One think I really hope DAZ would do for Sudio 5 (as seen with the recent plugin bridges) is make DAZ Studio 5 open source. I doubt that will happen, but it's something that will definitely be good for Studio in the long run.
Most open source stuff doesn't receive many outside contributions. The projects that get traction like Linux, Chromium and Blender are the exceptions rather than the rule. Besides, DS's main purpose is as software that helps sell stuff brokered by Daz. I doubt that giving up control of DS would be in Daz's best interest.
they could create an opensource bare bones mini program that loads DAZ content if they wanted too
with maybe not even a render engine
DAZ viewer
and allow others to code add to that
can hope
I would actually love a version of Daz Studio that operates as a plugin for other programs.
D3D did a paid option useful for those not wanting to use D|S with his dsf toolbox which can convert to obj so it is possible to create a not DAZ studio converter and as I said maybe a viewer too, it only need convert to popular formats such as FBX as well to be able to be used as a plugin for other software
One think I really hope DAZ would do for Sudio 5 (as seen with the recent plugin bridges) is make DAZ Studio 5 open source. I doubt that will happen, but it's something that will definitely be good for Studio in the long run.
Most open source stuff doesn't receive many outside contributions. The projects that get traction like Linux, Chromium and Blender are the exceptions rather than the rule. Besides, DS's main purpose is as software that helps sell stuff brokered by Daz. I doubt that giving up control of DS would be in Daz's best interest.
I think if they made it open source then Poser would have Genesis 8 compatibility in beta within a week, and there would soon be a GNU-Studio that is exactly like DAZ Studio except it has support for 29 versions of Linux and it would have a command line interface. Then there would be an OpenDAZ fork of DAZ Studio for Windows, and a FreeDAZ for the people who got mad at the OpenDAZ people. And none of these will run on a Mac.
I think if they made it open source then Poser would have Genesis 8 compatibility in beta within a week, and there would soon be a GNU-Studio that is exactly like DAZ Studio except it has support for 29 versions of Linux and it would have a command line interface. Then there would be an OpenDAZ fork of DAZ Studio for Windows, and a FreeDAZ for the people who got mad at the OpenDAZ people. And none of these will run on a Mac.
...you say that like it's a bad thing?
Odd thoughts:
1) It'd be way easier to fork the MacOS ObjC codebase into something Linux-friendly (and was way easier back in the early days when they used C++ and the Carbon library set for the Macs.)
2) You'd only really need two Linux packages: A RedHat-oriented one friendly to YUM, and a Debian(read:Ubuntu/Mint/whatever)-oriented one friendly to apt-get.
3) a shell-bound CLI interface would be friggin' awesome (bash, zsh, csh... I'm not picky). I got a better idea, though: Tag a RESTful API on it and use a fast/light webserver thing like nginx to do the interactions. That way you can do stupid-but-fun homebrew render-farm stuff.
4) Doesn't matter what the Poser folks do with it, as long as they don't violate copyright, trademark, or patent in the process. You can already make G8 compatible with Poser now - it's just a long drawn-out pain the the backside to do it, and sometimes it won't work very hot. Either way, it won't help Poser (err, Renderosity's) bottom line any, since you still have to lay out $200 USD or so for a legit copy of Poser in the first place. Also, open-sourcing DS won't open-source the mesh, rigging, or topology of the model. It also won't automagically adapt the 3Delight or iRay -friendly textures to work all that well in Firefly or Superfly, so the results will still be yucky unless the end-user painstakingly converts those textures, bumpmaps, normal-maps, gloss-maps, etc over... one at a time.
I think a good idea for Genesis 9 would be some kind of modular design in which each body part is a separate figure. Like the upper and lower arms, upper and lower back, hands, feet, and everything are all separate figures parented together. Then if there are any parts people never change (for instance, if all the characters have the same eyeballs, tongue, or feet, or neck) then those could all be converted into instances to save polygons. I assume the parts could auto follow each other if changing the shape of one part would affect the shape of another part.
