Cridgit,
Once again your work, dedication and feedback is invaluable!
I really really hope DAZ does still take the time to read, think and react to the very important suggestions, questions and remarks you made. I agree with most points and will comment just on those that I think need further thought and attention by the metadata and also the DS software team in general.
This cannot be stressed enough. The decisions that are made now will affect thousands (hopefully) of users in the future.
This post turned out longer than I thought. I hope you can find some useful suggestions as well.
I tried to give many examples and also suggest three new ways of being able to select folders in the different “Smart Content” and “Surfaces”, “Paramter”, “Shaping”, “Light”, “Camera” tabs to make full use of metadata categories.
- Ctrl Click and mark orange several subfolders so that all assets in those subfolder are shown.
- Alt click one folder to select only those files that are on the selected level but not show those that are in the subfolders.
- Shift Selecting several folders to create Average Quantity Selections that show only those assets that are placed in both categories and hide those contents of the selected folders that are only available in one of the selected.
I will also go on to suggest that the “Tag” system of the content DB editor is put into place to be able to search with tags.
As a bottom line all suggestions made about setting up the metadata system also have to take in consideration how the categorization is displayed and can be used in DS.
A huge distinction should be made between metadata as a folder structure in the different tabs and the way the metadata could be used as a search function in “Smart Content”.
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What the world really does not need are other “QWERTY” types of decisions that years later turn out to be rather uneffeciant but are kept being used because now it is to late to change it.
To give another expample for me it is complety not understandable how one ever had the insane idea to organize the poser library in a way that splits up a “Product” and puts the figure files in one folder three and the material files in another folder three.
Have you ever tried to find all material settings to Generation 4 clothing that were produced by different texture artists?
An easy task if you have only 10 Products and are starting out. Impossible when you have installed 1000+ products.
I stress this not to start a flame war because it shows a very different kind of organization that is featured in the DAZ studio library:
Thinking on a “Product” level.
All assets of a “Product” are kept together so you can quickly apply and remove them without having to change into a different top level folder.
In the DAZ studio library you can simply add a clothing item to the scene and then all material settings are conviniently to be found in a subfolder one level below.
To me this kind of thinking is what should help solve the rest of the categorization issues.
Do not ever split up files again that should be kept together.
Unless! and here comes one important characteristic of metadata:
One asset can be put into as many metadata categories that it fits.
If a chainmail shirt can be used as armor and as a shirt just make a checkmark in both categories.
Just remember the times when library cards where used to put the reference cards (metadata) into different sections while the book (DAZ studio library assets) stayed in one place.
cridgit - 29 September 2012 08:59 PM
5. Move all subcategories from Animations/By Region/Partial Body into Animations/By Region. The Partial Body subcategory doesn’t add any value, as any “by region” asset affects partial body by definition. Then drop Animations/By Region/Full Body because all full body animations will be under By Function.
Actually to me it seems rather important that there is a quick way to see all Animations (or Poses in the other folder) that affect the Full Body or the Partial Body. Lets have a look at your example:
/Animations/By Region/Full Body
/Animations/ByRegion/Arms
/Animations/By Region/Feet
/Animations/By Region/Partial Body/Fins
How would you now be able to select all Animations that affect Partial Body types?
Lets say you want to see all animations that are for the Arms, Feet and Fins at the same time?
One can argue that probably one never wants to see all Partial Body animations at the same time. But well maybe someone just wants to.
To me the proposed default categories give me that option by being able to select the Partial Body top level folder:
/Animations/By Region/Full Body
/Animations/By Region/Partial Body
/Animations/By Region/Partial Body/Arms
/Animations/By Region/Partial Body/Feet
/Animations/By Region/Partial Body/Fins
But in both cases I would not be able to select all poses that are in the subfolder Arms and Feet but not those of the subfolder fins.
And that now is not a problem of how metadata functions but of how DAZ studio fuctions.
It would be nice to be able to Ctrl Click and mark orange several subfolders so that all assets in those subfolder are shown.
