So I don't know if anyone else has been having this issue but ever since I updated to Daz 6, almost all of my shape morphs have disappeared from the shaping tab.
Also "Filter by context" doesn't work anymore. I have reimported metadata, and restarted Daz many many times, but the issue remains.
Anyone had this problem and found a fix for it? Thank you, much appreciated!
So I don't know if anyone else has been having this issue but ever since I updated to Daz 6, almost all of my shape morphs have disappeared from the shaping tab.
Also "Filter by context" doesn't work anymore. I have reimported metadata, and restarted Daz many many times, but the issue remains.
Anyone had this problem and found a fix for it? Thank you, much appreciated!
I assume your content paths for 6 is the same as for 4?
So I don't know if anyone else has been having this issue but ever since I updated to Daz 6, almost all of my shape morphs have disappeared from the shaping tab.
Also "Filter by context" doesn't work anymore. I have reimported metadata, and restarted Daz many many times, but the issue remains.
Anyone had this problem and found a fix for it? Thank you, much appreciated!
I assume your content paths for 6 is the same as for 4?
Apparently my secondary drive was deleted from the content directory and that was how the shapes weren't showing up. I was told this is a bug that happens whenever you force close DAZ 6.
However, the filter by context is still not working.
So I don't know if anyone else has been having this issue but ever since I updated to Daz 6, almost all of my shape morphs have disappeared from the shaping tab.
Also "Filter by context" doesn't work anymore. I have reimported metadata, and restarted Daz many many times, but the issue remains.
Anyone had this problem and found a fix for it? Thank you, much appreciated!
I assume your content paths for 6 is the same as for 4?
Apparently my secondary drive was deleted from the content directory and that was how the shapes weren't showing up. I was told this is a bug that happens whenever you force close DAZ 6.
However, the filter by context is still not working.
Forve quitting any version of DS could damage the database, which might be the issue with Filter By Context though that seems unliekly to me, but it wouldn't affect content directory settings since they aren't part of the session layout or CMS database
It is caused by an old 3rd party product applied to my character that apparently is not compatible with DAZ 6 although it works fine in DAZ 4.
I've seen the same problem, being unable to select a part of a character in the viewport, recently. In my case it was temporary; I closed the instance of DAZ and reopened the file then selection started working again. I don't know what happened; the problem was not reproducible in my case.
Forve quitting any version of DS could damage the database, which might be the issue with Filter By Context though that seems unliekly to me, but it wouldn't affect content directory settings since they aren't part of the session layout or CMS database
I've lost filter-by-context repeatedly when drives are not available. It's not simply the lack of availability; the DAZ CMS maintains the original information regardless of whether the resources are there or not and the Windows registry maintains the list of CMS root directories regardless of whether they are there or not. (I really have seen both behaviours and I am absolutely certain I am correct in this regard.)
Somehow it seems that "context" information is rebuilt without the missing directories. Somehow it seems that rebuilding the information using the various options (as the OP did and as I have) misses stuff out.
ATM my best recovery is to delete the entrie CMS database and rebuild it from scratch using DIM. For me this is a multi-week experience.
I have a lot more criticisms of course but the one that matters is that losing "Smart Content" loses DAZ's market advantage.
ATM my best recovery is to delete the entrie CMS database and rebuild it from scratch using DIM. For me this is a multi-week experience.
You do know that you can rebuild the CMS database in DS itself, using the Reset and then Re-Import. You can also after deleting the original database, just do a Re-Import.
I want to retop a Bed prop from https://www.daz3d.com/modern-room-bedroom so that I can make it dForce ready with denser mesh. When manipulating it in DS 6, I see some harsh black shadows around the corners of the bed, pls see screenshots 1 ~ 2.
Then I orbited the view to a certain angle, the harsh black are gone. (screenshot 3). I saved the scene and opened it in DS 4.24.0.4 but found no such an issue (only a bit dark...) ~ (screenshot 4)
Tweaking properties in Draw Settings or Surfaces pane didn't help. Is that one of the features of new OpenGL in DS 6 or just a bug ?
I want to retop a Bed prop from https://www.daz3d.com/modern-room-bedroom so that I can make it dForce ready with denser mesh. When manipulating it in DS 6, I see some harsh black shadows around the corners of the bed, pls see screenshots 1 ~ 2.