And it would create opportunity for all kinds of frivolous money grabs. Product makers would be selling people a new highly detailed torso or more accurate feet and everything. And it would render all pre-existing UV maps and clothing items incompatible so you have to buy a new version of everything.
To be honest this is not a bad thing if you transfer the figure over to other apps for lookdev projects, because working with obj import and sorting out all the surfaces in the new app can be pretty painful. If each surface were a different object ... not so much. Honestly, I like this.
Well I've mostly stopped buying character bundles and mostly buy enviroment sets and PA interactive licenses now, so the whole ideal of Genesis 9 to myself isn't anymore a "collector's must have items" like were I asked this question 2 years ago. I have other things I want to do now that I have a capable desktop and better software.
So then, I will buy the introductory DAZ Originals G9F & G9M Head morphs, body morphs, and expressions. I will buy one pro bundle each, waiting for whenever The Girl 9 and The Guy 9 (Toon Dwayne 9 I guess now) get released. Otherwise I will make a personal challenge to myself to only use skin materials, clothing and hair for them that I make.
I was not around when V4/M4 were the main figures. I kind of like the whole "injection" idea, since the number of morphs on my G8F are crazy. I've had to parse some of the ones I don't really use out just so I can have a reasonable loading time. Don't know how people feel about the injection idea for G9, but it sure would be nice just to load the morphs I want when I want.
I'd be up for an injection system, too. My load times for G8F characters are pretty ridiculous. Also, it would be nice if "duplicate formulas found" errors didn't cause the software to throw a 500 year temper tantrum.
I was not around when V4/M4 were the main figures. I kind of like the whole "injection" idea, since the number of morphs on my G8F are crazy. I've had to parse some of the ones I don't really use out just so I can have a reasonable loading time. Don't know how people feel about the injection idea for G9, but it sure would be nice just to load the morphs I want when I want.
I was not around when V4/M4 were the main figures. I kind of like the whole "injection" idea, since the number of morphs on my G8F are crazy. I've had to parse some of the ones I don't really use out just so I can have a reasonable loading time. Don't know how people feel about the injection idea for G9, but it sure would be nice just to load the morphs I want when I want.
as someone who was around then - it was awful
any time you saved on the initial load was more than counterbalanced by all the time you spent loading morphs after the fact, including all the time you ended up spending having to find them. "Oh hey I'd like to dial in some of this character. Time to go find it in the content library and click the preset" if you wanted to dial in morphs from multiple sources, off you had to go to find all of them and click each preset. It was basically only faster if you never used anything other than premade characters
Yes I will buy but like everyone else who have commeted there has to be a significant improvement . My own personel oppinion is that if Daz is going to continue to promote the bridge's to other software it has to up its game with the figures it wants to promote. Which will mean a break in backward compatibility.
So we might get a version of studio that will be able to use the old and the new version of genesis Like we have now V4 all the way upto V8 but with the obvious that G9 stuff will not be backward compatible until the 3r party venders come along with their magic.
But may be the new generation will have the ability to use more of an industry standard shader like blender or arnold going down the node route. My hope anyway and many other goodies that studios would expect to have or that Daz can impliment them to be a head of the game .
Or we have a 2 tier studio one bought with G9 and a free one for all those who do not want to take the leap. But My Own Opinion is that if Daz wants to push their figure line of products into the big wide world and not just be the big fish in the little pond there will have to come and soon to make G9 a lot more attractive to freelance and small to large studios alike.
Otherwise they might end up stagnating studio all together, and just go for making figures compatible with all the major software platforms or I fear they will get left behind go down the route of the poser figures and poser itself blowing around in the tumble weed
Or Maybe their business model just suits them fine and bieng the hobbist software for people to cut their teeth in the CGI world ?
I started using Daz in 2020 with Gen 8, to me Gen8 already has some of the most amazing details, probably the best I've seen from any tools, realistic muscle bending, skeleton rigging system with humanly limit, good skin shading, compare it to Gen 3 I think the biggest jump is that it has endless morphing possilbities, there's still some details it lacks(such as foot buttom & skin bend etc) but they can all be solved by 3rd party scripts or add ons. So personally speaking, I wish they'd keep improve on Gen 8 rather than roll out Gen 9.
