hip should not have keyframes. If it does, it shouldn't affect the animation if all but the first of them are deleted.
If we delete keys from that figure-level Properties and it wrecks the animation, the translation and rotation of the figure is placed there, rather than using the Hip bone.
Animations acquired from Mixamo are like this - on the wrong level as far as how Daz Studio needs them to be.
To correct this I use "Bone2Hip" script from 3D Universe's Daz Studio Animation Tools Set 1:
www.daz3d.com/daz-studio-animation-tools--set-1
This takes translation/rotation data that has been applied to the Figure level and records it properly onto the hip, respecting what's already on the hip. Then we can save and reuse this animation all we want.
@imtiazhussain6684
Daz studio does not have a proper Foot to floor IK solver Like Iclone Blender or Maya
and those imported Cascadure animations will come in as baked FK and you have to employ scripts and hacks to get your solid foot planting and hand pinning restored in Daz studio.
This is going to be very evident when you use the new ragdoll features of cascadure where figures are hanging from helicopters like in the promo video.
Limbstick has limitations and you often have the run it several time to get it just right.
I use Iclone and AutoDesk Maya I agree that cascadure is a great affordable external animation option for Daz studio users.