Zeddicuss bike 'fix'

artxtapartxtap Posts: 157

https://www.daz3d.com/z-mountain-bicycle-and-poses-for-genesis-3-and-8https://www.daz3d.com/z-mountain-bicycle-and-poses-for-genesis-3-and-8

Could Zeddicuss turn the bicycle model in stz-bicycle -90 degrees in what modeling program was used to create it and resave so it is facing in the ‘right’ direction.

Because DAZ ‘remembers’ that the bicycle and DAZ actors are not facing in the same direction so in animation when the poses are used the actor will be rotated 90 degrees, after the first aniblock.

You can create a nice pedaling aniblock, but when you copy and paste the aniblocks - to keep the action going -, DAZ ‘remembers’ that the pose rotated the actor, so it will rotate it again, and again, and again….

If they are both facing in the ‘right’ direction DAZ will not rotate the actor.

The bicycle is also off to the left.

image

https://www.dropbox.com/s/uy0ysxilh0q9r8e/z_bic_copy_paste.mp4?dl=0

bike_totheleft.jpg
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Post edited by Richard Haseltine on

Comments

  • Richard HaseltineRichard Haseltine Posts: 99,341
    edited April 2022

    Moved to Technical Help as it isn't really a Product Suggestion but a comment on an existing product.

    Could you not handle the figure rotation outside the AniBlock?

    Post edited by Richard Haseltine on
  • artxtapartxtap Posts: 157

    At renderosity you are allowed to ‘talk’ to the cc, but at DAZ you have to talk to DAZ so I put in a ticket. But since DAZ did not create the bike or poses they can not resave/ ‘recompile’ the bike, but we will see if they will pass along the info.

    “Could you not handle the figure rotation….”

    If you rotate, DAZ will rerotate[and it will look weird flipping and flopping as you two fight], because I see that DAZ ‘remembers’ where both models were before the poses are used, and the pose rotates the actor to get it on the bike – because the two object are not facing in the same direction. The Z Mountain Bicycle was save by zed3d facing the ‘wrong’ for animations [and to the left]. Yes I know DAZ was first for single renders, but they have been pushing the animation side of DAZ for sometime now, so…

    I can not get DAZ to forget where the two objects started. If you run the aniblock once you are fine, but if you want to keep the action going; you know animate, by copy and pasting the aniblocks, you get what is in the video above. DAZ will rotate the actor object, because the pose that came with package takes the actor and sits it on the bike that is facing the ‘wrong’ way.

  • hansolocambohansolocambo Posts: 649
    edited April 2022

    N.B : I don't know anything about aniblocks, so I hope my answer can be applied to your specific issue.

    How to fix a prop rotation in DAZ ? If you own ZBrush or Blender :

    -1 Send the Bicycle to ZBrush or Blender using GoZ or the DAZ to Blender bridge. Be sure it's in its Base resolution, without Subdivision.

    -2 Rotate the bicycle 90° and validate its position in space (ZBrush : Tool > Deformation > Unify x,y,z   ; Blender : Object > Apply > All Transforms (Ctrl+A)).

    -3 Send the Bicycle back to DAZ. As it's an object already existing in your scene, DAZ will open a pop-up asking you if you want to "Create Morph", or if you want to "Update Base Mesh". Choose to update the base mesh.

    And there you go. You have an updated asset in your scene, in the proper position/rotation.

     

    If you prefer, you can also load it back in DAZ using instead "Create Morph". And save that as a morph asset if you ever need to use it later. File > Save As > Support Asset > Morph Asset(s)

    Post edited by hansolocambo on
  • artxtapartxtap Posts: 157

    nope blender can not find where daz exports to.

  • I don't really use animate all that much, but i think you've just got a messed up aniblock.

    Try switching over to keyframe view on the second block and delete out the first frame, where it rotates, should take care of the problem, unless it's more messed up than that.

    The only way i could replicate this issue was by adding a keyframe. with rotation, to the sequence.

    If the added frame wasn't there, it just kept going in the same direction as set in the parameters tab.

     

  • artxtapartxtap Posts: 157

     

    I had a vision of a sequence, so to see if it was possible I started with the basics, pedaling. I have come to learn that z mb!! is really really really not made for animation.