I myself have put hundreds and hundreds of dollars into the different generations of figures and their clothing/accessories. While I would look forward to a G9, I really wish someone, or several someones would go back and create new clothing for the older characters such as M4/V4, M and V5, and G2 (for me personally, Medieval period stuff). I have invested in Marvelous Designer, because I know the stuff I really want, I will probably have to make myself, but that will be a while away, as it will probably take some time to learn to use it. It would be great if with the next generation of figures, stuff could be made to be fitted to any character, but that is probably way to much to ask.
There are clones and clothing converters for pretty much any to-from Genesis generation and also clones of Victoria 4/Michael 4, etc for the Genesis figures. The Wear Them All Expansion also has clones that allow Genesis 3 to wear clothing made for Victoria 3, Michael 3, Aiko 3, etc. But because Pre-Genesis figures like Victoria 4 and Victoria 3 are a different type of figure there's not really anything available that allows clothing made FOR Genesis figures to fit them, unfortunately.
XD4 converts genesis clothes to generation 3,4 and other nondaz figures.
I was not around when V4/M4 were the main figures. I kind of like the whole "injection" idea, since the number of morphs on my G8F are crazy. I've had to parse some of the ones I don't really use out just so I can have a reasonable loading time. Don't know how people feel about the injection idea for G9, but it sure would be nice just to load the morphs I want when I want.
as someone who was around then - it was awful
any time you saved on the initial load was more than counterbalanced by all the time you spent loading morphs after the fact, including all the time you ended up spending having to find them. "Oh hey I'd like to dial in some of this character. Time to go find it in the content library and click the preset" if you wanted to dial in morphs from multiple sources, off you had to go to find all of them and click each preset. It was basically only faster if you never used anything other than premade characters
What about a choice or a hybrid system? You can choose to install products as injection only or preloaded. I'd probably mostly install things like the standard facial and body morphs (or morph collections) as preloaded, but all characters as injection. I rarely use character morphs, other than HD.
I'd probably mostly install things like the standard facial and body morphs (or morph collections) as preloaded, but all characters as injection. I rarely use character morphs, other than HD.
Note that, in many cases, HD morphs aren't "the complete character including HD details", they're a "just the HD details" morph, which must be combined with the separate non-HD character morph. Dialling the HD morph automatically dials the character morph.
Tossing in my tuppence-worth, I'm on the "don't go back to injection morphs" side of the argument. As mentioned upthread, it had its complications; once I got used to it, the "always installed" style introduced with Genesis figures was much easier to work with.
I'd probably mostly install things like the standard facial and body morphs (or morph collections) as preloaded, but all characters as injection. I rarely use character morphs, other than HD.
Note that, in many cases, HD morphs aren't "the complete character including HD details", they're a "just the HD details" morph, which must be combined with the separate non-HD character morph. Dialling the HD morph automatically dials the character morph.
Tossing in my tuppence-worth, I'm on the "don't go back to injection morphs" side of the argument. As mentioned upthread, it had its complications; once I got used to it, the "always installed" style introduced with Genesis figures was much easier to work with.
Agreed. I would hate to go back to injections, and having both is just more work for the PAs.
Yes I will buy but like everyone else who have commeted there has to be a significant improvement . My own personel oppinion is that if Daz is going to continue to promote the bridge's to other software it has to up its game with the figures it wants to promote. Which will mean a break in backward compatibility.
So we might get a version of studio that will be able to use the old and the new version of genesis Like we have now V4 all the way upto V8 but with the obvious that G9 stuff will not be backward compatible until the 3r party venders come along with their magic.
But may be the new generation will have the ability to use more of an industry standard shader like blender or arnold going down the node route. My hope anyway and many other goodies that studios would expect to have or that Daz can impliment them to be a head of the game .
