[Daz Studio][Ren'Py] Creating animated characters

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hey everybody and welcome back to that studio in this video we're going to look at how to use that studio to create animated characters within our rampay games now in this situation i've got a character lounging on a sun lounger and i don't want them to be like massively animated i just want them to breathe so i want to see their stomach and chest rising and falling essentially i don't need them to do anything else then it's quite a simple process to do this and we're going to do it using the animated film strip function in rempey for which we need to create a series of images essentially of our animations the first thing we have to do is obviously build our scene as i've already done here and then we're going to open our timeline and immediately the first adjustments that we need to make here are we need to set the frames per second and the number of frames in total now 8 is okay 16 is better obviously the more frames that you have per second the better the animation is going to be but obviously bearing in mind that we have to render out all of these at one time we really want to keep it at a reasonable kind of rate now my experience is that having 32 frames 16 frames a second so we get a two second animation that loops round and round of a character breathing is really sufficient to be able to do that the next thing you have to do obviously is go into your animate 2 and you have to firstly find the character that you want to animate so in this case i want to select this character here the mum character and we need to actually add some animations now you can find those in your ani blocks in your smart content if you actually have any obviously you have to actually purchase those from various different sources before you do anything else so if you haven't already got some any blocks in dash studio i would advise you to go and get some if you intend to follow this tutorial and i've already got some so i'm just going to select the ones that i want again i'm not going to be showing you which animation specifically that i'm using you're probably going to see names pop up on the screen anyway but i just obviously want to as you can see there are some slight weird adjustments that happen when you hover over the uh animations in your there we go that's one so i'm gonna go with this one like that select it again cool beans and then what i'm going to do is i'm actually going to add a second track to that character so that i can actually add some blinking as well although to be honest blinking is barely going to be noticeable in fact do you know what i'm not gonna let's just leave it let's just leave it nice and simple we've got breathing animation there for some reason the character has moved so we need to double check that so we're going to run our animation that's going to just take a moment and then you can actually see what's going on and you can see that for some reason she's moved to the left a certain amount so we actually need to go back to the very first frame in our animation and actually move her back to where she's supposed to be as you can see she's moved weirdly in both planes so we're just gonna zoom in on that yeah it wasn't actually that she'd moved to the left i think she actually just moved back so if we do control z she'll move back that way and now we can just position her manually like so and just make sure that she's not suddenly clipping through the bench it doesn't appear that she's moved in the wide direction at all it looks like she's entirely moved in the she might have moved a fraction actually yeah looking at that so let's just bring her up a smidge so she's not clipping into the bench bearing in mind that we are a fair distance away from the character over here so it hasn't has the wrong camera helpful yeah so it doesn't matter a great deal if there is a slight discrepancy but you want it to at least look good the next thing you want to do is if your character's got deforest hair or something like that you're going to need to go into your simulation settings which i can show you here in your simulation settings what i would advise is you turn off your start bones from the memorize pose have a one second initialization time which i'm going to do like that that just gives the opportunity for the clothes and the hair to fall into place before you start the animation and then you're going to change the frames to simulate to animated use the timeline play range and then you're going to have to run that simulation so i'm going to do that now and i will speak to you in a just a second so now that we've run our simulation our hair is now animated throughout the frames as per the default settings so basically that side of things is ready to go so now what we need to do is actually set up our render and there's two stages that we need to follow the first thing we need to do is to actually choose what parts of this scene are going to render because we've already got this scene rendered in our game all we want is this bit we want this character animated we do unfortunately have to have the entire scene rendered as in the resolution of the image and that's because the way that we're going to implement this is by using a transparency mask which is one of the stages of our rendering process but so we still have to keep a 1920x1080 resolution image but only this part of the png is going to have any data in it the rest of it is going to be completely transparent so the first thing that we have to do is bring up our render settings tab which i've got here and we're going to go into our general and what i'm going to do is i'm actually going to change this to 1920 and because i've got the ratio setup you can see that immediately jumps to our 1080p now we're going to change this from still image to image series and the render range as you can see is automatically jumped from where it was it's now starting frame 0 to 31 so 32 frames and we can give it a base image i'm just going to call this one uh like mum underscore underscore annie which is just an annotation to me to show that that's what it is it's going to be an animation just allows me to use codes to decipher whether or not my image is going to be displayed on the screen is going to be animated or otherwise the next thing we need to do is go into our progressive rendering and we're going to turn off our rendering quality and we're going to set our max samples to i'm going to say 500. the image is going to be tiny so it doesn't need to be super super super super sharp and then we've done that now we need to come into our filtering and god forbid i'm actually going to recommend that you do use the post denoiser and we're going to turn that on and we're going to post the noise available post denoiser start iteration i'm actually going to set that to 475 so it's only gonna come in right at the end of that render those are the render settings that we're going to use now we need to use our canvas what we've done here is we've got our beauty cameras already set up but we need to set our node list now i've already got a node list here but i'm going to remove that just for the sake of setting this up so so we're going to select this checks box at the top here so that we are choosing to use canvas and then we press plus here and it will automatically add canvas one brackets beauty then down here in these options with the camera selected we need to select the alpha check box make sure that this is checked and then it will come up with an option for nodes so what we're going to do is we're actually going to create a