Daz Studio slowing down when animating
Keiron
Posts: 413
I can see what's happening here, as I have keymate installed
I was animating the Genesis 9 figure over 500 frames when it was taking some 5 to 10 seconds to copy and paste a sequence in the time line?
I could see 2 issues
1. For some reason Daz Studio is adding a keyframe to the timeline that you arn't actually adding yourself.
2. This one is the killer, I looked into the animation time line using keymate and found out it was adding every morph setting to the time line not just the ones you have used hence the issue
I did go through hundreds of keys and removed all the ones I hadn't actually used to make it workable
Post edited by Keiron on
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What's your DS version... ?
Hi
it's Daz studio 4.22.0.5
This is going to take a while
Hi
Found out why on the second item
Just loaded Genesis 9 and applied various walking poses moved arm legs etc all OK
Added fluidos 2 to make a Sea and there it is all the morphs have been added, what a nightmare
This however isn't what I saw, nearly every pose change had all the morphs, so something else is happeneing I was using copy and paste across the time line
I presume it's 4.22.0.15 or 4.21.0.5... as there's never been a downloadable version of 4.22.0.5....
First, if you mean copy / paste keyframes... yes that'll take some time depending on the numer of animated objects, joints and properties. To me, taking 5 - 10 seconds is not a big deal.
1. Odd ~~ As for manually-keyed animation, though DS has build-in Auto Keying, if you do not change the pose / joint rotation, or key in to change a property value, no keyframe will be added....You may chase down to what was keyed by Expanding All...or in Key Graph.
2. "Keymate" you mentioned should be "Key Graph" now in latest version of DS... but I'm not sure what you mean by "...adding every morph setting to the time line not just the ones you have used...". You mean the morph properties values with Interpolation or sth. ?
Yes it's 4.22.0.15
I have keymate and graphmate installed
I had created a few different walking sequences, then I used the copy and paste items in keymate, daz studio was slowly grinding to a halt
I then looked in keymate, you have to toggle TRSV ortherwise you dont see it, It was then I noticed all the morphs were being added although I hadn't used them
Have a look at the attachments I've posted, In keymate you can see all of the morphs have been added these are in the Genesis value list
This doesnt happen to a number of poses, it did just loading Fluidos 2
Ah... I'm sorry, I don't have those 2 plugins... but AFAIK the functions of KeyMate and GraphMate had been already embedded into the DzTimeline since DS 4.12...
I wonder if the plugins are still well compatible with the latest DS version... Maybe some veterans who still use them can chime in for checking...
Where did you find keymate and graphmate? I am using version 4.22.0.15. I used to use those all the time, but now I can't find them.
Thanks
Daz 3D bought them and included them into Daz Studio. It's now Key Graph - a button loacated in the middle of the timeline controls.
I've never owned them, but I've been told that the version included in Daz Studio is better to work with.
@Keiron - Do you have aniMate 2?
Copy and Paste is likely what's slowing you down - not to mention the fact that Genesis 8.1 and 9 are really heavy on resources to be animating with - my system doesn't like them and DS will suddenly just close in a flash once I really get to animating them. Poof! Like a fuse was blown!
Still, you say you're using "Sequences" and then Copy/Paste. Copy and the Paste has a bug in the Daz Studio timeline in that it can mess up how the tweeners get interpolated. So if you do want to continue doing that, after your done pasting (BEFORE you move the timeline scrubber!!!!) select all of your pasted keyframes and switch the interpolation to Linear and then back to TCB, if you want to be using the curve.
But beyond that, as KeyMate is showing you - the process is copying and pasting a Lot of data that your intention does Not need - and is adding more and more resource weight to your experience!
A much better way to repeat sequences is to create (or load) the first sequence - nothing else - go to aniMate 2 and right-click a blank area of aniMate (not in the tracks themselves) and "Create aniBlock from Studio Keyframes"
From here you can alter the speed, mirror, reverse, tweak certain joint poses... all manner of things - so I usually save this aniBlock for future use - but that's straying from the subject.
Once in aniBlock mode, we can drag it out along the aniMate track to have it repeat itself. Or we can copy and paste the aniBlock to do various other things with the second cycle.
Check it out!