Then I orbited the view to a certain angle, the harsh black are gone. (screenshot 3). I saved the scene and opened it in DS 4.24.0.4 but found no such an issue (only a bit dark...) ~ (screenshot 4)
Tweaking properties in Draw Settings or Surfaces pane didn't help. Is that one of the features of new OpenGL in DS 6 or just a bug ?
It might just be a feature of OpenGL.
Retopping for dForce? That sounds like an interesting project. Do let us know the results, it might be interesting for others.
ATM my best recovery is to delete the entrie CMS database and rebuild it from scratch using DIM. For me this is a multi-week experience.
You do know that you can rebuild the CMS database in DS itself, using the Reset and then Re-Import. You can also after deleting the original database, just do a Re-Import.
I've tried that. A lot of Smart Content, perhaps most of it, did not come back. I gave up; DIM just works but the problem is that DIM does not know the CMS directory structure, even an uninstall/install sequence destroys the original CMS location of a product.
I want to retop a Bed prop from https://www.daz3d.com/modern-room-bedroom so that I can make it dForce ready with denser mesh. When manipulating it in DS 6, I see some harsh black shadows around the corners of the bed, pls see screenshots 1 ~ 2.
Then I orbited the view to a certain angle, the harsh black are gone. (screenshot 3). I saved the scene and opened it in DS 4.24.0.4 but found no such an issue (only a bit dark...) ~ (screenshot 4)
Tweaking properties in Draw Settings or Surfaces pane didn't help. Is that one of the features of new OpenGL in DS 6 or just a bug ?
Usually thats just a shading angle issue, drop it from 89.9 to something like 45. You can tweak that setting per material. Column on the left is at DAZ default 89.9 degrees. On the right is at 22.5 degrees.
Then I orbited the view to a certain angle, the harsh black are gone. (screenshot 3). I saved the scene and opened it in DS 4.24.0.4 but found no such an issue (only a bit dark...) ~ (screenshot 4)
This looks like a headlight issue to me, I'm assuming there is no light in the scene so the "Camera" headlight is on (setting is "Auto"). The result depends on the focal length os "Camera", the offset of the headlight (set it to 0x0 to avoid spurious shadows) and the "falloff" of the headlight, which is a function of the beam spread (should match the focal length) and, possibly, some stuff in "Draw Settings" (I never use that).
So in screenshot "3" the rendering seems to match for each distant corner; that corresponds to the falloff from a close light which I'm assuming to be the headlight.
Screenshot "4" (DS4) uses a much lower angle (height) and therefore, given a low angle light from the headlight, the surface of the bed is much darker. The falloff is broadly as in screenshot "3".
Screenshots "1" and "2" are from an intermediate height and so intermediate shading of the surface of the bed. There seem to be drop-outs at the three corners; it does look like a bug. The farthest corner in both pictures correctly shows a gradation up until the black band but then recovers.
If you save "1" and "2" as scenes the problem should be reproable because you used "Camera"; from "Perspecitive View" no change. DAZ should be able to tell you what additional information to supply, I don't know whether "OpenGL" is relevant, I've never used it.
Usually thats just a shading angle issue, drop it from 89.9 to something like 45. You can tweak that setting per material. Column on the left is at DAZ default 89.9 degrees. On the right is at 22.5 degrees.
I guess; I don't have the publishing build, but the OP was using a camera, not perspective view. I expect all sorts of weirdness with perspective view (since I can't control the camera, no focal length, no accessible headlight offset, no headlight luminance) but with a camera I don't expect the angle of the light to be anythiing other than what I want.
It's at best opportunistic; the "bed" (or whatever) has to be constructed (the mesh) in such a way that the top surface is tied to the sides. I suspect that means that, in practice, the top and sides have to be part of the _same_ surface, because there is no rigging to tie them together. Then apply a dForce weight map to that surface and make it so that the top has weight 1.0 and the sides 0.0
I don't see any need to subdivide the mesh a priori because if the above is possible the top has at least one rectangle :-) Sub-division can be added directly from the standard DAZ UI. Of course in practice prior subdivision of the top might be a good idea.
Shading angle should fix it regardless of camera or no camera.
