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Daz for games / Decimator
Posted: 03 November 2012 11:28 AM   [ Ignore ]
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Hi,

I am a bit puzzled by Decimator and the “Daz for game” bundle…

http://www.daz3d.com/shop/game-developer-kit-for-daz-studio/
Daz for game’s cost is 149 Euros

http://www.daz3d.com/shop/texture-atlas-for-daz-studio/
Texture atlas costs 0 euros

http://www.daz3d.com/shop/fbx-plug-in-for-daz-studio/
FBX costs 0 euros

http://www.daz3d.com/shop/decimator-for-daz-studio/
Decimator is 99 euros

So bundle’s cost is higher than unit price ?
Am I missing something or is it a mistake ?

Also, is Decimator working fine with all figures ( Michael 4 / 5 , Victoria 4 / 5 , various Genesis monster…) ?
How much is it efficient compared to 3DSmax decimator equivalent ?

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Posted: 03 November 2012 11:33 AM   [ Ignore ]   [ # 1 ]
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Moved to The Commons, as it is not a notification of a product for sale.

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Posted: 03 November 2012 01:39 PM   [ Ignore ]   [ # 2 ]
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FBX and Texture Atlas comes with Daz Stusio 4.5 Pro.
Decimator is a paid for plug-in.

Decimator works on all figures as far as I can tell. I just tried Genesis with a M4 mat applied and saved out as OBJ with no issues at all. I also treid V4 with no issues either.

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Posted: 22 January 2013 06:45 AM   [ Ignore ]   [ # 3 ]
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Hi again, sorry for reviving this thread, it is still about decimator.

Does it works with any character based on Genesis => (troll, werewolf…)

Can someone give me a model lowered to 15k polys exported as fbx ? I would like to see how much work I will need to do once I have my decimated model to integrate it in a game engine.
It seems that fbx exporter is great with normal models, quads, bones ect are well defined, but I want to be sure that it is the case for decimated models too.

That would really help me, since product price is really high for me.
Thank you smile

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Posted: 22 January 2013 06:52 AM   [ Ignore ]   [ # 4 ]
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Giving you a model, even one reduced down in poly count, would be a breach of licensing. Decimator should work on any product you can load into Daz, be it a prop or a figure. Posting an image of a final figure wouldn’t be a breach though, so perhaps someone can accommodate you in that regard.

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Posted: 22 January 2013 06:53 AM   [ Ignore ]   [ # 5 ]
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No one can legally give you a model, whether it is altered or not., as per the DAZ 3D EULA

https://helpdaz.zendesk.com/entries/123876-what-is-daz-3d-s-end-user-license-agreement-eula

particularly this part

3-D Model(s) is provided for User’s exclusive use. User does not have the right to provide the 3-D Model(s) to others in any form or on any media.

And this

non-transferable and shall only be used by the Licensed User. User may not reverse engineer, de-compile, disassemble, or create derivative works from the 3-D Model(s).

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Posted: 22 January 2013 10:18 AM   [ Ignore ]   [ # 6 ]
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Damn, that sucks :/

So maybe you can answer these question then :

What are the difference between a decimated and a non decimated model once exporter in FBX format ?
I mean, is the skeletton valid ? Are the quad still well defined (model needs to be animated in the end), or do I need to retopo it ?

The product seems too good to my eyes, so I am trying to check what could be wrong - it could actually fix all problems I have.
I am trying to determine how much work will be needed once a dcimated and exported (fbx) model will be imported in 3DSMax.
The goal is to have it in a game engine of course.

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Posted: 22 January 2013 12:34 PM   [ Ignore ]   [ # 7 ]
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vanth_caterva - 22 January 2013 10:18 AM

Damn, that sucks :/

So maybe you can answer these question then :

What are the difference between a decimated and a non decimated model once exporter in FBX format ?
I mean, is the skeletton valid ? Are the quad still well defined (model needs to be animated in the end), or do I need to retopo it ?

The product seems too good to my eyes, so I am trying to check what could be wrong - it could actually fix all problems I have.
I am trying to determine how much work will be needed once a dcimated and exported (fbx) model will be imported in 3DSMax.
The goal is to have it in a game engine of course.

I would just buy it if I were you, test it, and if you’re unsatisfied, return it within 30 days. I’ve used it to get low poly figures into Vue and for it me it has worked as expected.

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Posted: 22 January 2013 05:02 PM   [ Ignore ]   [ # 8 ]
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vanth_caterva - 22 January 2013 10:18 AM

The goal is to have it in a game engine of course.

Make sure you have either this
http://www.daz3d.com/commercial-game-developer-license
or this
http://www.daz3d.com/indie-game-developer-license
if you want to use any DAZ mesh in a game engine for none personal use.

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Posted: 22 January 2013 05:22 PM   [ Ignore ]   [ # 9 ]
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FSMCDesigns - 22 January 2013 05:02 PM
vanth_caterva - 22 January 2013 10:18 AM

The goal is to have it in a game engine of course.

Make sure you have either this
http://www.daz3d.com/commercial-game-developer-license
or this
http://www.daz3d.com/indie-game-developer-license
if you want to use any DAZ mesh in a game engine for none personal use.

Plus remember the game licence is for DAZ3D Vendored items only!

This license is good for DAZ 3D owned models ONLY! (Vendor=DAZ3D)

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Posted: 22 January 2013 05:57 PM   [ Ignore ]   [ # 10 ]
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vanth_caterva - 22 January 2013 10:18 AM

Damn, that sucks :/

What sucks is that this has to be explained over and over and over again to people… just wish there was enough common sense to understand what thieving is…

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Posted: 22 January 2013 10:26 PM   [ Ignore ]   [ # 11 ]
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Are the quad still well defined (model needs to be animated in the end), or do I need to retopo it ?  In my experience all decimator functions produce a triangulated mesh.

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