The Power of aniMate 2 (main page/article)
Dartanbeck's workflow tips:
Creating Partial aniBlocks
aniBlock Importer for Carrara
Using aniBlocks for entirely different motions
Cross-Generation Animation Translation using Bone Minion
LimbStick and Bone Minion videos
Animation Four Wheeler Template Promo and Tutorial Videos
My Mixamo Workflow
Hi I must admit I didn't realise Graphmate and Keymate were included. The versions I have are installed using Dim, that I purchased years ago, they are found under Window / Panes
You need to add the required licenses which are in your DAZ store. Ill see if I can find the included one
They are great as they show you whats been put down on the Timeline and allow easy editing of things you don't want.
As I have shown you for some strange reason Daz Studio is adding all the morph controls, no idea why. if you now copy and paste from the high level you wouldn't realise how much your adding to the time line
Note you can't see all these unless you toggle TR to TRSV in the Keymate time line, I also have to do this sometimes as not everything shows up
That said, I had bucket loads show up, I deleted all of the ones I hadn't used, then all was well, bit of a pain though, After, Copy and Pasting these worked OK
I do have Animate 2 installed, hardly ever use it anymore
I still get Daz Studio crashing, and the log file has loads of warnings etc most of the time nothing stands out so it's a PC reboot
I prevented a lot of crashes that were due to resources and temps
I installed CPUID to monitor the temps and adusted the fan speeds on the CPU and GPU to increase or decrease the fan speeds as the temps changed
Using the CPU with DAZ Studio, Even with water cooling, it still got to hot around 80 deg and caused the occasional crash. I don't use CPU anymore, I just use the GPU
I also saw the GPU temps were getting to hot, so I adjusted the fans on the Video Card to start earlier
Doing this the CPU is happy at 25 deg c to 35 deg c the GPU was hitting nearly 80 deg, C but now doesnt exceed 60 deg C
Resource wise, I used the Windows Task Manager to see how much Memory was being used I've had Daz Studio just bomb out
I was amazed how much memory was taken, even with a single model, l so I have now got 64 gig installed about the Min you need
Currently using a Geforce 3080 TI, and a 13 gen Intel i7 13700 with windows 64 bit
I aslo found Daz Studio when using the CPU caused the Windows to screw up and become jerky so to over come this
I used an App called BES to limit what resources Daz could use which helped, I now use a program called Process Lasso that controls all resources leaving a bit spare so Windows operates OK
I opened up the Timeline and found Graphmate, it's Graphmate not Keymate. You can't see the morphs or sizing in this one, you can see translations, rotations bends twists and side by side
Couple of things:
If we ever hit the "Create Keyframe" (+) button in the timeline, it will put a keyframe for every (and I mean Every) setting that can be adjusted in the timeline. Everything.
So now if you copy/paste any of those - yeah... you'll get what you've been seeing.
By the way, you can see all that stuff in the timeline too. You just have to open up the hierarchy. But we also have to make sure that the timeline is in "Advanced Mode", which it isn't by default. Both Basic and Intermediate don't show anything but the top level keyframes.
More on aniMate 2:
When we create an aniBlock from Studio's keyframes, it won't bring over any morphs unless you check the box in the dialog upon aniBlock creation. This is by design and prevents the sort of thing you're encountering in the timeline.
See, the timeline Has to be ignorant in that regard. If we ask it to make a keyframe for the figure, it doesn't know which setting we're trying to lock into that place in time - so it simply Has to key Everything.
aniMate, on the other hand, defaults to only joint rotations and translations. We can ask it to do it all, but otherwise it's just going for frame-by-frame pose information.
Even more - if we're in aniMate 2 working on an aniBlock in Keyframe mode, when we hit the aniMate 2 Create Keyframe, it only keys what you've changed in that layer.
So a cool way to work in aniMate:
The result will be that all of the changes you've made in Step 4 will gradually take affect, hold the changes to that next key, then fade out again. Very useful stufff!
If you never want your changes to be cleared along the timeline, you only need to make your changes for that limb and move on to the next layer, where you can work out another limb's pose changes.
But let's say you were making a walk cycle and only got as far as sliding the feet back and forth and you still need to add the raising of the alternate leg in the middle of each step.
Using what we've just done in aniMate's Keyframe Mode, we can lift the leg where it needs to be lifted, then go back to where it shouldn't, and click the Zero key. then do the same on the other side when it should come back down to the ground. In between all of that, we can now work out whatever extra changes we need to to make that leg look right during its walk, then open another Layer in aniMate's toolbar and work out the other leg, or perhaps different changes to the same leg - changes that need to be zeroed in different locations than what we just did previously. The more layers we use for individual changes, the better.
