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To address some of the questions about the workflows we use, we're going to start a little series that will go into detail about how things come together, from setting up a scene, animation, physics simulation to video editing and sound editing. I think this will be particularly interesting for fellow animators but it will also provide a look behind the scenes  for fans :)

A good place to start is setting up a character. One of the reasons we've moved to Maya (currently 2018) is because it's the industry standard in character animation. I started out as a hobbyist in Poser with a short stint in Daz Studio. Both are good for creating still images, but they’re dismal in their animation capabilities. So the solution was to assemble assets in Daz Studio and to then convert and move them to Maya and to set up the character rigs there.

We knew that Tara and Sayako weren't going to be the only characters to bring to life, so we adopted the following workflow to allow transfer of characters en masse:

1.  First we set up the character in their default pose with their final textures, hair and clothing in Daz Studio.

2.  We then create a full body morph of the character’s final body and face shapes. This allows us to import this individual morph as one blend shape as well as any other morphs we want to transfer, like big boobs / butt blend shapes and facial expressions.

3.  Dickgirl characters have a custom cock graft, which then transfers as a single mesh into Maya.

4.  We then export and import it as an FBX into Maya (these days you can use the Daz to Maya tool). These are the export settings we use.


5.  In Maya we created a script to move multiple blend shapes, but it's also possible to move individual blend shapes using the 'Shapes' tool. All morphs use the same Genesis 3 Female base shape which makes them compatible with our rigs.

6.  To complete the transfer we do these four things:

6.1  We move the main full body shape to create the base character shape.
6.2  We then move all main body texture maps. We can re-use the skin shaders for the most part.
6.3  We attach all the clothing via wrap deformer, copying the skin weights or re-skinning and rigging them.
6.4  Finally we move the mesh hair and attach it to the scalp or create new strand based hair using Ornatrix.

In short, this workflow gives us access to the complete character asset library of Daz with the full capability of maya's animation tools.

Hope that was useful to some. :) Feel free to ask questions about anything.

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Comments

Anonymous

Very helpful !! I have try to move on Maya but it's a bit expensive... I stay on DazStudio...

TheGreatCornholio

This is interesting, but I guess I would understand more if I had any experience with this kind of stuff :D. Hmm... in the Daz image there's a thumbnail that says Sayako something, wearing jeans (hopefully with a bulge), a shirt and a jacket. It could be an old relic, but you got to show us that :D

Space Banker

How long have you been using Maya?

Anonymous

Very interesting! From your experience is maya animation tool better overall or is it specific highlights which make you use it? (workflow, UI, Tools etc...)

Anonymous

Lovely workflow.. thanks for sharing the basics.

Anonymous

This post reminds me when children yell for thing they want(Other post) then you give something educational(This post) they are all sleep. lol I'm not technical person but every motion or shape in 3D have to be covered. Does it take some time to cover some fun stuff like bigger tits cause of shape, bouncing and texture. And dick expansion in circle of love will take time to do it? For liquid like cum(flowing out from pussy and dick), saliva(from kissing)and love juice(From foreplay) use same process for doing model?

Anonymous

Bro Give me your Videos Posts Links ?

affect3d_miro

oh yeah, we had her setup in regular jeans and shirt outfit, not sure if it's kosher to show those test render though, hmm

affect3d_miro

maya's the industry standard for character animation and in terms of the software I've tried I'd agree that it has the best animation tool set out there... also responsive viewport even with heavy rigs, just introduced enhanced real-time playback tools, advanced graph editor for managing keys, inbuilt corrective blend shape tools (so don't need to export to zbrush), inbuilt physics sim options for jiggle, etc... does crash all the time though, lol

affect3d_miro

big boobs means overheated GPUs trying to render those additional polygons... see, that's what we go through to delivery the bewbz but yeah, bigger boobs and dicks are fairly easy but usually require some custom morphing, since scaling doesn't always look good out of the gate... cum sim is a lot more complicated though and is currently done with an external program

Anonymous

any update this weekend ?

serge3dx

What advantages Maya has againts Blender in 3d porn?

affect3d_miro

as a hobbyist 3dx animator I don't think there's many advantages anymore, I haven't used blender much at all but from what I've heard the animation tools are still easier and more comprehensive on the maya side... but you can get the job done in blender and it's free of course :) for mainstream games and production animation most big studios still use maya and so that's where most of the talent is, but if you're doing 3dx as a hobby, blender is about on equal footing already

Anonymous

For some reason I thought modeling and sculpting was done inside Maya or even with ZBrush. Cool to see how DAZ Studio is still part of the workflow though! I remember reading that making a new character from scratch has been always a long process, because of little details. I wonder how long could take to do tweaks to Tara and Sayako to make them ready for G4E 2 (yeah I'm subconsciously trying to convince this to be done soon :P :P :P XD)