Example: Ctrl click
/Animations/By Region/Partial Body/Arms
/Animations/By Region/Partial Body/Feet
And all those files are shown.
/Animations/By Region/Partial Body/Fins
are not shown.
It would also be nice to be able to Alt click one folder to select only those files that are on the select level but not show those that are in the subfolders.
Example
Alt Click
/Animations/By Region/Partial Body
shows all files that are placed on just the Partial Body level. All files in subfolders like
/Animations/By Region/Partial Body/Arms
/Animations/By Region/Partial Body/Feet
are not shown.
I cannot stress enough how usefull the function to show only items placed on the selected level would be.
Especially in the shaping tab there are now several functions that cannot be seperated out indivudiually because they were added in a top level folder and later some subfolder was added.
Example:
Shaping Tab
Please tell me how I can select only those files placed in the folder:
Torso/Female/RealWorld
If I select that one all subcategories of the subfolders
Torso/Female/RealWorld/Morph Kits
are also showing.
If there is no way to show only the items of the current selected level it is very important that there are no files placed in the top level category when there are later sub categories added.
Example:
Under no circumstances put any files into
/Animations/By Region/Partial Body
If files would be put there one would currently have no way to select them without showing all files in the subfolders.
cridgit - 29 September 2012 08:59 PM
10. Environments are what used to be called Sets, i.e. like a move set where you place your actors and props. Drop environments/Skydome as skies are under Props/Landscape/Sky.
Me thinks its not a question of either or but a case of they belong into both so users can find them wherever they are looking.
If I want a Sky just as background prop I will be happy to find it there.
But if I am searching my runtime for fitting environments I will be happy to have the sky also show up in the Environments folder.
If the Sky would not show up in the Environments I would probably not remember I purchased it because when I am setting up scenes I just check the Environments folder.
Metadata gives the option to adjust the strict limitations of file placement of the DAZ studio libraries and gater to organization preferences of a vast amount of different users that think and categorize differently.
It takes the DAZ metadata team only seconds to make checkmarks in different categories that also fit the asset.
This time invested will help different users who think differently to find assets in different places.
cridgit - 29 September 2012 08:59 PM
11. Drop the subcategories under Figures/People/Female and Figures/People/Male. I’m sure there are many many people who categorize their figures differently, so stopping at Male/Female is probably sensible. I’m happy to keep Fantasy Sci-Fi, Real World and Stylized if that’s what most people use. Please share so we can make a decision.
Actually that is kind of a sore point to me with the new categorization system.
Let me explain how I used to do it:
All morphs and shapes go into “People”.
All skin textures go into “Characters”.
Why are those two categories important?
You have “Character” textures that come without morphs. So if I am setting up a new scene my first place to go was always the “Character” folder in “Product” view. There I was able to find all characters.
The “People” folder I used in “File” view when I was looking for things like elf ears, fins, horns, tails etc
Then I used the subsystem Fantasy Sci-Fi, Real Word and Stylized to further make a difference.
Those do seem rather important to me.
Example:
Some characters come with elf ears. I put them into “Real World” AND “Fantasy Sci-Fi”.
That way I was able to find them when I look into either subcategories but they would not show up when I was looking for anime, toon characters that only show up when I select “Stylized”
And last but not least the separation between male and female.
If I was looking for a male fantasy character I was able to find that one by looking in
Characters/Fantasy SciFi/male
Now I am not at all pleased to see only
Default/Materials/Feminine
Default/Materials/Masculine
To me this seems like a loss in quality. BUT it could also be that this is just my personal user preference.
How deep should the categorization go. It is an important question you raised at point 1.
Let the user have the option to customize.
Guess now I would have to set it up this way
Default/Materials/Feminine/Fantasy SciFi
Default/Materials/Feminine/Real World
Default/Materials/Feminine/Stylized
Default/Materials/Masculine/Fantasy SciFi
Default/Materials/Masculine/Real World
Default/Materials/Masculine/Stylized
Now there is just another problem that wasnt here before:
Where do I fit character textures for Fantasy SciFi characters that could be both male or female?
