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Virtual World Dynamics F.A.Q (Last Updated: 2024 Jun 15 12:51 pm)




Subject: Changing frame rate in Daz


fuqol217 ( ) posted Fri, 20 May 2022 at 11:49 AM · edited Sat, 15 June 2024 at 2:55 PM

Hi

Things seem quiet on the VWD forum - I'm still using it and liking it a lot!

However, one thing I like to do in Daz is create an animation at a low frame rate and then increase it before rendering. This worked with Version 1 Cloth and Hair using Philemot's Daz bridge, but version 2 freezes or goes into an infinite loop. Is there a workaround to allow a change of frame rate? If I have to create the VWD simulation at 60fps it takes a long time, and doesn't seems as realistic as creating at lower frame rates.

Many thanks!


fuqol217 ( ) posted Sun, 12 February 2023 at 6:09 AM

In case anyone else is remotely interested (!), I found an answer to my own question. It is a fair bit of work...

- You can export the VWD animated item from Daz  (base resolution) as both an obj (first frame) and an mdd (lightwave) animation and import those to Blender.

- Then export from Blender as an obj animation. (Select the options to keep vertex order and don't split)

- Import the first frame obj back into Daz and use Morph Loader Pro to create one morph per frame on it for the animation.

- Use the AniMorph script to set the Morphs so only the correct one is at 100% for each frame.

I got this process from Jay Versluis' youtube guide, which has much better explanation: How to import OBJ Sequences into DAZ Studio with animMorph - YouTube

I guess the end result is similar to Philemot's Daz bridge used with v1 of VWD.

I intend to reduce the frame rate when exporting to and from Blender, which should result in a smoother simulation, and smaller file size. When finished I would change keyframe interpolation to linear on all the new morphs, and increase the frame rate. 

The downside is that it creates a big scene file when saved in Daz. Also, AniMorph seems to create keyframes on everything on every frame which shouldn't be necessary.


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