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DS does append a string of extra characters at proeprty creation, which should help to guard against overlap - as long as it isn't tidied away, of course.
I don't have the shoes the model is wearing or the car, and It'll depend on the character used of course, but a base G8F character wearing something like them will likely be between 190cm and 195cm tall, while a Genesis 9 character should be ~10cm smaller.
Looks to me from my 'relatively disinterested about cars' view to be not that different from 1970's/1980's detective Columbo and his car: http://www.columbo-site.freeuk.com/car.htm Peter Falk was a relatively short man at 168cm and he didn't wear high heels while driving, so it could be a hard top similar to his car. If Linday's character's were as tall as my wife (1.8m) and wear 10cm heels, the character would really look that big in the car.
I also think the Columbo car was a Peugot, a European car pretending to be American with its styling, so if the Linday model were based on the Peugot, it could in reality be a small car by US standards - in the 1950's European cars were tiny in comparison to US cars. My 2CV (the model went through 1948 to 1988) is 12ft 5in long, 4ft10in wide and 5ft3in high. Not huge (well, tiny by US standards), but bigger and sometimes a LOT bigger than many of its contempories.
Regards,
Richard
That is hypothetically true except Design Anvil has no humanoid characters in inventory so there is fortunately no overlap. I don't see any artist making human characters who could overlap so it looks like due diligence was done.
The car looks like it might have been inspired by the 1954 Hudson Jet 2-door sedan, made in Detroit.
Outside of its height, the 2CV is smaller in every dimension when compared to the 403: they are in two different classes of cars.
2CV
1 570 mm
403
Break : 4 610 mm
Break : 1 650 mm
The car reminded me of those classic 50s cars you still see many of today on the streets of Cuba.
Yeah, i think you are right, so that was basically the one compact car from that era, and ironically according to wikipedia that car was the downfall of Hudson. The small size and price just didn't fit in with the larger models of the time. Well, at least it confirms my suspicions on the small size. I'lll just remove it from my wishlist as I could never use it for any road trip stories. It was basically a one off and not representative of 1950s American cars of the time. What I would give for a Daz car model with that detail but that was more representative of the offerings at the time.
Yes, definitely.
I really like the look of the FG Farmhouse, its got a nice weathered/decayed look, without being too over the top in disrepair. Sometimes PAs take the decayed/worn look so far that it looks like it could only be used for a crime scene or some abandoned house. But this is just right in my opinion, it could easily be grandma's old house that could use some new paint and TLC, or it could be the site of the next installment of the texas chainsaw massacre. And the props look nice as welll matching the same feel without being completely broken as we see in some sets like this. I really like it. I wish it had an exterior, but I could see myself using this with the Collective3D Farmhouse for the exterior.
At least one of the 2CV models had a dangerous flaw - the rod on the steering wheel could break off where it was connected to the steering mechanism down at the footwell. Happened to us when we took a u-turn on a small road. Luckily it didn't happen on the motorway at 60 mph where we were driving earlier, that could have been fatal. We talked to the seller afterwards, and they were embarrased, and said it was a known problem...
Sadly, the lack of an exterior was what put me off.
no read me so I cannot check but surely it has an exterior of some sort
the fact they don't show it, just the porch, is not promising though
This is in the description 'A large farmhouse with attic and basement, no exterior, Porch provided as backdrop for window' They did this one a while ago but it's a bit too run down and Gothic for my scenes https://www.daz3d.com/fg-haunted-house , shows they CAN do exteriors.
that one has no stairs to, or furniture for, the upper floor
not bad otherwise but heaps of wasteful VRAM eating single colour texture maps like all Fugazi stuff
Code 66 flat map optimiser needed on EVERY Fugazi set
video slideshow
The more I look, the more I also see similarities to the 1953 Buick Special Series 40 2-door sedan. This is a car you still see in Cuba, like another user mentioned earlier and Linday's promos certainly give that kind of vibe. They were also smaller than many other Buick offerings at that time.
I also attached two screenshots of a default G9 sitting in the car, so you could see the scale. This isn't the landyachts that a lot of American cars were at the time, but it is really well made.
The trouble with basing it on the default G9 figure base is that it is only about 5'6". And here is the defaul G9 on the left next to the default G8 Male figure. And everyone makes their male figures 6'2" and female figures 5'8". We see this all the time. When you're making a vehicle for Daz figures and it won't fit most of the Daz figures sold in the store, you should probably go bigger unless you want to lose half your sales. The aesethetics could have been kept the same, all you had to do was make the vehicle a little bigger. We shouldn't have to shoehorn in a standard Daz figure into a Daz vehicle in 2026. We aren't dealing with differences in scale between Poser and DS anymore. Its not a lot to ask. If I was a PA making a car this is the first thing I would make sure I got right. Do the dimensions allow for someone to put figures into my car and tell a story, without having to rescale everything.
Heads up to anyone who got the bug-eyed characters, I apparently installed a couple of them by accident and something to do with them was seriously messing up the blink part of expressions on my regular Gen9's. Uninstalled them, working fine again.
