Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)

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  • bluejauntebluejaunte Posts: 2,192

    barbult said:

    bluejaunte said:

    crosswind said:

    bluejaunte said:

    Wolfie said:

    The Issue: If I select an asset in the Scene/Outliner tab, or adjust a slider in the Parameters pane, Daz Studio completely drops the viewport's shortcut focus. To use a basic viewport hotkey (like framing an object or switching tools), I am now forced to perform an extra, arbitrary left-click back inside the 3D viewport just to wake the hotkeys up.

    Not only that, if you click in empty space in the viewport you also lost the thing you had selected in Scene tab. .

    Not an issue to me... that's also the default behavior in DS4 for years, i.e. if you want to select nothing in Scene pane, just click the empty area in Viewport... 

    Of course, but beside the point. In DS4 you don't have to click in the viewport before you can frame something.

    I don't believe I have this problem in DS6 either. I can select a figure or prop in the Scene pane, go to the Parameters pane and translate the selected item in X, Y and Z. Then, without clicking anywhere else, I can frame the selected object with Ctrl+F and drop it to the floor with Ctrl+D. I can change tools with keyboard shortcuts like  Alt+Shift+V to get the Node Selection Tool when I was previously on the Rotate Tool. I can move to the Translate Tool with Alt+Shift+T. I didn't at any time have to click in the viewport.

    I did all this testing in DS6 General Release DS 6.25.2026.14722. (64 bit), which we have been told is the same as the current Beta. I am running Windows 11. I have my monitor connected to my NVIDIA 3080 GPU, which is what I also render with. I do not own a 3D mouse, nor have I installed a plugin for a 3D mouse. I have installed  other unreleased plugins that I test for several PAs. Those plugins do not seem to be causing any problem with executing keyboard shortcuts.

    Ah thanks. I was assuming that what Wolfie explained was the same behavior I see with BJ_CameraManager. Make some cameras, click in the Hierarchy pane, then hit 1 or 2. For me the cameras no longer change. Same when Parameters pane is active. Other than that it seems to work anywhere.

  • o8055246o8055246 Posts: 23

    Strand based Hair on MacOS - DAZ Studio 6 Final Release

    Strand-based hair isn't working. When I try to paint a selection in the Paint Mode, the crosshair appears, but I can't actually paint a selection with it.

     

    It works in the Windows version, but not in the Mac version.

     

    System: Mac Mini M4 base model, Tahoe 26.5.1

     

  • barbultbarbult Posts: 27,230
    edited June 13

    bluejaunte said:

    Ah thanks. I was assuming that what Wolfie explained was the same behavior I see with BJ_CameraManager. Make some cameras, click in the Hierarchy pane, then hit 1 or 2. For me the cameras no longer change. Same when Parameters pane is active. Other than that it seems to work anywhere.

    I'm still testing in the General Release.

    By Hierarchy pane, I am assuming you are referring to the Property Hierarchy pane. Camera switching still works for me when I click in Parameters pane and move some sliders, or click in Property Hierarchy pane and expand the hierarchy and click on a bone. I have tried some other panes, too, and I have not found any situation that prevented BJ Camera Manager camera switching shortcuts (1,2,3. etc) from working.

    However, shortcuts for Toggle Iray Preview and Toggle Aux only work if the Viewport is "active". But, I don't have to click in the viewport area where my characters and props are displayed to get the Viewport to be active. I can click on one of the Viewport controls. For example, clicking the Draw Style dropdown or the the Viewport Options menu or the Viewport pane hamburger menu etc. will make the Viewport active without losing my object selection in the Scene pane. I don't have to select anything in those dropdowns or menus, I can just click and then click away. It is not optimum, but at least it doesn't change the selected scene item.

    Screenshot 2026-06-13 160151.png
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    Post edited by barbult on
  • Richard HaseltineRichard Haseltine Posts: 110,877

    bluejaunte said:

    Richard Haseltine said:

    bluejaunte said:

    crosswind said:

    bluejaunte said:

    Wolfie said:

    The Issue: If I select an asset in the Scene/Outliner tab, or adjust a slider in the Parameters pane, Daz Studio completely drops the viewport's shortcut focus. To use a basic viewport hotkey (like framing an object or switching tools), I am now forced to perform an extra, arbitrary left-click back inside the 3D viewport just to wake the hotkeys up.