Or we have a 2 tier studio one bought with G9 and a free one for all those who do not want to take the leap. But My Own Opinion is that if Daz wants to push their figure line of products into the big wide world and not just be the big fish in the little pond there will have to come and soon to make G9 a lot more attractive to freelance and small to large studios alike.
Otherwise they might end up stagnating studio all together, and just go for making figures compatible with all the major software platforms or I fear they will get left behind go down the route of the poser figures and poser itself blowing around in the tumble weed
Or Maybe their business model just suits them fine and bieng the hobbist software for people to cut their teeth in the CGI world ?
The bridges cater to people who render outside of DAZ. Currently products in the DAZ store are including mainly Iray materials, and maybe in the future, Filament materials. People who export the figures to other spots will not render with Iray so they wouldn't care for Iray shader setup, they have to create their own shaders. It's difficult to downright impossible to have renders look good if you only use Iray material setups in other engines, you have to at least build your own shader network and work with your specific engine's properties. So yes, while it's probably possible for DAZ to develop a more advanced skin shader for Iray I doubt it would benefit people who render outside Iray.
Then also, I'm eager to see whether DAZ ups their game regarding figure details. Some figures, even HD characters, have surprisingly little details at highest subdivision levels so I could see some overall improvement here. But then, this is not something for which you need a new figure generation.
I think if they made it open source then Poser would have Genesis 8 compatibility in beta within a week, and there would soon be a GNU-Studio that is exactly like DAZ Studio except it has support for 29 versions of Linux and it would have a command line interface. Then there would be an OpenDAZ fork of DAZ Studio for Windows, and a FreeDAZ for the people who got mad at the OpenDAZ people. And none of these will run on a Mac.
...you say that like it's a bad thing?
Odd thoughts:
1) It'd be way easier to fork the MacOS ObjC codebase into something Linux-friendly (and was way easier back in the early days when they used C++ and the Carbon library set for the Macs.)
2) You'd only really need two Linux packages: A RedHat-oriented one friendly to YUM, and a Debian(read:Ubuntu/Mint/whatever)-oriented one friendly to apt-get.
3) a shell-bound CLI interface would be friggin' awesome (bash, zsh, csh... I'm not picky). I got a better idea, though: Tag a RESTful API on it and use a fast/light webserver thing like nginx to do the interactions. That way you can do stupid-but-fun homebrew render-farm stuff.
4) Doesn't matter what the Poser folks do with it, as long as they don't violate copyright, trademark, or patent in the process. You can already make G8 compatible with Poser now - it's just a long drawn-out pain the the backside to do it, and sometimes it won't work very hot. Either way, it won't help Poser (err, Renderosity's) bottom line any, since you still have to lay out $200 USD or so for a legit copy of Poser in the first place. Also, open-sourcing DS won't open-source the mesh, rigging, or topology of the model. It also won't automagically adapt the 3Delight or iRay -friendly textures to work all that well in Firefly or Superfly, so the results will still be yucky unless the end-user painstakingly converts those textures, bumpmaps, normal-maps, gloss-maps, etc over... one at a time.
I don't think it's a bad thing. I did think having a command line interface was ridiculous until you mentioned the part about an interface that would work through a web server. I used to like writing C++ programs to run on the web server until I ended up with a host that doesn't have telnet access. What was the subject again?
I think a good idea for Genesis 9 would be some kind of modular design in which each body part is a separate figure. Like the upper and lower arms, upper and lower back, hands, feet, and everything are all separate figures parented together. Then if there are any parts people never change (for instance, if all the characters have the same eyeballs, tongue, or feet, or neck) then those could all be converted into instances to save polygons. I assume the parts could auto follow each other if changing the shape of one part would affect the shape of another part.
And it would create opportunity for all kinds of frivolous money grabs. Product makers would be selling people a new highly detailed torso or more accurate feet and everything. And it would render all pre-existing UV maps and clothing items incompatible so you have to buy a new version of everything.
