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    • Home
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          • Domestic Animals
          • Wild Animals
          • Dragons
            • Drago G8M
        • Content Generations Conversion
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          • Creating Partial aniBlocks
          • aniBlock Importer for Carrara
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        • Simple Grassland Expanse
      • Kara Pitat - ATVE
      • Adventuring The AntFarm
      • Tribute to Jack Tomalin
      • Beyond the Spooky
      • dForce Linday Urban Future
      • Aeon Soul meets The DigiVault
      • Kibarreto and a Distant Future
      • RawArt - iReal - Animated VDBs
      • Animated LowPi Crowds
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  • This page is not found via normal navigation on my site, but is intended specifically for the Mastering Storytelling Animation in DAZ Studio course through Digital Art Live

Cinematic Animation in Daz Studio and DaVinci Resolve - WEEK 4

You are on Week 4 (this page)

<<< Back to Week 1 <<<

<<< Back to Week 2 <<<

<<< Back to Week 3 <<<

Tools of the Trade

Motion Vendors

Week 4 - Directing Action

Week 4 - Directing Action

Up to this point:

We're practicing our method:

  • Working with a Star Character from a convenient location in our Content Library (Week 3)

  • Adding essential elements that we can load directly from this custom library we've created (Week 3 Finale)

  • Start a new Daz Studio session, load the main character, add an Empty aniBlock (30 frame buffer) (Week 2)

  • Load an aniBlock and trim it to the length that we want to animate. This may be more than one aniBlock (Week 2)

  • Bake the result to the Daz Studio Timeline (Week 2)

  • With everything collapsed in the Timeline, select frames 1 through 29 and use the special "-" button to delete them (Week 2)

  • Select the keyframes on frame 0 and set the interpolation type to Linear (Week 2)

Following these steps is how we will become incredibly proficient at animating our characters. There's So Much More that we can do at this point - and this is where we can let our imaginations Shine!

I've added a Bonus opportunity to this flow: (Week 2)

  • Open the hierarchy of the figure in the timeline to reveal its General Properties

  • Select all of the keyframes of this line except for the one on frame 9

  • Use the special "-" button to delete them

This frees our vision of the entire upper area of our timeline hierarchy, allowing us to more clearly see where we make our adjustments to the motion - being able to see our keyframes as we create them.


It's a Deep Dive

It's meant to get us all practicing the process and getting better at it - faster at it - more accurate, and learning the subtleties of selecting, moving, and deleting keyframes on the timeline and remembering that all important step of changing the interpolation method.

Week 4 Live Session


Follow this link to read the synapsis of the session as well as to follow links to the videos and/or the chat



Week 4 Live Session - at Digital Art Live Studio's Exclusive Forum for This Course

Paul has uploaded the recording of Week 4's live session HERE

Taking it Further in Week 4

aniBlocks and Mixamo downloads, animated Pose files... these things are Great! 

Instant Action on our Daz 3D figures - and there's such a Wide Variety of different collections to choose from - it makes our job easier the more we collect and get to know all of these individual actions.

See the Motion Vendors Section for More


As we're getting better and faster at the Process outlined above, we should also start getting into Altering these motions along the timeline. Sometimes we just want a bit of a broad change that will affect the entire timeline. Perhaps a bit of Arms Twist to keep the hands from passing through the hips, for example. Other times we may want to interject additional motions, like add a head turn that actually turns the whole upper torso as well.


Working with Pose Control dials for these changes means that we are making our own, specific keyframes onto the timeline - and This is what makes it so easy and so powerful. "Seeing" where these keyframes are is easy. They're right there on the Pose Controls line.


In the example of turning the whole body to have the head look in a different direction, we can put the Head/Neck Twist, Side-To-Side, and Bend changes in the same place in time as the Torso's Waist Twist and Waist Side-to-Side. Then back up a bout one second (30 frames) and set all of those dials back to 0.00 by selecting their values and typing "0" > Enter.

For this simple example, so far we have two apparent keyframes in the Pose Controls line of the timeline. If we expand the Pose Controls, we can isolate where the individual keyframes are applied.


It's this simple process that will guide success for everything we do.