    Not only that, if you click in empty space in the viewport you also lost the thing you had selected in Scene tab. .

    Not an issue to me... that's also the default behavior in DS4 for years, i.e. if you want to select nothing in Scene pane, just click the empty area in Viewport... 

    Of course, but beside the point. In DS4 you don't have to click in the viewport before you can frame something.

    Have you tried this with your 3D Mouse, and any other updated plug-ins that are not part of the core application distribution, disabled? As with crosswind I am not seeing this.

    Seeing what exactly? Are we still talking about what Wolfie explained above? This has nothing to do with plugins. It's simply a matter of shortcut keys not working unless you're first activating a part of the UI that allows them, which should never be the case for global shortcuts. Especially not if those worked anywhere in DS4.

    I am saying that the keyboard shortcuts work for me even if I adjust a parameter or click on a content thumbnail in a different pane. Which appears tp mean it isn't just the way it is, and therefore raises the question about non-default plug-ins. So, do you see the issue with your own plug-ins (and any you are testing for other PAs) disabled?

    Are you saying you're not seeing this behavior altogether? From what I've read I was lead to believe that was introduced on purpose in DS6.

    I said if it was behaving as reported, with regard to plain letter preses, perhaps it was deliberate.

  • bluejauntebluejaunte Posts: 2,192
    edited June 13

    barbult said:

    bluejaunte said:

    Ah thanks. I was assuming that what Wolfie explained was the same behavior I see with BJ_CameraManager. Make some cameras, click in the Hierarchy pane, then hit 1 or 2. For me the cameras no longer change. Same when Parameters pane is active. Other than that it seems to work anywhere.

    I'm still testing in the General Release.

    By Hierarchy pane, I am assuming you are referring to the Property Hierarchy pane. Camera switching still works for me when I click in Parameters pane and move some sliders, or click in Property Hierarchy pane and expand the hierarchy and click on a bone. I have tried some other panes, too, and I have not found any situation that prevented BJ Camera Manager camera switching shortcuts (1,2,3. etc) from working.

    However, shortcuts for Toggle Iray Preview and Toggle Aux only work if the Viewport is "active". But, I don't have to click in the viewport area where my characters and props are displayed to get the Viewport to be active. I can click on one of the Viewport controls. For example, clicking the Draw Style dropdown or the the Viewport Options menu or the Viewport pane hamburger menu etc. will make the Viewport active without losing my object selection in the Scene pane. I don't have to select anything in those dropdowns or menus, I can just click and then click away. It is not optimum, but at least it doesn't change the selected scene item.

    Right yeah clicking on those icons makes the viewport active. But that is good news that you and Richard are not experiencing shortcuts getting disabled on certain panes (although weird that it didn't work for those 2 buttons). That points more towards a bug than a behavior that was desired by Daz devs then. Did either of you import (or rather copy around) user settings from DS4 to DS6? You know, the stuff in \AppData\Roaming\DAZ 3D\Studio4.

    Post edited by bluejaunte on
  • Richard HaseltineRichard Haseltine Posts: 110,877

    bluejaunte said:

    barbult said:

    bluejaunte said:

    Ah thanks. I was assuming that what Wolfie explained was the same behavior I see with BJ_CameraManager. Make some cameras, click in the Hierarchy pane, then hit 1 or 2. For me the cameras no longer change. Same when Parameters pane is active. Other than that it seems to work anywhere.

    I'm still testing in the General Release.

    By Hierarchy pane, I am assuming you are referring to the Property Hierarchy pane. Camera switching still works for me when I click in Parameters pane and move some sliders, or click in Property Hierarchy pane and expand the hierarchy and click on a bone. I have tried some other panes, too, and I have not found any situation that prevented BJ Camera Manager camera switching shortcuts (1,2,3. etc) from working.

    However, shortcuts for Toggle Iray Preview and Toggle Aux only work if the Viewport is "active". But, I don't have to click in the viewport area where my characters and props are displayed to get the Viewport to be active. I can click on one of the Viewport controls. For example, clicking the Draw Style dropdown or the the Viewport Options menu or the Viewport pane hamburger menu etc. will make the Viewport active without losing my object selection in the Scene pane. I don't have to select anything in those dropdowns or menus, I can just click and then click away. It is not optimum, but at least it doesn't change the selected scene item.