It seems to me that you changed the "LOD" (Level Of Detail) aka sub-division of the pillar on the right so that the column supports have no sub-division. Therefore there is no shading.
Shading angle should fix it regardless of camera or no camera.
It seems to me that you changed the "LOD" (Level Of Detail) aka sub-division of the pillar on the right so that the column supports have no sub-division. Therefore there is no shading.
I said nothing about LOD. What are you talking about? All I changed was the Angle in the Surfaces tab. That simple.
I want to retop a Bed prop from https://www.daz3d.com/modern-room-bedroom so that I can make it dForce ready with denser mesh. When manipulating it in DS 6, I see some harsh black shadows around the corners of the bed, pls see screenshots 1 ~ 2.
Then I orbited the view to a certain angle, the harsh black are gone. (screenshot 3). I saved the scene and opened it in DS 4.24.0.4 but found no such an issue (only a bit dark...) ~ (screenshot 4)
Tweaking properties in Draw Settings or Surfaces pane didn't help. Is that one of the features of new OpenGL in DS 6 or just a bug ?
It might just be a feature of OpenGL.
Retopping for dForce? That sounds like an interesting project. Do let us know the results, it might be interesting for others.
Thanks Doctor ! I'm sorry for the typo... I meant retopo or remesh... I need more denser base mesh on the bed so that I can give it a dForce modifier for better simulation.
I want to retop a Bed prop from https://www.daz3d.com/modern-room-bedroom so that I can make it dForce ready with denser mesh. When manipulating it in DS 6, I see some harsh black shadows around the corners of the bed, pls see screenshots 1 ~ 2.
Then I orbited the view to a certain angle, the harsh black are gone. (screenshot 3). I saved the scene and opened it in DS 4.24.0.4 but found no such an issue (only a bit dark...) ~ (screenshot 4)
Tweaking properties in Draw Settings or Surfaces pane didn't help. Is that one of the features of new OpenGL in DS 6 or just a bug ?
Usually thats just a shading angle issue, drop it from 89.9 to something like 45. You can tweak that setting per material. Column on the left is at DAZ default 89.9 degrees. On the right is at 22.5 degrees.
Actually I did checked them. Their values are default 89.9 ~ So I didn't change them at all. (ss1)
Thanks for the reminder ! I found that I had to set them at most to 30 ~ 33, then the shadow has completely gone ~ (ss2)
But I don't need to do these in DS 4.24.... so that was why I wondered if that was a bug from new DS 6 ~~
Then I orbited the view to a certain angle, the harsh black are gone. (screenshot 3). I saved the scene and opened it in DS 4.24.0.4 but found no such an issue (only a bit dark...) ~ (screenshot 4)
This looks like a headlight issue to me, I'm assuming there is no light in the scene so the "Camera" headlight is on (setting is "Auto"). The result depends on the focal length os "Camera", the offset of the headlight (set it to 0x0 to avoid spurious shadows) and the "falloff" of the headlight, which is a function of the beam spread (should match the focal length) and, possibly, some stuff in "Draw Settings" (I never use that).
So in screenshot "3" the rendering seems to match for each distant corner; that corresponds to the falloff from a close light which I'm assuming to be the headlight.
Screenshot "4" (DS4) uses a much lower angle (height) and therefore, given a low angle light from the headlight, the surface of the bed is much darker. The falloff is broadly as in screenshot "3".
Screenshots "1" and "2" are from an intermediate height and so intermediate shading of the surface of the bed. There seem to be drop-outs at the three corners; it does look like a bug. The farthest corner in both pictures correctly shows a gradation up until the black band but then recovers.
If you save "1" and "2" as scenes the problem should be reproable because you used "Camera"; from "Perspecitive View" no change. DAZ should be able to tell you what additional information to supply, I don't know whether "OpenGL" is relevant, I've never used it.
All settings on Camera / in Render Settings, etc. related to headlight were set as Never 'cause I never use headlight. Then I got the same issue with a Camera or Perspective view.
