I have been crashing every time I import anything into Hex from Daz
First a word about terminology. I don’t mean to be a grammar nazi, but proper terminology is critical for describing a problem.
You can’t “import” items into hex from DS. If you are using DS, you can export a model to hex, and if you’re in hex, you can export a model to DS. The only things you can “import” to a program are items saved on disk somewhere. And the only reason you can even “export” an item from one program directly to another one is through special software called a “bridge”.
It runs fine then slows dramatically then crashes
Not sure at all what’s causing this. It may be inadequate hardware or system configuration. What are the specs for your system?
When i create anything in Hex and export it…[to]...daz it doesn’t come in the same size as I modeled it, it is tiny and I have to bump to 1000. Sometimes
This is probably due to mismatched “units”. In hex, look in “preferences”, “import/export” tab, “wavefront obj” button. The 4th item down is a “Unit of the file” setting. Tell us what that box says.
I don’t know what units DS uses or how to change them, so we need a DS guru to chime in here with that info. In the meantime, you can fiddle with hex’s units to see how that effects newly created model sizes when exported to DS.
When I make something and texture it in Hex and then…export [it to] Daz it is colorless. Sometimes it comes in with color and sometimes it doesn’t
We may need a DS guru here, as well.
...if you use the send to Daz option in the file menu it comes into Daz in several pieces, but if you export “save” it as a wavefont obj it doesn’t
Caution here. You have to watch what’s happening. I don’t think you’re describing this accurately.
If you are running DS and you export genesis to hex, genesis appears in hex as a single object called “genesis”. There are no separate elements in the file for toes, fingers, abdomens, etc.
If you now save that model as an OBJ file, it saves it as that one piece. If you modify that figure and send it back to DS, then DS automagically recognizes it as a genesis “morph figure” and integrates the morph into genesis.
OTOH, if you’re in DS and export (save) genesis as an OBJ file, it saves that OBJ in “several pieces” such as “3_skinfoot”, “6_eyelash”, etc.
This OBJ file can now be imported into hex and modified. However, if you export that model out to DS, then DS sees it as a new figure, not as a genesis morph.
Moreover, if you send any articulated model (a model made up of “several pieces”) to DS, then DS recognizes the pieces but doesn’t know what to do with them. IOW, if you send an articulated poser model to DS, DS will recognize that it has a shoulder and a forearm, but if you try bending the arm, only the selected piece will rotate, not the whole arm. This model needs to be “rigged” to let DS know how the pieces move in relation to each other.
DS does a sucky job at saving genesis as an OBJ file.
Go into DS and save out the genesis figure as an OBJ file. Now open that OBJ file in hexagon. Hide everything but the “7_tear” element and see how badly DS screwed it up.
Curously, Roygee just made a post that makes an excellent addendum to this post and may be of great value to you. You can read it here: http://www.daz3d.com/forums/viewreply/211041/