    Right yeah clicking on those icons makes the viewport active. But that is good news that you and Richard are not experiencing shortcuts getting disabled on certain panes (although weird that it didn't work for those 2 buttons). That points more towards a bug than a behavior that was desired by Daz devs then. Did either of you import (or rather copy around) user settings from DS4 to DS6? You know, the stuff in \AppData\Roaming\DAZ 3D\Studio4.

    No, I just rebuiilt (am rebuilding) my UI.

  • barbultbarbult Posts: 27,230

    bluejaunte said:

    barbult said:

    bluejaunte said:

    Ah thanks. I was assuming that what Wolfie explained was the same behavior I see with BJ_CameraManager. Make some cameras, click in the Hierarchy pane, then hit 1 or 2. For me the cameras no longer change. Same when Parameters pane is active. Other than that it seems to work anywhere.

    I'm still testing in the General Release.

    By Hierarchy pane, I am assuming you are referring to the Property Hierarchy pane. Camera switching still works for me when I click in Parameters pane and move some sliders, or click in Property Hierarchy pane and expand the hierarchy and click on a bone. I have tried some other panes, too, and I have not found any situation that prevented BJ Camera Manager camera switching shortcuts (1,2,3. etc) from working.

    However, shortcuts for Toggle Iray Preview and Toggle Aux only work if the Viewport is "active". But, I don't have to click in the viewport area where my characters and props are displayed to get the Viewport to be active. I can click on one of the Viewport controls. For example, clicking the Draw Style dropdown or the the Viewport Options menu or the Viewport pane hamburger menu etc. will make the Viewport active without losing my object selection in the Scene pane. I don't have to select anything in those dropdowns or menus, I can just click and then click away. It is not optimum, but at least it doesn't change the selected scene item.

    Right yeah clicking on those icons makes the viewport active. But that is good news that you and Richard are not experiencing shortcuts getting disabled on certain panes (although weird that it didn't work for those 2 buttons). That points more towards a bug than a behavior that was desired by Daz devs then. Did either of you import (or rather copy around) user settings from DS4 to DS6? You know, the stuff in \AppData\Roaming\DAZ 3D\Studio4.

    I did not copy UI stuff from DS4 to DS6 General Release either.

  • ramasancarramasancar Posts: 6

    Did anyone find solution for doing batch renders? I dont know if blender has it but I'm going to switch to it soon by the looks of it...

  • bluejauntebluejaunte Posts: 2,192
    edited June 14

    Richard Haseltine said:

    No, I just rebuiilt (am rebuilding) my UI.

    Deleted my config folder and tried with a fresh DS6. Didn't fix the issue sadly. With Scene or Parameters tab active, as in even just clicking into empty space in those panes, those 1 to 10 shortcuts no longer work. Shift & 1 to 0 does work. Hence I suspected they disabled regular numbers and letters in those panes, which would've been a very questionable thing to do.

    We have 3 different behaviors as far as I can tell. Wolfie can't frame an object while those panes are active. That actually works for me (Ctrl-f that is, does Wolfie have this assigned to plain f perhaps that would explain it). I can't use those BJ_CameraManager 1 to 0 shortcuts, and also WASD movement does not work. It does in DS4. But then barbult doesn't seem to have the issue with the plugin at all.

    *shrugs*

    Post edited by bluejaunte on
  • barbultbarbult Posts: 27,230

    bluejaunte said:

    Richard Haseltine said:

    No, I just rebuiilt (am rebuilding) my UI.

    Deleted my config folder and tried with a fresh DS6. Didn't fix the issue sadly. With Scene or Parameters tab active, as in even just clicking into empty space in those panes, those 1 to 10 shortcuts no longer work. Shift & 1 to 0 does work. Hence I suspected they disabled regular numbers and letters in those panes, which would've been a very questionable thing to do.

