This page is not found via normal navigation on my site, but is intended specifically for the Mastering Storytelling Animation in DAZ Studio course through Digital Art Live
This page is not found via normal navigation on my site, but is intended specifically for the Mastering Storytelling Animation in DAZ Studio course through Digital Art Live
Week 5 - Background Actors
It's true that, during our adventures we'll be running across other significant characters that our main character interacts with. We treat this the same way we work with our main character - even make special places for them in our custom library.
This week, we'll be looking at a different sort of character - Background Actors.
These are normally not our secondary characters that help us tell our story, but rather people who are used in the background to sell the fact that our character is around more people than just him or herself - a moving painting of background made up of animated people.
For this we use more simplified techniques in our animating process and render them using much faster settings as they will be a blur in the backdrop, simply there to fulfill a need for a "Crowd".
I take this a step further and also run Scene Optimizer on these Background Actors - making their texture maps only a fraction of their original size. Even more, I often use figures that have lower system resources right from the start - allowing them to render Incredibly Fast! As we see during the session, my groupings of eight goblin creatures were rendering faster than one frame per second!
Also demonstrated in this session is how I started creating a background character - Petty Officer Sapphire - who will now also become a secondary character in the story. Inspiration comes at a constant rate as we do these things more and more.
We didn't have time to explore the options that I've saved for this character, or the progressing of First Officer Slater's character evolution, so we will explore that in a separate video below. The result is that we'll have High-Resolution and Low-Resolution versions of these characters to be used as necessary - Low Resolution for background actor shots, and the higher resolution versions for the scenes that require character interaction with the camera focusing on these new characters in the story.
We also see in this session how nicely the system that we've been putting into place starts helping with everything we do. We're adding our own custom areas to the library and using these loaders as we work - taking the "Development Stage" out of the process when all we need is a stage that fits with the story. We'll get more into this Development Stage next week. The main point here is this: As we Need things, we develop them. When we're done making these things that work for our story, we save them to our own special spot, so we can access them with a click, rather than having to repeat the same process over and over.
It has the added benefit of Getting this content out of our libraries and onto the screen, where they belong - why we bought this stuff in the first place!!!
It's a Deep Dive
It's meant to get us all used to the idea of working quickly with background actors using muscle-memory, and then rendering them out very quickly for use in whatever scene we may need them in. As long as we don't go overboard on the length of the animations, saving these Scene Subsets to our custom libraries takes very little room on our system drives, and saves us massive amounts of time when it comes to using them.
Make background actors using figures that we're comfortable using - so that we can quickly load our aniBlocks, set the camera(s), and render! It's a Beautiful, Magical Thing!!! :)
Follow this link to read the synapsis of the session as well as to follow links to the videos and/or the chat
Week 6 Live Session - at Digital Art Live Studio's Exclusive Forum for This Course
The best way to get into animating (with any software choice) is to Animate, and Animate Often!
We've reached a point in all of this where we can start thinking about making animations for a story.
The more we start thinking along these lines, the more inspired we'll become towards which aniBlock(s) to select for the Main Animation before we start 'sculpting it into our own'.
The more we play around with this, the more practice we're giving ourselves.
The more practice, the more experience. The more experience, the easier and faster, and BETTER everything gets!
When Trevor first joined the course, he left a message - a wish - a goal.
I loved the idea from the first reading of it and knew right away that I wanted to use this concept within the course. It's a valuable outline of an idea - and idea that someone wants to put into motion. And that's what we're all here for!
Not wanting to lose the message, I used the little three-dot menu on the upper right of the message and chose > Share > Copy Link. To give this link a home, I've started a new message - a place where we can all jot down ideas and/or refer to others by sharing links to them in the same way.
I've also had an idea to use one of Kathleen's image posts as a means of a Storyboard from which we can launch an animation. So to that end, I've added that in a comment to the main message. :)
I have a small start on Trevor's idea which I share by clicking the button below:
In late 2023, Rosie 8 went together nearly overnight out of need due to the Massive Data Crash I had experienced in 2023 - Lost Everything! Absolutely Incredible it was to see how quickly she went together after all of the experience I had gained using Daz Studio for animation - paving the way to finally be able to answer "Yes" to the question: Can we animate in Daz Studio?
Because of the 'modular style' of building her up as I went along - animating her all along the way, I decided to make her page with the latest news that I'd share about her toward the top of the page, and the articles within can just stack in reverse chronological order. So if you want to see the origins, you need to get down toward the bottom of the page.
There are places in there where it seemed to make more sense to nudge some articles up or down in the order of the page, so it isn't a True Chronological flow... but I still put the latest information at the top. I'm so busy animating her that I admit to being behind in the news updates, but I do try to pop in there from time to time to keep everyone who is watching informed of what's going on in Rosie's World.
I'm linking to it here, this week, because of the idea that I'd like everyone to consider a special character that can become the focus of your animation drive - someone that can become (if not already) a central focus in your storytelling - someone who NEEDS to be animated - and animated a Lot.
Some of the tools for Daz Studio are offered here simply as suggestions or as helpful inks for further research.
Some of them, however, like aniMate 2 - the Paid version, are truly essential... mandatory even, in order to Really get into Animating in Daz Studio!
So we have a special page dedicated to TOOLS OF THE TRADE
As with most pages within this special section of my website, this area will grow as we discover the need to add more tools to the page (and I get more time to add them!!!)
There are ways to get around an actual need for any of these tools until you're ready to acquire them - so Please don't feel too rushed to go out and grab - even the essentials. There's always time. I want you to do these things at your own pace!
Here is a special Sub-Page on various Motion Vendors for our convenience. Also see "The Power of aniMate 2" for more on motion products
Below are Links to our introduction message articles, overjoyed to see so many wonderful artists attending this course!
THIS LINK takes you to a fine little article that I've created before out first Live session so that we could all work out the idea of downloading just under 6GB of sample assets, and includes the links to do so.
THIS LINK takes you to the short article I've written on the subject and is sure to make for an interesting and informative read. It's these naming conventions (I often call it my File/Folder Nomenclature) that keep me organized as I handle hundreds of individual folders, each containing hundreds of sequenced images, which I will combine to create a movie!
RT824CPS_BreatheDR_Stance21A
Rosie 8024
Cyberpunk Street Warrior Costume
Idle - Breathe v.D, mirrored (R = Reverse)
Using the Widen Stance Custom Control Dial (Stance)
Camera A - prefix 21 refers to HDR used
UF6_WalkFemIP_FCa
Urban Future 6
Animated Render matching the WalkFemIP template (camera control rig)
Face Camera (from WalkFemIP rig)
version A (multiple versions expected)
"WalkFemIP" is my special nomenclature for animations that utilize Havanlibere's Walk Feminine walking motion, for which I have made a special rig for. "IP" means that the character is using the In-Place version of the animation - hence the need for a camera rig that moves the scene past the cameras as if Rosie was walking through 3D space along the Z axis.
In-Place walk animations means that there is no forward (Z axis) motion, but that there is a walking animation.
The WalkFemIP camera rig contains many cameras.
These cameras are intended to be used on Rosie when she is using the Havanalibere Walk Feminine "In-Place" animation. They are to help facilitate camera moves (or not moving at all) that work well when filming a walking actor for a movie or show.
TrnTbl - a Turn Table camera that looks up at Rosie from the ground. A null that is centered on Rosie's position rotates the camera around her evenly.
REV - REVEAL - Name was changes specifically for this course to assist with clarity.