So continuing our example: if there's still a lot of animation left after our head turn, we might consider bringing it back to facing forwards again.


If we go a few seconds down and return all of those values to 0.00, we'll have a head turning to look, and then gradually coming back forward. We can change the timing of any of these motions dragging a selection around a keyframe or set of keyframes and sliding them forward or backward in time.

Another way we could do this is to hold that head turn for a while before returning to facing forward.

To do that, I would go forward in time after out initial change, but before we returned the character to facing forward, and give ecah of the dials that we've used a bit of a nudge - either keeping them near the same values or not. At this point I decide whether I want that turn to be more or less that the original. Perhaps more torso turn and less head/neck... the point is to make a new keyframe for each of the dials. Then we go forward more in time and return to facing forward by zeroing out those values.


Now we have the four main areas in the timeline that hold our changes. Just four, but we've made a considerable change in how the character behaves in this animation.


Try this technique. It doesn't have to be the head turn example, but that's a good one. 

What I want us to do is to get used to making changes along the timeline. Whether we return to original values or not is up to us. But what we do want is to make sure that we are making some kind of alteration or improvement to our motion - and we want to Practice this technique often. I never work out an animation without doing these processes - and I often have dozens of changes made - even before I start working on the face. But that's next week! :)


Paul has uploaded the recording of Week 4's live session HERE


During our Live Session, I've demonstrated a few different methods of altering animations as well as driving home the idea that we really need to save these scenes as we create them. Revisiting previous saves gives us a wealth of opportunities to speed our workflow. We can simply edit some of the changes that we made in the original save, apply completely different facial expressions, or simply leave it the same but change the lighting, the backdrop, or perhaps even the character itself (Apply a different Character Preset to the animated figure).

For me it's often a complete costume change and entirely different lighting. I'm crossing over to a different world with a different persona that Rosie portrays. She has several and more are always in development.

Diving Deeper - Let's LimbStick!

Optional:

For those of you who might be inspired to take things a bit further, this hour-long video follows your instructor on a journey of extracting a potion of a longer "Catwalk" animation to become something else entirely. By the time we've clipped the aniBlock to its new length, we have a completely different style of animation - walking to a door and looking out, rather than posing on a catwalk!


But that's not the end - but just the beginning!


We're going to add that door frame and use LimbStick to make a natural looking transitional 'lean' onto each edge of the door opening - each arm, one at a time. Pretty cool stuff!!!


Again, this is completely optional - included for those who, like me, Always Want at least a bit MORE!

Link to an Idea - Part 1

We've reached a point in all of this where we can start thinking about making animations for a story. 


The more we start thinking along these lines, the more inspired we'll become towards which aniBlock(s) to select for the Main Animation before we start 'sculpting it into our own'.


The more we play around with this, the more practice we're giving ourselves.

The more practice, the more experience. The more experience, the easier and faster, and BETTER everything gets!


When Trevor first joined the course, he left a message - a wish - a goal.

I loved the idea from the first reading of it and knew right away that I wanted to use this concept within the course. It's a valuable outline of an idea - and idea that someone wants to put into motion. And that's what we're all here for!


Not wanting to lose the message, I used the little three-dot menu on the upper right of the message and chose > Share > Copy Link. To give this link a home, I've started a new message - a place where we can all jot down ideas and/or refer to others by sharing links to them in the same way. 

Link to an Idea

I've also had an idea to use one of Kathleen's image posts as a means of a Storyboard from which we can launch an animation. So to that end, I've added that in a comment to the main message. :)


I have a small start on Trevor's idea which I share by clicking the button below:

Link to an Idea : Trevor's Sci-Fi Space Story

The best way to get into animating (with any software choice) is to Animate, and Animate Often!

...to be continued with Week 5 next week :)

<<< Back to Week 1 <<<

<<< Back to Week 2 <<<

<<< Back to Week 3 <<<

Tools of the Trade

Motion Vendors

Dartanbeck's Inspiration Corner

Inspiration Landing Page

Alita Battle Angel

WETA Digital

Lord of the Rings & The Hobbit

Homage Corner

STAR WARS

Industrial Light & Magic

Blade Runner : Black Lotus

Film Riot

The Witcher

Vampirella

Blur Studio

William Forsche

Making Rosie 8

In late 2023, Rosie 8 went together nearly overnight out of need due to the Massive Data Crash I had experienced in 2023 - Lost Everything! Absolutely Incredible it was to see how quickly she went together after all of the experience I had gained using Daz Studio for animation - paving the way to finally be able to answer "Yes" to the question: Can we animate in Daz Studio?