Thank you for the warning. Yikes, it looks horrible! Zane correction gets dialed into all G9.
My pleasure.
I'm deeply grateful for (and indebted to) the community knowledge shared around here previously that allowed me to troubleshoot it with reasonable efficiency and only a minimum of initial freaking out.
You can fix these errors yourself by correcting things in the Property Hierarchy pane and then saving modified assets. Richard Haseltine explains these techniques better than I can.
I fixed Zane after you pointed it out. I don't know if other bug-eyed characters have the same error. I don't have very many of them - only free ones, I believe.
Yeah, same. I doubt I'll ever use them (grabbed for a "you never know" situtation), so I just uninstalled, but hopefully that'll help someone else who does want them.
Kind of an appreciation of today's release: learning that the PA you like watched One Punch Man. Subtle reference, but I appreciate it.
i like those bug eyed people, so much so, that I bought cartoonized. Cartoonized for Genesis 9 | Daz 3D. I'll have to check into this blink problem though for the just released ones. I never use blink though, at least not usually.. Hopefully DAZ will fix this.
@barbult, do you mind explaining how you fixed the issue with Zane.
The problem with the Zane character is that his eye blink corrective morph gets dialed into every G9 character instead of only the Zane character. This is a content error that Daz should have caught before release, but we can fix it ourselves. (Or someone can submit a help request and wait for Daz to fix it some day.) This is how I fixed it. (It is not hard, but I wrote the steps in excruciating detail for someone who has never done any of this.)
1) The fix involves dragging parameters from the Parameters pane to the Property Hierarchy pane. My workspace is configured with the Property Hierarchy pane docked on the left and the Parameters pane docked on the right. But you can have your workspace configured other ways, as long as you can access both panes at the same time, I think.
2) Load the base Genesis 9 character into a blank scene.
3) Verify that the problem still exists, in case Daz has fixed it by the time you get around to this. Select Genesis 9 in the Scene pane and dial in the Eye Blink pose control to 100%. If you scream in horror at the look of Genesis 9's closed eyelids, the problem still exists. Leave Eye Blink dialed in to 100%.
4) Locate the "Zane Head" parameter in the Parameters pane. It is under Actor/Head/People/Masculine. Or make your life easier by typing Zane into the Parameters pane search bar to find it faster.
5) Put the Parameters pane into Edit Mode by right clicking on "Zane Head" and selecting Edit Mode from the popup menu.
6) Right click on "Zane Head" again and this time select Show in Property Hierarchy. The Property Hierarchy pane will open with Zane_head_bs_Head (Zane Head) selected and highlighted.
7) In the Property Hierarchy pane, click the arrowhead next to Zane_head_bs_Head (Zane Head) to expand it. You will see Sub Components in the expanded area. Click on the arrowhead next to Sub Components to expand it. you will see two subcomponents, 1st Stage (Add/Subtract) and 2nd Stage (Multiply /Divide).
8) Now return to the Parameters pane and click the Parameters Pane "hamburger menu" and select Show Hidden Properties.
9) Select Currently Used in the Parameters pane and you should see Zane_facs_cbs_EyeBlinkL and Zane_facs_cbs_EyeBlinkR as being currently used (because you left Eye Blink pose control at 100% in step 3).
10) Now select Zane_facs_cbs_EyeBlinkL in the Parameters pane and keep the left mouse button pressed and CAREFULLY drag it to the Property Hierarchy pane right on top of the Zane_head_bs_Head (Zane Head) sub component named 2nd Stage (Multiply /Divide). When you have dragged Zane_facs_cbs_EyeBlinkL to the right place, a highlight rectangle will appear around 2nd Stage (Multiply /Divide). Only at this point should you release the left mouse button. Now you should see Genesis 9's left eyelid suddenly look correct in the viewport again.
11) Repeat step 10 for the Zane_facs_cbs_EyeBlinkR, and Genesis 9's right eyelid should be fixed.
12) This is all great, but you need to SAVE the fixes so they work again in the future. Go to the File menu and select Save As/Support Asset/Save Modified Assets. A dialog will popup showing what assets you have modified during this Daz Studio session. Uncheck All Modified and check only the two Zane eyeblink dsf files that you just changed intentionally. Click the Accept button. Zane eye blink is now fixed.
13) Verify your fix: Close Daz Studio and reopen it. Load Genesis 9 and dial in the Eye Blink in and out. His eyelids should close and open correctly. Dial in Zane, or load the Zane character. Dial Eye Blink in and out. Zane's eyelids should close and open correctly. Success!
I attached a few screenshots as I thought to capture them.
Wow! thanks for the fantastic write-up i was setting Zane blinks to 65% as a temporary fix for the issue, This looks like it will be a mush better solution.
BTW in DS6 I had to click toggle the value in Zane_facs_cbs_EyeBlinkX to get Genesis corrected in the viewport. You write-up helped a lot.