Metadata tutorial - Adding new items to your smart content

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  • FixmypcmikeFixmypcmike Posts: 17,301

    You shouldn't need to create a new product, is your database working otherwise?

  • You shouldn't need to create a new product, is your database working otherwise?

    The database is working like a charm, I haven't noticed anything wrong with it apart from this behavior. Although I did have some issues with products which were installed through DIM yet not recognized by Daz Connect. But I managed to resolve that by using the DB maintenance options consolidate & re-import meta data (reading the documentation on the public beta I guess the first option didn't do much, considering that it has been removed).

    So in the mean time I've installed the public build (4.9.1.25) and guess what? It behaved exactly as normal: I could once again apply catagories to individual files and assign their meta data (file type). I then switched back to the current stable version and all changes retained. Better yet: assigning file types to my own sceneries is now also working again from within the stable version.

    I have no idea what happened, but right now I'm really assuming that I suffered from some kind of glitch.

     

     

  • Works fine for me in 4.9, so this looks like something you shoud open a Support ticket about.

  • KevinHKevinH Posts: 905

    Just wanted to ask...if I want to create metadata for a figure for M4...

    I would add M4 to the scene and select him, then can I just drag all the icons that apply textures into the materials category. Or do you have to apply each one before you can drag the icon over. And what about the ones that apply the morphs. Is having the figure selected enough?

    And for a shirt, you would have it selected in the scene and you can drag all the different materials over. (Does M4 need to be selected along with the shirt so that it will show up when might is selected?

    I would like to have all my characters available in the Smart Content. I forget about a lot of them with them buried in the Content library.

  • RenomistaRenomista Posts: 920

    No thats not working this way

    No need To Add M4

    For stuff that is compatible to M4 (e.g. Wardrobe Items, Skin Materials, etc.) you just use M4 as Cimoatabikity Base in the Metadata Editor.

    If you have Marerials or other stuff that only applies to a new Item you need to create a new compatibility base first. For that you need to move this item into the scene (as schown in secon post)

    I am going to show this in detail in a second video soon...

  • KevinHKevinH Posts: 905

    Thanks, Renomista. I will look forward to you video. I hope you come back to this thread and let us know when it is done.

  • CherubitCherubit Posts: 818
    Renomista said:

    No thats not working this way

    No need To Add M4

    For stuff that is compatible to M4 (e.g. Wardrobe Items, Skin Materials, etc.) you just use M4 as Cimoatabikity Base in the Metadata Editor.

    If you have Marerials or other stuff that only applies to a new Item you need to create a new compatibility base first. For that you need to move this item into the scene (as schown in secon post)

    I am going to show this in detail in a second video soon...

    Hum, I'm sorry... but... I'm trying to do that with a V4 hair and it doesn't seem to be able to create metadata then I saw your answer about M4... What is a Cimotabikity and how to do that? :( I'm super lost...

  • Compatibility, I think

  • Dude, you ROCK!!!! 

    This is one of the best written tutorials I've seen.  Everything is clear and having the illustrations just makes it better.  I have to go looking around and see what else you've written

    Thank You.

  • Note that the current version of DAZ Studio (4.6.3.52) now allows the sue of drag-and-drop from the Content Library to Smart Content. If there's a figure (defined as a compatibility base) loaded and selected the new content will be set to be compatible with that.

    Hi Richard, is there documentation on that somewhere? 

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