The Daz3d to Lightwave Motion Capture Utility
Daz3d to Lightwave Motion Capture Utility: By Ryan Roye
Check out this clip showing how to use the plugin!
Daz3d can be a valuable resource for free, high quality human models and accessories, but there are three problems:
1) How do I get content from Daz to Lightwave properly?
2) How can someone actually animate these characters using the rig provided upon export?
3) How can clothing models be made to work with Daz characters with minimal effort?
All of these questions are answered in this plugin/video content bundle. You will be transporting characters from Daz3d to Lightwave, you will know how to adjust the surfaces so that they render properly, and you will be armed with a plugin that can adapt an exported Daz3d character rig to any CMU database motion capture clip.
VIDEO DETAILS
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Video Runtime: ~10 Minutes
Subtitles: None
Includes the following content:
Part 1: Exporting your Daz3d character (including morphs you specify)
Part 2: Surfacing Adjustments
Part 3: Plugin Usage
Part 4: Adding your own content to Daz3d characters
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PLUGIN DETAILS
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RR_Daz3d_CMU_Mocap_Setup.pyc: Adapts a freshly-imported daz3d character rig/model (from fbx file) and pairs it with a motion capture rig’s animation. Included controls are bone offsetting and strength of influence faders for each limb.
COMPATIBILITY: Works best for Genesis 1 and 2 characters, limited support for Genesis 3. Currently supports Perception Neuron and Carnagie Mellon University BVH files.
PURCHASE LINKS:
As always, if you have any questions about the content before or after purchase, e-mail me at ryanroye@gmail.com
The Daz3d to Lightwave Motion Capture Utility + Learning Content ($39.95)
Click here for links to Ryan Roye’s other training products
Click here for link to Ryan Roye’s commercial plugins
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19 Comments to The Daz3d to Lightwave Motion Capture Utility
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Any chance of ever seeing Genesis 3 characters included in something like this?
If there’s enough demand for it, I don’t see why not.
Can i add lw geometry and have its motion bound to the same motion capture data as the Daz model? IE a Daz character with a heart that i modeled. Etc.
I’m not quite sure what you mean. If you are talking about custom characters, you would be better off using either Nevron or more preferably scripting to transfer motion capture to a mesh.
This looks AWESOME! Can it work with Newtek nevron motion and the Kinect camera? Have you tested m4/v4 models/morphs/content ported to Genesis 2?
I have no plans to make the plugin work with the kinect camera. M4/v4 are premium models that don’t come bundled with Daz so I have no way to test them with my plugin at this time.
Does the plugin work on Mac LW.
Will it work with Genesis 2 content from Poser.
Hi Mark.
That’s a very good question. My guess, because the plug-in is pyc based (python compiled), it very much should in all likeliness behaving simularly as if it was a LS or LSC which typically work cross platform no problem. I’m thinking it should work fine on the Mac so long as you have LW set up properly with the python components that shipped with it in 11.x and beyond. Although I don’t think it depends on that to run – just to code or compile stuff in the python console in Layout for example. It may however depend on a later version of Python in Layout in order to work properly (so 2015.x is my guess).
Let me ping Ryan and see what he has to say on this and I will meow at you shortly via email or if you get my reply, you should see Ryans.
Cheers.
Kat
Yes, this is a Python plugin so it will work on Macs. I have had some reports from users who have had difficulty authenticating the plugin with the key file, but if that becomes an issue I have an alternative version I can send to users.
As for whether it works with the genesis 2 content from poser, the only requirement is that the bone names and heirarchy structure are the same.
That’s cool, thanks guys.
Also OT, will the Forums being coming back online following the problems?
What about facial motion capture, your plugin works for that?
Currently, no. The kinect device does not offer enough detail in what it tracks to provide useful results, and other solutions cost upwards of $2000 or more.
If the demand for this plugin is high enough, I could implement an automatic face rig option however.
The plugin works just as advertised, which is great!
But is there a way to bake the BVH data to the Genesis 2 rig?
I suppose I could write my own script to do it, but modeling the workflow of the standard Lightwave BVH MoCap Import + Nevron Remap, the plugin might have a Bake button which would do that for the user.
That way the BVH rig could be deleted from the scene. Much cleaner end to the process.
While you can bake the daz rig directly (either with switchbaker or MF motion baker), the control setup relies on the motion capture rig in order to make adjustments. In other words, yes you can bake the keys, but you lose the control rig if you remove the motion capture skeleton from the scene. If this isn’t a problem, bake away.
Thanks for reminding me of your switch baker tool… I had forgotten it, but it will do the trick nicely!
Has this been updated since Gen 2 in 2016 ?
Genesis 3 characters broke a bunch of stuff. I feel the same frustration myself. Maybe Ryan can update it for Gen3.
If there is coming an update for G3 and G8 i will buy the plug in.
This will be up to Ryan. The way the G3 and G8 bones systems works is not easily compatible with the perception neuron rig.