I've realized that it's not optimal that G8's entire geometry is one single mesh, including the eyeball geometry. Especially outside of Studio this causes all sorts of problems, so you cannot add eye controls to the eyes. Except if you just separate the eyeballs from the main G8 mesh, but then you have to re-rig the figure and the eyes all over again ... which defeats one of G8's feature if you only adopt the mesh and UVs. I don't know whether it's possible to separate the eyeballs from the main figure inside DAZ Studio - Genesis figures have to work inside Studio first - similar to the eyelash figure.
I think a good idea for Genesis 9 would be some kind of modular design in which each body part is a separate figure. Like the upper and lower arms, upper and lower back, hands, feet, and everything are all separate figures parented together. Then if there are any parts people never change (for instance, if all the characters have the same eyeballs, tongue, or feet, or neck) then those could all be converted into instances to save polygons. I assume the parts could auto follow each other if changing the shape of one part would affect the shape of another part.
And it would create opportunity for all kinds of frivolous money grabs. Product makers would be selling people a new highly detailed torso or more accurate feet and everything. And it would render all pre-existing UV maps and clothing items incompatible so you have to buy a new version of everything.
I've realized that it's not optimal that G8's entire geometry is one single mesh, including the eyeball geometry. Especially outside of Studio this causes all sorts of problems, so you cannot add eye controls to the eyes. Except if you just separate the eyeballs from the main G8 mesh, but then you have to re-rig the figure and the eyes all over again ... which defeats one of G8's feature if you only adopt the mesh and UVs. I don't know whether it's possible to separate the eyeballs from the main figure inside DAZ Studio - Genesis figures have to work inside Studio first - similar to the eyelash figure.
Exporting OBJ, exports only the non-hidden parts. You can export the mesh without eyeballs, only the eyballs or any combination in between that you desire.
I was not around when V4/M4 were the main figures. I kind of like the whole "injection" idea, since the number of morphs on my G8F are crazy. I've had to parse some of the ones I don't really use out just so I can have a reasonable loading time. Don't know how people feel about the injection idea for G9, but it sure would be nice just to load the morphs I want when I want.
I tried it but hated it.
Longer load times can be managed if one really wants to, otherwise try what i do... Go and get a coffee (or tea). Although in reality it is only about a minute ish.
I think a good idea for Genesis 9 would be some kind of modular design in which each body part is a separate figure. Like the upper and lower arms, upper and lower back, hands, feet, and everything are all separate figures parented together. Then if there are any parts people never change (for instance, if all the characters have the same eyeballs, tongue, or feet, or neck) then those could all be converted into instances to save polygons. I assume the parts could auto follow each other if changing the shape of one part would affect the shape of another part.
And it would create opportunity for all kinds of frivolous money grabs. Product makers would be selling people a new highly detailed torso or more accurate feet and everything. And it would render all pre-existing UV maps and clothing items incompatible so you have to buy a new version of everything.
I've realized that it's not optimal that G8's entire geometry is one single mesh, including the eyeball geometry. Especially outside of Studio this causes all sorts of problems, so you cannot add eye controls to the eyes. Except if you just separate the eyeballs from the main G8 mesh, but then you have to re-rig the figure and the eyes all over again ... which defeats one of G8's feature if you only adopt the mesh and UVs. I don't know whether it's possible to separate the eyeballs from the main figure inside DAZ Studio - Genesis figures have to work inside Studio first - similar to the eyelash figure.
Exporting OBJ, exports only the non-hidden parts. You can export the mesh without eyeballs, only the eyballs or any combination in between that you desire.
That's no different than what I described, namely separating the eyeballs from the mesh, I even doubt it works with the bridges. Either way, you lose the rigging. True, you can rig the entire figure manually but you lose the key appeal of the Genesis line when you bring it over to other apps.
What I did now was - I hid the G8 eyeballs from via the shaders - I assigned them to a transparent material, and imported external eyeballs and parent constrained them to the head joint. This way I have separate geometry for the eyeballs and can setup eye controls but fully preserving the original rig of the figure. Yes, I'm lazy ...
It was the "original" plugin to transfer morphs from earlier figures to Genesis 1, later expanded to transfer to/from G2 and G3. The creator (and creator of numerous great tools) passed away, so it can't be updated to work with DS5 when that comes around.