node list i'm just going to call this mum like that and that just allows us to then click on this three dotted button on the side here and we can now actually choose what the items in the scene are we are going to use so we're going to select the character there then we're going to choose basically everything back up to is not actually in there but we can just choose that so we don't need that basically just checking all of the things that we want to be included in the render that are important so all of these things are in the render so we're going to hit accept now everything that we want rendering is inside that node list now we can choose on the nodes drop down the mum list there and then we can simply hit the render button and now our 32 frames will come out with only this character in them so that's what i'm going to do i'll see you in a second now that our frames have all rendered out if we go into the directory where we rendered them there should be 32 files numbered 0 to 31. what you need to do now is open up the first frame in adobe photoshop and the reason we do this is to make sure that the pixels per inch and so on all of those values are correct because you'll get different uh values for those things depending on the resolution the image your output is so we're gonna go to image and we're gonna go to canvas size and we can see that we're currently on 1920 by 1080. so if we pull up our calculator we can just drag that over there so what we want to do is we want to we want to make this file approximately the right size for four across eight down so we need to do is 1920 multiplied by four equals seven six eight zero so we're just gonna drop that in seven six eight zero and then what we're going to do is work out how many 1080 times by eight really messed up and we can see 8640 so we're just gonna do that now we can zoom all the way out by pressing ctrl 0 and we can see our file is here and if we were to drag this around you can see that the outline of the image is following us now this is very important do not deselect this image if you want to use it otherwise you're going to have to drag it back into your window now we'll just drag this up into the top left you can see that it's now snapped there so we're good so frame one is done next thing we need to do is go into view and we're going to select lock guides then we're going to go to view again and we're going to select a new guide and we're going to choose a vertical and we're going to put this in 1920 boom you should see a guide come down here from the edge of that image now we're going to make another guide this one's going to be and this is again where you can use your calculator you can just do 1920 times by two or you can do the mental arithmetic and then this one's going to be at eight four zero boom now you need just one more vertical one so we're going to bring back our calculator we're just going to add 1920 again and uh make sure we get that correct 1920. this one's going to be seven six zero so we have five view new guide five six seven zero boom now we've got our four guides going across now we need to do the same thing for the horizontal ones so we go view new guide we'll switch to horizontal and create 1080 like so and now we've got our first guide then we need to go again we're going to go view new guide horizontal 1080 times two is two one six zero boom next guide and so on and so forth you don't have to uh use a calculator if you're capable of doing the mental arithmetic i'm trying to record a video which means my math skills are null and void so i am going to use my calculator 1080 times by three equals three two four zero so this one's gonna be three two four zero okay and you're just going to do this and you're going to insert your images into these spaces you're going to start on the top left and you're going to work across so 0 1 2 3 4 5 6 7 8 9 10 11 until you've got all of your images into your template until you end up with something that looks a bit like this now what we need to do is we've got to just export this what i would advise is you don't go to quick export as png just go to export as for some reason it's smaller when we do it this way make sure you've got transparency turned on and smaller file turned on and then it will have a bit of think but then you can essentially just go to export hit the export button it'll have a bit of a thing and then you'll be able to save your file there we go now we can save this so i'm just going to go to i just delete that and we're going to go to save cool beans right that will just do a very quick bit of thinking and then it will save our image and of course now the last part of our process is to actually put this into rempey and in order to do that you can see i've got image side images declarations here for the animations but all we want to do is when we want to use our image i'm just going to define it quickly for the purpose of this demonstration we just go to image and i'm just going to call this one the score pool and then we can say and it's going to be an anim dot film strip like so oops there we go now we can just go to our file name so in this case it's going to be avatars slash animated forward slash mum underscore pull underscore annie but in this case i don't think we actually have underscore any at the end of it but um i'm gonna actually put it there just for the sake of putting it there dot png so that's our file name now the next item in the declaration is the size of the individual images which we know to be 1920 so we're going to open brackets 1920 comma 1080 and then we're going to add another comma the next one is how many frames across and then down so we know that ours is four and we know that it is eight down perfect the next one is the time in seconds that each frame is going to be on the screen so in this case we know it's 0.0625 basically that's 16 frames per second if you're doing yours at different frames per second then obviously you're gonna have to work out how many what that value is yourself then lastly we have the total number of frames which is 32 and then whether or not it's going to be looping which in our case is going to be true now i'm going to quickly load up this game and i'm going to show you one of the screens that i'm using this technique with to add the animations in so here we are in one of my games and as you can see this icon has been animated she's breathing away quite heavily a lot of abdominal breathing going on there and you can see your head is rocking backwards and forwards slightly as well and then if i hover over because i'm using this animation as a alpha masked image button i can still use an animated character as a icon in the screen and if i click on it you can see you get an animated side image there and it just comes up with whatever information there but that works so hope you found that useful let me know you think in the comments below i will see you in the next one but until then you take damn good care of yourselves guys alright bye bye you
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Channel: Game Developer Training
Views: 22,006
Rating: undefined out of 5
Keywords: vn, visualnovel, adultgame, indiedev, indiegame, game development, indie game, indie dev, renpy, daz studio, #vn, #DazStudio, #Ren'Py, #dazstudio, #daz3d, daz 3d, #3dcg, rendering, iRay, animation, photorealism, photography, adobe photoshop, adobe lightroom, blender, gaming, lets play, c#, visual studio, microsoft, web app, disktop app, desktop app
Id: 26on_M8Hf-k
Channel Id: undefined
Length: 16min 4sec (964 seconds)
Published: Fri Apr 16 2021
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