    This was at the beginning of the process, and there were clues already, see the pedals just flying and rotating around in every direction as it rotates around? That is why in the other videos you see there are more controls of the pedals.

    https://www.dropbox.com/s/3mszboo0wmfw3x5/zmb_ghost.mp4?dl=0

    DrunkMonkeyProductions said:

    Try switching over to keyframe view on the second block and delete out the first frame, where it rotates, should take care of the problem, unless it's more messed up than that.

     

    In this video it appears that the paste of the copy is a ghost, there are no keys!.

    In keyframe view the keys can not be deleted see video, the delete is grayed out.

    https://www.dropbox.com/s/evw7pfd39722vaz/zbm_nokeys.mp4?dl=0

     

    DrunkMonkeyProductions said:

    The only way i could replicate this issue was by adding a keyframe. with rotation, to the sequence.

    If the added frame wasn't there, it just kept going in the same direction as set in the parameters tab.

     Do you have this bike? You have to have this product to get these results.

    Why z mb!! is really really really not made for animation: pedals are not connected, handlebars are not made for turning, and of course facing in the ‘wrong’ direction to start. And yet I was able to get it to work except for the ‘wrong’ direction. The renderosity bike is more suited for animation – it’s pedals are connected, it’s handlebars turn correctly and the cc did rotate the bike, the poses no longer work[they did not come with bike you have buy them] but at least there is no rotation anymore.

    The z mb!! bike can still be used in the this so called ‘vision’ I have ,but the rotation part has to be fixed.

     

  • artxtapartxtap Posts: 157

    Here is your boy going to town, or is that into town, on his r*********y bike. The r*********y cc did rotate the bike. But the pose is my [because as stated above the cc poses on longer work.] But as can be seen there is no rotation with copy and pasting. Because both models start out facing in the same direction now.

    https://www.dropbox.com/s/u7tghbezpa6fd2m/rend_stzbike.mp4?dl=0

    If the daz to blender bridge was working right where should blender find the output?

  • AgitatedRiotAgitatedRiot Posts: 4,404
    edited April 2022

    artxtap said:

    At renderosity you are allowed to ‘talk’ to the cc, but at DAZ you have to talk to DAZ so I put in a ticket. But since DAZ did not create the bike or poses they can not resave/ ‘recompile’ the bike, but we will see if they will pass along the info.

    “Could you not handle the figure rotation….”

    If you rotate, DAZ will rerotate[and it will look weird flipping and flopping as you two fight], because I see that DAZ ‘remembers’ where both models were before the poses are used, and the pose rotates the actor to get it on the bike – because the two object are not facing in the same direction. The Z Mountain Bicycle was save by zed3d facing the ‘wrong’ for animations [and to the left]. Yes I know DAZ was first for single renders, but they have been pushing the animation side of DAZ for sometime now, so…

    I can not get DAZ to forget where the two objects started. If you run the aniblock once you are fine, but if you want to keep the action going; you know animate, by copy and pasting the aniblocks, you get what is in the video above. DAZ will rotate the actor object, because the pose that came with package takes the actor and sits it on the bike that is facing the ‘wrong’ way. 

    So why do they have a PA help request button?

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    Post edited by AgitatedRiot on
  • That is for (prospective) PAs to ask Daz about something.

  • artxtapartxtap Posts: 157

    special request

    https://www.dropbox.com/s/qtcknj8msf7ibgg/spec_req01.mp4?dl=0

    https://www.dropbox.com/s/0yfn4mytimaza05/spec_req02.mp4?dl=0

    even though in this special request video it show a selection of 'no proparties' the selection use on all was 'bone proparties'

  • artxtapartxtap Posts: 157

    Hope.

    There is hope, daz the program did something normal or as expected, I moved the bike down range and had it move forward, and surprise surprise the program did not restart the bike at the start point but kept moving it forward as it should have even with copy and paste. I was shocked.

    https://www.dropbox.com/s/201qdfvmc6eh64c/hope01.mp4?dl=0
    https://www.dropbox.com/s/vi5a8vhhrbdedzv/hope2.mp4?dl=0

     

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