Before it was simple I selected:
Characters/Fantasy SciFi
and it would show up. If I needed a more gender specific character texture I would then continue to explore the subfolder:
Characters/Fantasy SciFi/male
Now how else could we do it?
If we have
Default/Materials/Feminine
Default/Materials/Masculine
why not also add
Default/Materials/Fantasy SciFi
Default/Materials/Real World
Default/Materials/Stylized
So now we are at the next junction of an important feature that it would be nice to have in DAZ studio:
“Average Quantity Selections” (In german Schnittmenge)
Example:
A material is categorized as Default/Materials/Masculine and Default/Materials/Fantasy SciFi
Give the user an option to show all those materials that fit into both categories but hide those that are only to be found in one by “Shift” Selecting to create Average Quantity Selections.
For example “Shift” selecting both
Default/Materials/Masculine
and
Default/Materials/Fantasy SciFi
would only show materials that are to be found in both those categories but not show any other materials that cannot be found in both.
The Tag system
In the content DB Editor there is allready an option to assign tags to assets.
If we would start to use this efficiently this would be another way to give the users the option to actually search for assets.
To put it differently each asset would then be assigned different tags like “feminine”, “Fantasy SciFi”, “Weapon” that can be used in combination to show specific files by using the “Search” function.
At this point in time I really think the metadata team should start to think heavily to start implementing the “Tag” tab of the content DB editor.
To me it seems the feature is there. It is just a question if someone is willing to make the effort to implement it as well.
Yes, more work for the allready stressed metadata team. But isn´t the basic idea that if one person spends an hour setting up metadata for a product properly in the future thousands of people can benefit from that work done. And that is what we the customers pay for in the end, isn´t it?
cridgit - 29 September 2012 08:59 PM
17. Add Poses/Fits for hair and clothing fit poses AND morphs. Yes, we can put fit poses and fit morphs into the same category because then the user only needs to look in one place. Does the user really care if its a pose or a morph? No. I’m happy to hear if anyone disagrees and think we MUST keep morphs out of the Poses category
Well actually there is that one thing that is quite annoying. There are poses that also apply a morph when selected.
Examples:
Gorilla for Genesis automatically applies the Gorilla shape with the pose.
The W.A.S.P. automatically applies the M5 V5 shapes with the pose.
Now if I see a pose in the “Pose” tab that I like and select it I often ended up going shouting “NOOOOO” a few seconds later because the morph was also applied. Of course one can undo but I then started to put all those poses that also apply morphs with the poses into a separate category.
Then I will remember to also press select when clicking the icon to apply the pose so an option window pops up where I can uncheck the morphs of being applied as well.
I can see that with hair this is less of an issue. I can see that there poses and morphs are more or less the same. But then there comes the question of consistency.
Generaly speaking:
To me it is important to make a distinction between files that just apply poses and those that apply poses AND morphs at the same time.
In general as a user I agree very much with you on all the things you wrote about apply inject remove. We do not have to understand how it is done. The important thing is if something is added or removed. But then again on that topic I have not enough knowledge to tell if there is some point to make a difference between inject and apply, morphs and poses in each case.
To me it only seems important to make a difference when the behaving is different (like in the case where morphs and poses are applied.)
What is important to me is the structure of the folders. I do not want to search for the remove option in a different folder tree then the apply option.
I prefer
Product/Apply
Product/Remove
and do not like this structure at all
Apply/Product
Remove/Product
cridgit - 29 September 2012 08:59 PM
25. Shaping is an interesting one because it can contain a huge number of morphs (e.g. all the morphs++ packages). I believe users want to keep morphs organized by region, e.g. head, body, eyes, visemes, expressions etc. Within the the default Apply, Inject and Remove subcategories proposed by DAZ, I recommend creating subcategories by region. However, as a user I might want to inject a morph and remove it, then inject another one and remove it. If this is the case, it would be better to organize inject and remove morphs by region so I can select the head then inject/remove without having to change categories continually. You can see the difference with the yellow labels (+Shape and -Shape). I’d like to know what people think of this concept.