Comments
they cannot make it opensource
but
they could create an opensource bare bones mini program that loads DAZ content if they wanted too
with maybe not even a render engine
DAZ viewer
and allow others to code add to that
can hope
Most open source stuff doesn't receive many outside contributions. The projects that get traction like Linux, Chromium and Blender are the exceptions rather than the rule. Besides, DS's main purpose is as software that helps sell stuff brokered by Daz. I doubt that giving up control of DS would be in Daz's best interest.
I would actually love a version of Daz Studio that operates as a plugin for other programs.
D3D did a paid option useful for those not wanting to use D|S with his dsf toolbox which can convert to obj so it is possible to create a not DAZ studio converter and as I said maybe a viewer too, it only need convert to popular formats such as FBX as well to be able to be used as a plugin for other software
I think if they made it open source then Poser would have Genesis 8 compatibility in beta within a week, and there would soon be a GNU-Studio that is exactly like DAZ Studio except it has support for 29 versions of Linux and it would have a command line interface. Then there would be an OpenDAZ fork of DAZ Studio for Windows, and a FreeDAZ for the people who got mad at the OpenDAZ people. And none of these will run on a Mac.
But GenX will stop working.
I'd sooner keep GenX.
...you say that like it's a bad thing?
Odd thoughts:
1) It'd be way easier to fork the MacOS ObjC codebase into something Linux-friendly (and was way easier back in the early days when they used C++ and the Carbon library set for the Macs.)
2) You'd only really need two Linux packages: A RedHat-oriented one friendly to YUM, and a Debian(read:Ubuntu/Mint/whatever)-oriented one friendly to apt-get.
3) a shell-bound CLI interface would be friggin' awesome (bash, zsh, csh... I'm not picky). I got a better idea, though: Tag a RESTful API on it and use a fast/light webserver thing like nginx to do the interactions. That way you can do stupid-but-fun homebrew render-farm stuff.
4) Doesn't matter what the Poser folks do with it, as long as they don't violate copyright, trademark, or patent in the process. You can already make G8 compatible with Poser now - it's just a long drawn-out pain the the backside to do it, and sometimes it won't work very hot. Either way, it won't help Poser (err, Renderosity's) bottom line any, since you still have to lay out $200 USD or so for a legit copy of Poser in the first place. Also, open-sourcing DS won't open-source the mesh, rigging, or topology of the model. It also won't automagically adapt the 3Delight or iRay -friendly textures to work all that well in Firefly or Superfly, so the results will still be yucky unless the end-user painstakingly converts those textures, bumpmaps, normal-maps, gloss-maps, etc over... one at a time.
Well I've mostly stopped buying character bundles and mostly buy enviroment sets and PA interactive licenses now, so the whole ideal of Genesis 9 to myself isn't anymore a "collector's must have items" like were I asked this question 2 years ago. I have other things I want to do now that I have a capable desktop and better software.
So then, I will buy the introductory DAZ Originals G9F & G9M Head morphs, body morphs, and expressions. I will buy one pro bundle each, waiting for whenever The Girl 9 and The Guy 9 (Toon Dwayne 9 I guess now) get released. Otherwise I will make a personal challenge to myself to only use skin materials, clothing and hair for them that I make.
I was not around when V4/M4 were the main figures. I kind of like the whole "injection" idea, since the number of morphs on my G8F are crazy. I've had to parse some of the ones I don't really use out just so I can have a reasonable loading time. Don't know how people feel about the injection idea for G9, but it sure would be nice just to load the morphs I want when I want.
I'd be up for an injection system, too. My load times for G8F characters are pretty ridiculous. Also, it would be nice if "duplicate formulas found" errors didn't cause the software to throw a 500 year temper tantrum.
as someone who was around then - it was awful
any time you saved on the initial load was more than counterbalanced by all the time you spent loading morphs after the fact, including all the time you ended up spending having to find them. "Oh hey I'd like to dial in some of this character. Time to go find it in the content library and click the preset" if you wanted to dial in morphs from multiple sources, off you had to go to find all of them and click each preset. It was basically only faster if you never used anything other than premade characters
Yes I will buy but like everyone else who have commeted there has to be a significant improvement . My own personel oppinion is that if Daz is going to continue to promote the bridge's to other software it has to up its game with the figures it wants to promote. Which will mean a break in backward compatibility.