    We have 3 different behaviors as far as I can tell. Wolfie can't frame an object while those panes are active. That actually works for me (Ctrl-f that is, does Wolfie have this assigned to plain f perhaps that would explain it). I can't use those BJ_CameraManager 1 to 0 shortcuts, and also WASD movement does not work. It does in DS4. But then barbult doesn't seem to have the issue with the plugin at all.

    *shrugs*

    When you say 1 to 0 did you mean 1 to10? If not a simple typo, I don't know what 1 to 0 means. 

  • bluejauntebluejaunte Posts: 2,192
    edited June 14

    barbult said:

    bluejaunte said:

    Richard Haseltine said:

    No, I just rebuiilt (am rebuilding) my UI.

    Deleted my config folder and tried with a fresh DS6. Didn't fix the issue sadly. With Scene or Parameters tab active, as in even just clicking into empty space in those panes, those 1 to 10 shortcuts no longer work. Shift & 1 to 0 does work. Hence I suspected they disabled regular numbers and letters in those panes, which would've been a very questionable thing to do.

    We have 3 different behaviors as far as I can tell. Wolfie can't frame an object while those panes are active. That actually works for me (Ctrl-f that is, does Wolfie have this assigned to plain f perhaps that would explain it). I can't use those BJ_CameraManager 1 to 0 shortcuts, and also WASD movement does not work. It does in DS4. But then barbult doesn't seem to have the issue with the plugin at all.

    *shrugs*

    When you say 1 to 0 did you mean 1 to10? If not a simple typo, I don't know what 1 to 0 means. 

    The 0 key is Camera 10 right.
    Post edited by bluejaunte on
  • barbultbarbult Posts: 27,230

    bluejaunte said:

    barbult said:

    bluejaunte said:

    Richard Haseltine said:

    No, I just rebuiilt (am rebuilding) my UI.

    Deleted my config folder and tried with a fresh DS6. Didn't fix the issue sadly. With Scene or Parameters tab active, as in even just clicking into empty space in those panes, those 1 to 10 shortcuts no longer work. Shift & 1 to 0 does work. Hence I suspected they disabled regular numbers and letters in those panes, which would've been a very questionable thing to do.

    We have 3 different behaviors as far as I can tell. Wolfie can't frame an object while those panes are active. That actually works for me (Ctrl-f that is, does Wolfie have this assigned to plain f perhaps that would explain it). I can't use those BJ_CameraManager 1 to 0 shortcuts, and also WASD movement does not work. It does in DS4. But then barbult doesn't seem to have the issue with the plugin at all.

    *shrugs*

    When you say 1 to 0 did you mean 1 to10? If not a simple typo, I don't know what 1 to 0 means. 

    The 0 key is Camera 10 right.

    OK, now I understand what you meant. I only had 3 cameras in my test, which I created from the Perspective camera with BJ Camera Manager + Camera. So, I didn't try any shortcuts other than 1,2,3. 1,2,3, worked in all circumstances that I tried, regardless of what pane I had active.

    I did notice that if I have DS6 start up with creating a Default Camera, that Default Camera is selected with shortcut 1, and the first camera I create with BJ Camera Manager (labeled Camera 1 in the scene pane) is actually selected with the 2 shortcut key. And so on. I suppose it is the same in DS4, but I didn't check. Of course if I rename the cameras with BJ Camera Manager, then the keyboard shortcut numbers match the camera labels. Of course cameras can have any label, so this isn't a complaint, just an off hand observation.

  • ramasancarramasancar Posts: 6

     ramasancar said:

    Did anyone find solution for doing batch renders? I dont know if blender has it but I'm going to switch to it soon by the looks of it...

     Wait a friggin second, just few hours passed and batch flow render released an update, I can do batch renders with daz studio 6 now!

    Currently doing my second scene, will post an update here if it fails.

    1.png
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  • gelstatgelstat Posts: 40
    edited June 14

    gelstat said:

    Richard Haseltine said:

    gelstat said:

    Again and again and again, is 2026 the year of the crash?? ( daz4 not crash, then hardware are ok)

     

     

    ryzen 5950x + rtx 3090 + 64gb ram

    The first time it happened, I was sliding a morph; the second time, I was editing a morph's percentage; the third time, I was running an Iray pre-render.

    I test 2 last nvidia driver game ready and actualy i have last ready studio, same fight...