For the time being, add Shaping/Inject/Body with subcategories Arms, Feet, Hands, Legs, Lower Torse, Upper Torso. Add Shaping/Inject/Head with subcategories Ears, Expression, Eyes, Lips, Lower Face, Mouth, Nose, Tongue, Upper Face, Visemes. Duplicate this structure in Shaping/Remove.
Me also thinks that this is very important. I do not want a top level folder Inject Remove but a top level folder of the pose / morph and then a sublevel folder to remove it again.
cridgit - 29 September 2012 08:59 PM
29. Many many products come with multiple materials split into subfolders, e.g. by type (DS, PZ2, MC6) or by resolution (hi-res, lo-res) or otherwise (Default/Ubershader/Ubersurface/Elite HSS/SSS, P5/P6/P9/PP, Gloss/No Gloss, Shader/No Shader) etc. What is the best way to categorize these different materials? Do we create subcategories by the above types within the Materials category tree? If we put everything in the same Materials category, the user will not know which is which.
Also another sore topic from me.
I am not a poser user and all those unwanted material options confuse me.
BUT I may be a carrara user in the future and may be greatful for any material options that are in the future included for both DS and Carrara. So what to do with them?
There should be some serious thought put into this. Again the solution may be with a “Tag” Filter system that lets the user show up only some material or file types. For example it should be easy to implement a function to just hide all .mc6 files in smart content and maybe as well in the DAZ studio library.
I think it would be unwise though to start a double categorization for all poser / carrara files.
I started to do that first. Dumping all poser material files into a /Materials/Poser folder but I later realized that because I was doing that I might never be able to share my metadata with other people because it might upset them if they actually want those poser materials in the same folder.
cridgit - 29 September 2012 08:59 PM
30. Where do we place vehicle or mechanical weapons e.g. fighter jet, submarine, tank, catapult, artillery? What would a suitable Weapons subcategory be?
As noted earlier things can be placed into different categories.
I started to use “Themes” for things like that.
Theme Combat with Area subfolders like Land, Air, Water, Space
or weapon type subfolders like Melee, Guns, Swords, Staves,
For example:
Themes/Combat/Area/Land
Themes/Combat/Weapons/Swords
Now again remember that things can be placed into more than one category.
Example Jetfighter:
Make one checkmark in Default/Transportation/Air and the other checkmark in /Themes/Combat/Area/Air
cridgit - 29 September 2012 08:59 PM
29. The Fabricator and related add-ons. I’d like to keep the Fabricator assets together and not split them up across the Shaders subcategories.
I had a good laugh when I read that one.
This was one of the first times when I filled bug reports last december about metdata.
In surfaces tab there were different categorizations named “The Fabricator” and there was “Fabricator” with subcategories.
Back then I wrote quite a long rant about how important it is to think of addon products and how they will be implemented in the future.
Should all fabricator addons be added into a subfolder of fabricator?
Will later users still know what “The Fabricator” is when they buy a shader product and will they know to look in a subfolder there or will they just search for the shader product name and not think to look in a “Fabricator” subfolder?
What the metadata team ended up doing was at first to add all addons as subfolder to the fabricator but then later on stopped and added them as separate folders.
So thats the result now: A mix between both instead of either or.
I guess this is a fitting last example. It is not enough to just look at the product in question. It is very important to keep in mind past products and future addons. Does it all fit together nicely?
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In short
There should be made more effort of actually using the ability of metadata that it is a reference that can be placed into different categories.
Implementing the Tag System of the Content DB Editor can give the option to search for assets that fit different categories.
Implementing keyboard shortcuts like Ctrl, Alt and Shift can give the option to display the contents of several, just one or an Average Quantity Selection of categorization folders.
It is very imortant that now it is deceided once and for all how to handle it. To me it really seems better to take some time to listen to feedback and then start the colossal task of fixing or redoing metadata for ALL existing DAZ content instead of just implementing another “QWERTY” type of solution that will years later impact whole generations of content users.
I know this was once again a very long text to read through. I hope you found some useful suggestions.