So we might get a version of studio that will be able to use the old and the new version of genesis Like we have now V4 all the way upto V8 but with the obvious that G9 stuff will not be backward compatible until the 3r party venders come along with their magic.
But may be the new generation will have the ability to use more of an industry standard shader like blender or arnold going down the node route. My hope anyway and many other goodies that studios would expect to have or that Daz can impliment them to be a head of the game .
Or we have a 2 tier studio one bought with G9 and a free one for all those who do not want to take the leap. But My Own Opinion is that if Daz wants to push their figure line of products into the big wide world and not just be the big fish in the little pond there will have to come and soon to make G9 a lot more attractive to freelance and small to large studios alike.
Otherwise they might end up stagnating studio all together, and just go for making figures compatible with all the major software platforms or I fear they will get left behind go down the route of the poser figures and poser itself blowing around in the tumble weed
Or Maybe their business model just suits them fine and bieng the hobbist software for people to cut their teeth in the CGI world ?
I started using Daz in 2020 with Gen 8, to me Gen8 already has some of the most amazing details, probably the best I've seen from any tools, realistic muscle bending, skeleton rigging system with humanly limit, good skin shading, compare it to Gen 3 I think the biggest jump is that it has endless morphing possilbities, there's still some details it lacks(such as foot buttom & skin bend etc) but they can all be solved by 3rd party scripts or add ons. So personally speaking, I wish they'd keep improve on Gen 8 rather than roll out Gen 9.
XD4 converts genesis clothes to generation 3,4 and other nondaz figures.
What about a choice or a hybrid system? You can choose to install products as injection only or preloaded. I'd probably mostly install things like the standard facial and body morphs (or morph collections) as preloaded, but all characters as injection. I rarely use character morphs, other than HD.
maybe if the store is working by then
Note that, in many cases, HD morphs aren't "the complete character including HD details", they're a "just the HD details" morph, which must be combined with the separate non-HD character morph. Dialling the HD morph automatically dials the character morph.
Tossing in my tuppence-worth, I'm on the "don't go back to injection morphs" side of the argument. As mentioned upthread, it had its complications; once I got used to it, the "always installed" style introduced with Genesis figures was much easier to work with.
Agreed. I would hate to go back to injections, and having both is just more work for the PAs.
Then also, I'm eager to see whether DAZ ups their game regarding figure details. Some figures, even HD characters, have surprisingly little details at highest subdivision levels so I could see some overall improvement here. But then, this is not something for which you need a new figure generation.
I don't think it's a bad thing. I did think having a command line interface was ridiculous until you mentioned the part about an interface that would work through a web server. I used to like writing C++ programs to run on the web server until I ended up with a host that doesn't have telnet access. What was the subject again?
Exporting OBJ, exports only the non-hidden parts. You can export the mesh without eyeballs, only the eyballs or any combination in between that you desire.
your immune system doesn't even recognise your eyeballs as part of your body sometimes and can attack them
I tried it but hated it.
Longer load times can be managed if one really wants to, otherwise try what i do... Go and get a coffee (or tea). Although in reality it is only about a minute ish.
What I did now was - I hid the G8 eyeballs from via the shaders - I assigned them to a transparent material, and imported external eyeballs and parent constrained them to the head joint. This way I have separate geometry for the eyeballs and can setup eye controls but fully preserving the original rig of the figure. Yes, I'm lazy ...
What is GenX? sounds fancy.
I just want pinning to work like it should in Gen 8. It's impossible to pose things the way I envision.
It was the "original" plugin to transfer morphs from earlier figures to Genesis 1, later expanded to transfer to/from G2 and G3. The creator (and creator of numerous great tools) passed away, so it can't be updated to work with DS5 when that comes around.