Next we can work with the posture in yet another layer.
Arms need some help, we'll use the next two layers to work those out - one layer for each arm.
Etc.,
The beautiful part about working in layers like this is that, if somewhere along the line we decide that... oh... this leg could use more work. Instead of trying to work those changes out fiddling through all the rest of the changes and their zero points, we just go back to the layer that has the corrections for just that leg, and those are the only keys we see. Want to start over with that leg? select each key and delete them using the final key icon that we didn't talk about yet - the one with the "-" next to it - the Delete Key.
Three keys on the aniMate toolbar, left to right: Add, Zero, and Delete
Want to take this all back to the timeline?
Just to be on the safe side, I would right-click the aniBlock we've been working on and "Save As New". If it's an incomplete motion meant to be worked on more in the timeline or in aniMate, I'd make a Temp folder for it and give it a name with a number after it. In this example: "WalkCycleAlgernon_WIP01" or whatever. Something that we can recognize months later if we want to revisit it.
Okay, right-click an empty part of aniMate, but not in any of the tracks > Bake to Studio's Timeline > Accept.
Now the far left of the track in aniMate will have an Open Eye icon on it, meaning that the track is now Locked Out of aniMate - full attention has been given to the timeline.
Head back to the timeline and do your work.
All done? Create a new aniBlock, then select the previous aniBlock and click the garbage can on the right of aniMate's toolbar to delete it.
Re-enable the track by clicking that open eye icon and press play to see what you've made. Save it.
If it's a cycling walk, we can now drag the end of the aniBlock out to make it repeat itself as long as we drag it out to. Brilliant!
We can also change the speed, give it high heels or remove high heels. Mirror it, reverse it. Change the direction of it. Blend it with other animations... all sorts of things!
Another thing is that we can devote an entire aniMate session on, say, just the legs.
Use as many layers as you need for individual changes.
Done with the legs? Save the aniBlock and then Bake to studio's timeline.
Want to work on the arms next?
Create aniBlock from Studio Keyframes and work layers of arms poses.
Save it, Bake it. Etc.,
Regarding KeyMate and GraphMate, I'm disappointed at myself that I didn't get them while they were available.
I've been told that the way they were worked into Daz Studio's timeline is an improvement, but if DS's changes are still present AND we can have the GoFigure version available as well... I think that would rock. It would allow for a choice depending on what's going on.
Every time I see a screen shot of either of them, I'm envious that I don't have them!
You can't stop auto-keyinf of chnaged proeprties, but you can control what keys are created on command using the Types button at the bottom (by default) of the pane and the Preferences>Key Craetuon Scope option in the pane's option menu (the lined/hamburder button in the top corner, orr ight-click the tab).
Awesome!
Thanks Richard!!!
Hi Dartanbeck
\ If we ever hit the "Create Keyframe" (+) button in the timeline, it will put a keyframe for every (and I mean Every) setting that can be adjusted in the timeline. Everything.
So now if you copy/paste any of those - yeah... you'll get what you've been seeing.\
Done this one L.O.L. This however is not the current problem, It's adding the same way on it's own
Ok So I can confirm how to reproduce this
Add the Genesis 9 figure
Create a fluid domain
Set frames to say 60
fluid type liquid
Create a source sink
set to source
Create a mesher
leave as is
Copy the domain info to the mesher
Check the Genesis 9 figure in the values in Keymate all are now added bad news
Check the Genesis 9 figure in the values in the Timeline all are now added bad news
Note I was adding fluidos after i had done a lot of movements, so maybe thats why I got loads and loads of keys as Fluidos 2 didn't always work
/Regarding KeyMate and GraphMate, I'm disappointed at myself that I didn't get them while they were available/
Sorry about that, it looks like Graphmate is there, but not Keymate in it's form, however looking at the Timeline it looks simular to Keymate
Thanks for the info on the advanced settings. I've not really used this as the original timeline was very limited, I see its much improved
I still like Keymate better
Hi Richard
You can't stop auto-keyinf of chnaged proeprties, but you can control what keys are created on command using the Types button at the bottom (by default) of the pane and the Preferences>Key Craetuon Scope option in the pane's option menu (the lined/hamburder button in the top corner, orr ight-click the tab).
Thank you