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Behind the Scenes - Animation walkthrough from Cursed 7

Howdy all, I've come bearing a little sneak peek into the upcoming Cursed Ep 7 (minor spoilers, obvs). This one I decided to record the whole process of creating the scene, in addition to just showing the scene itself. The whole thing took about 1 hour 40, but I've condensed it down to less than 4 minutes.

If you get to the end and are not yet sick of hearing me prattle on, a few years back I did a walkthrough on my process of using tools incredibly not suited to the job and still getting some sort of result.

You can find both the full and 'just the result' vids attached.

Behind the Scenes - Animation walkthrough from Cursed 7

Comments

There is so much behind each shot, its fascinating to watch (especially when it goes well, its less fun when it goes pearshaped).

Lady Grove

This was so fun to watch! Brilliant to see all the intricacies of the process!

Marto

That's a tricky one, if you're using the 'create keyframe' on an object level (so a keyframe is created on every node) when you want to do your main poses, it should basically take a snapshot that daz has to adhere to. Do this with every main pose and it should have to hit them all, rather than averaging them. Do you have a vid of the problem happening?

B.E. Grove

I'd be far better off using Blender, but I just can't get away from the... I'm going to say 'warmness' of iRay renders as opposed to the Blender renderers. Plus importing daz models is a pain in the ass (but again, something I should really put the effort into doing, because the daz animation tools are pathetic). Getting rid of the wearables / hair is an absolute must for me, and not just making them invisible, but deleting them from the scene. It makes an insane difference in playback fps (though I tend to leave them on for comics, as playback is not an issue there). The main specs for my current PC are: i7-12700KF CPU 64gb ram 3090 ti GPU

B.E. Grove

This was fantastic! Thank you so much for sharing! :) Now here is where I get lost. When I do a bunch of different motions like that, DAZ averages them all out instead of doing them in sequence. Even if I put in breaks (I can't think of the correct term right now), then it doesn't go from one set of motions to the next. It just averages the motion over the whole animation.

Mr. Phoenyxx

That was interessting. I thought that you would use Blender for the detailed animation work, but I was wrong. Hand and Arm work is something I often forget, so that my scenes looks a little more static from time to time - but for a pure comic is it okay in my eyes. For an animation is the detailed work needed. One of my most mistakes is that I work with full figure equipment. I let fibermeshes, like hair, clothes or the enviroment mostly visible - maybe I should try it to set them invisible for the creating process. One last question: What for an hardware build on your PC do you use?

Amaz2k12


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