Because of the 'modular style' of building her up as I went along - animating her all along the way, I decided to make her page with the latest news that I'd share about her toward the top of the page, and the articles within can just stack in reverse chronological order. So if you want to see the origins, you need to get down toward the bottom of the page. 


There are places in there where it seemed to make more sense to nudge some articles up or down in the order of the page, so it isn't a True Chronological flow... but I still put the latest information at the top. I'm so busy animating her that I admit to being behind in the news updates, but I do try to pop in there from time to time to keep everyone who is watching informed of what's going on in Rosie's World.


I'm linking to it here, this week, because of the idea that I'd like everyone to consider a special character that can become the focus of your animation drive - someone that can become (if not already) a central focus in your storytelling - someone who NEEDS to be animated - and animated a Lot. 

Behind the Scenes - Rosie 8 - Bridging Technology

Tools of the Trade

Some of the tools for Daz Studio are offered here simply as suggestions or as helpful inks for further research.

Some of them, however, like aniMate 2 - the Paid version, are truly essential... mandatory even, in order to Really get into Animating in Daz Studio!


So we have a special page dedicated to TOOLS OF THE TRADE


As with most pages within this special section of my website, this area will grow as we discover the need to add more tools to the page (and I get more time to add them!!!)


There are ways to get around an actual need for any of these tools until you're ready to acquire them - so Please don't feel too rushed to go out and grab - even the essentials. There's always time. I want you to do these things at your own pace!

=== Motion Vendors ===

Here is a special Sub-Page on various Motion Vendors for our convenience. Also see "The Power of aniMate 2" for more on motion products

Do You Have a Favorite Character? Which Base Figure does it Use?

Your Instructor for the Course - Dartanbeck

Below are Links to our introduction message articles, overjoyed to see so many wonderful artists attending this course!

  • Welcome All - from Dartanbeck

  • Paul Bussey's Welcome to The Course

  • Course Curriculum

  • Introduce Yourself!


Course Download Pack

THIS LINK takes you to a fine little article that I've created before out first Live session so that we could all work out the idea of downloading just under 6GB of sample assets, and includes the links to do so.

Naming Conventions

THIS LINK takes you to the short article I've written on the subject and is sure to make for an interesting and informative read. It's these naming conventions (I often call it my File/Folder Nomenclature) that keep me organized as I handle hundreds of individual folders, each containing hundreds of sequenced images, which I will combine to create a movie!

Example from the Article:


RT824CPS_BreatheDR_Stance21A


Rosie 8024

Cyberpunk Street Warrior Costume

Idle - Breathe v.D, mirrored (R = Reverse)

Using the Widen Stance Custom Control Dial (Stance)

Camera A - prefix 21 refers to HDR used

UF6_WalkFemIP_FCa


Urban Future 6

Animated Render matching the WalkFemIP template (camera control rig)

Face Camera (from WalkFemIP rig)

version A (multiple versions expected)

"WalkFemIP" is my special nomenclature for animations that utilize Havanlibere's Walk Feminine walking motion, for which I have made a special rig for. "IP" means that the character is using the In-Place version of the animation - hence the need for a camera rig that moves the scene past the cameras as if Rosie was walking through 3D space along the Z axis.


In-Place walk animations means that there is no forward (Z axis) motion, but that there is a walking animation.


The WalkFemIP camera rig contains many cameras.


These cameras are intended to be used on Rosie when she is using the Havanalibere Walk Feminine "In-Place" animation. They are to help facilitate camera moves (or not moving at all) that work well when filming a walking actor for a movie or show. 


TrnTbl - a Turn Table camera that looks up at Rosie from the ground. A null that is centered on Rosie's position rotates the camera around her evenly.


REV - REVEAL - Name was changes specifically for this course to assist with clarity.

...Under Construction





















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