    So I'm going to work on a beta version of 2025.27507—when it wasn't crashing—to see if the problem is with the computer.

    EDIT : 0 crash after 8 hours work with build daz 2025.27507...

    2026-06-14 17:37:39.670 +++++++++++++++ Daz Studio 6.25.2025.27507 starting +++++++++++++++++

    2026-06-15 01:31:02.794 [INFO] :: Updating Scene...

    So it's not the computer, The crashes in the last three builds occurred fairly quickly.

    Post edited by gelstat on
  • gelstatgelstat Posts: 40

    Well, since it's so quiet here, another crash on build 2026.14722 when double-clicking on a DUF file (foot pose). But I saw on page 50 that others were having crash issues similar to mine. 

  • Jack of SpadesJack of Spades Posts: 104

    Richard Haseltine said:

    Jack of Spades said:

    I just filed a bug on this. I haven't found the beta to be very stable to begin with, and the viewport is still very washed out and unresponsive. Now I have a scene that crashes on every attempt to render, with:

    2026-03-06 00:57:14.018 [INFO] :: Loading Layout: C:/Users/noms4/AppData/Roaming/DAZ 3D/Studio6 Public Build/layout.dsx
    2026-03-06 00:57:15.580 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/resources/guide pages/Common/PanePage.dsa" to use require().
    2026-03-06 00:57:15.593 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/resources/guide pages/Common/GuidePage.dsa" to use require().
    2026-03-06 00:57:25.844 [WARNING] :: Global include() is deprecated. Refactor "D:/Applications/64-bit/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/SceneBuilder/dzSceneBuilderSupport.dse" to use require().
    2026-03-06 00:42:51.334 [WARNING] :: QObject::disconnect: Unexpected nullptr parameter
    2026-03-06 00:42:51.334 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryScenesCbx
    2026-03-06 00:42:51.336 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCharacterCbx
    2026-03-06 00:42:51.338 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPoseCbx
    2026-03-06 00:42:51.338 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryFaceCbx
    2026-03-06 00:42:51.340 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHairCbx
    2026-03-06 00:42:51.340 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHandCbx
    2026-03-06 00:42:51.342 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPropCbx
    2026-03-06 00:42:51.342 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryLightCbx
    2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCameraCbx
    2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryMaterialsCbx
    2026-03-06 00:42:51.344 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryScenesCbx
    2026-03-06 00:42:51.346 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCharacterCbx
    2026-03-06 00:42:51.346 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPoseCbx
    2026-03-06 00:42:51.348 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryFaceCbx
    2026-03-06 00:42:51.348 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHairCbx
    2026-03-06 00:42:51.350 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryHandCbx
    2026-03-06 00:42:51.350 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryPropCbx
    2026-03-06 00:42:51.352 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryLightCbx
    2026-03-06 00:42:51.352 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryCameraCbx
    2026-03-06 00:42:51.353 [WARNING] :: QObject::disconnect: wildcard call disconnects from destroyed signal of QCheckBox::ContentLibraryMaterialsCbx

    I have submitted crash dumps and logs with the trouble ticket. But Studio seems to becoming less and less usable as it progresses. The only reason I'm even trying to use it is I shelled out two RTX 5000 Ada cards just for DAZ renders.

    Those look like issus related to dialogues or UI. What panes/scripts are you using around render time?

    No scripts at render-time. Panes open: Smart Content, Content Library, Figure Setup, Tool Settings, Environment, Scene, Simulation Settings, Aux Viewport (not active), Paramters, Shaping, Surface, Posing, Camera, Lights, and Render Settings. I've added "Render" to the toolbar and typically trigger renders with that, but it also happens if I hit the render button in the Render Settings panel.

  • gelstatgelstat Posts: 40
    edited June 19

    I've lost count..

    This is possible crash provide to postgresgl valentina ? i delete 2 versions postgresql + valentina and daz crash after closing it.

    2026-06-19 06_23_28-Daz Studio.png
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    Post edited by gelstat on
  • Richard HaseltineRichard Haseltine Posts: 110,877

    What makes you think it is rlated to PostgreSQL, or Valentina (which has not been used for a long time). What did you delete, and when? Did you save the crash report?

