![]() ![]() I start the animation, then start another one, but the second animation starts where the first started. I mean, I think it is called root motion. Now, my problem is, that I can't make these anim files to use root motion. I don't know how to apply physics in DAZ, so Unity is better in this too.) anim part out from the fbx, and then I have deleted the fbx (because size, and I only have to prepare one figure with physics and materials). Also, I could never achieve some effects in DAZ.īy the way, I have managed to get the animations from another fully exported FBX files, by duplicating the. Especially compared to what you could do in a real rendering program (as opposed to a game engine).Īlso, what do you mean by "cutscene making"? Are these cutscenes within a game? A movie scene? A youtube video? A prototype gif?Ĭlick to expand.Well, it would be a short video, and yes, everything is relative The fast rendering in DAZ or Carrara looks awful compared to the default Unity scene, and in Unity I can use some relatively cheap assets to make it even better. I haven't used DAZ or Carrara in a very long time, but I cannot imagine that Unity's defaults would look all that spectacular. ![]() Ultimately, it sounds like a nightmare of trouble to use Unity to import DAZ characters, just to render some images, rather than using DAZ STUDIO or Carrara to do the exact same thing but infinitely better, easier, and quicker. It's all based on how you do it, what you use, etc. ![]() If you don't care how it looks, then they can be rendered instantly. Your render times will be determined by so many factors, and if you wanted you could keep render times to be seconds (rather than minutes/hours). I understand you don't want very long rendering times per frame, but I am confused because that is all relative. Click to expand.Out of curiosity, why don't you just use DAZ Studio? ![]()
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