  • gelstatgelstat Posts: 40
    edited June 21

    Richard Haseltine said:

    What makes you think it is rlated to PostgreSQL, or Valentina (which has not been used for a long time). What did you delete, and when? Did you save the crash report?

    I read that the Valentina version caused the latest version of DAZ to crash, so I uninstalled both versions to see what would happen. I got an error message upon launch saying that a version of PostgreSQL was required, and when I closed the software, it crashed—and no, I didn't save the log (I don't collect them).
    And since I reinstalled PostgreSQL (not Valentina), it hasn’t crashed since. Let's hope it lasts a long time...

     

    Post edited by gelstat on
  • Richard HaseltineRichard Haseltine Posts: 110,877

    Valentina hasn't been used since, I think, DS 4.9.x.x. Lack of PostgreSQL shouldn't crash DS - the pop-up complaining about its lack is expected though.

  • gelstatgelstat Posts: 40

    Richard Haseltine said:

    Valentina hasn't been used since, I think, DS 4.9.x.x. Lack of PostgreSQL shouldn't crash DS - the pop-up complaining about its lack is expected though.

    Sure enough, the crashes keep happening. Just now I was extract donor part from a skirt, and boom—crash. Three hours of work down the drain.

    Anyway, I MemTest the RAM, downgraded the BIOS, and tested three NVIDIA drivers. My PC works with all of them except for this software...

     

     

  • Richard HaseltineRichard Haseltine Posts: 110,877

    Try saving the crash report next time attaching it to a post - it may at least suggest avenues of exploration.

  • gelstatgelstat Posts: 40

    Richard Haseltine said:

    Try saving the crash report next time attaching it to a post - it may at least suggest avenues of exploration.

    Gift... Extract donor crash again.

    zip
    zip
    DazStudio_error_report_260622-103840.zip
    217K
  • gelstatgelstat Posts: 40
    edited June 22

    Same situation, same assets "extract donor" with daz 4.24 ( no crash )

     

     

    2026-06-22 11_36_27-Daz Studio 4.24 Public Build.png
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    Post edited by gelstat on
  • Richard HaseltineRichard Haseltine Posts: 110,877

    The crash log is pointing to DzStyledTimeAsFramesPropertyWgt, as in the crash report dialogue, and theer is also quite a bit of activity in QtWidget (including soem relating to mouse events - do you have a standard mouse or is it more exotic, does it have its own driver)? I see this is Windows 10, is it the current build?

  • gelstatgelstat Posts: 40
    edited June 22

    I have a Logitech G500s since 2009 which uses the built-in memory, but the driver is installed. And yes use W10.

    After that, to play Warzone, I changed a few things in the Regedit.

    And all crash is related to DzStyledTimeAsFramesPropertyWgt

    Post edited by gelstat on
  • Night Owl 3DNight Owl 3D Posts: 149

    Is anyone having issues applying Mat files to legacy hairs such as Amber Hair?   In DS6, the model wil load but I can't apply apply textures using the mats provided.  I have discovered this is also the case with many OOT hairs for V4.  They all continue to function properly in DS4,

    https://www.daz3d.com/amber-hair-for-v4

     

    Amber Hsir.png
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  • LeanaLeana Posts: 13,430
    edited June 23

    Night Owl 3D said:

    Is anyone having issues applying Mat files to legacy hairs such as Amber Hair?   In DS6, the model wil load but I can't apply apply textures using the mats provided.  I have discovered this is also the case with many OOT hairs for V4.  They all continue to function properly in DS4,

    https://www.daz3d.com/amber-hair-for-v4

    According to the product page, the DS materials provided are in .ds format, which is a very old format which has been deprecated for years. That format is not really supported anymore in DS6 according to the evergreen thread
    You'll probably need to convert or resave them to a more recent format in order to use them in DS6.

    Post edited by Leana on
  • Night Owl 3DNight Owl 3D Posts: 149

    Leana...Thanks for the quick reply and directing me to the relavant info!

     

  • Richard HaseltineRichard Haseltine Posts: 110,877

    Do they work if you chnage the extension to .dsa? I can't recall if materials presets used any code that wouldn't just carry over - what has gone is the tool for converting the scripts.

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