Except for NVIDIA Iray, all other drawstyleS use OpenGL in Viewport, so that was why I thought it might be a bug from new OpenGL version in DS 6 ~~
Instances of ghost light props emit light, but they are not invisible (not "ghost lights"). Is this a bug, that the instances of ghost lights do not inherit the advanced Iray properties that make them invisible (Iray Visible to Primary Rays = Off, etc.)? This problem occurs in DS 4.24.0.4 and the latest DS6 6.25.2026.19821 Public Build.
This is a Bottom view of a bush with a parented ghost light at the base of the bush. The single bush and invisible ghost light prop on the top row behave as expected. The light is emitted and the ghost light is invisible. The lower two rows are 10 instances of the bush and ghost light. These instances do not behave as expected. The ghost lights emit light, but they are NOT invisible.
Instances of ghost light props emit light, but they are not invisible (not "ghost lights"). Is this a bug, that the instances of ghost lights do not inherit the advanced Iray properties that make them invisible (Iray Visible to Primary Rays = Off, etc.)? This problem occurs in DS 4.24.0.4 and the latest DS6 6.25.2026.19821 Public Build.
This is a Bottom view of a bush with a parented ghost light at the base of the bush. The single bush and invisible ghost light prop on the top row behave as expected. The light is emitted and the ghost light is invisible. The lower two rows are 10 instances of the bush and ghost light. These instances do not behave as expected. The ghost lights emit light, but they are NOT invisible.
That is the expected behaviour. Ghost Lights can't be instanced, one will have to create a duplicate.
dForce Long Layered Style Strand-Based Hair for Genesis 9 works fine in DS4. I can change materials with the included hierarchical presets and I can simulate. In DS6 6.25.2026.19821, I cannot change the materials or simulate. Why would a hair product fail to function in DS6? This is an OOT hair.
dForce Long Layered Style Strand-Based Hair for Genesis 9 works fine in DS4. I can change materials with the included hierarchical presets and I can simulate. In DS6 6.25.2026.19821, I cannot change the materials or simulate. Why would a hair product fail to function in DS6? This is an OOT hair.
I just had a test with the hair, H.mats as well as simulation worked as expected in 19821. Any particular message in the log ?
dForce Long Layered Style Strand-Based Hair for Genesis 9 works fine in DS4. I can change materials with the included hierarchical presets and I can simulate. In DS6 6.25.2026.19821, I cannot change the materials or simulate. Why would a hair product fail to function in DS6? This is an OOT hair.
I just had a test with the hair, H.mats as well as simulation worked as expected in 19821. Any particular message in the log ?
Thank you for testing and confirming it is not broken. I think I know what happened. In DS6 6.25.2026.19821, I did not have G9 selected when I loaded the hair. DS automatically fit the hair to G9, even though it wasn't selected (I checked), but I didn't notice that it wasn't parented. So, since it wasn't parented, the H.mats did not work. It is simulating now, too, while it is parented. I don't know if parenting has anything to do with simulation, though.
There is another problem with this hair, in both DS4 and DS6. The Render Line Tessellation is set to 1 instead of 0, so it is way too shiny when rendered.
dForce Long Layered Style Strand-Based Hair for Genesis 9 works fine in DS4. I can change materials with the included hierarchical presets and I can simulate. In DS6 6.25.2026.19821, I cannot change the materials or simulate. Why would a hair product fail to function in DS6? This is an OOT hair.
I just had a test with the hair, H.mats as well as simulation worked as expected in 19821. Any particular message in the log ?
Thank you for testing and confirming it is not broken. I think I know what happened. In DS6 6.25.2026.19821, I did not have G9 selected when I loaded the hair. DS automatically fit the hair to G9, even though it wasn't selected (I checked), but I didn't notice that it wasn't parented. So, since it wasn't parented, the H.mats did not work. It is simulating now, too, while it is parented. I don't know if parenting has anything to do with simulation, though.
There is another problem with this hair, in both DS4 and DS6. The Render Line Tessellation is set to 1 instead of 0, so it is way too shiny when rendered.
No problem ! I've never found out why a loaded wearable automatically Fit To an unselected figure ~~ but before loading an H.mat preset, it has to be at least parented to the node which the preset was saved with.
Simulation should work without parenting or fitting... maybe it was just a glitch on your sied ~
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.
Richard are you saying the 3d mouse (I read this as 3dconnexion) is supported in studio 6? I thought I had read it was depreciated. or wait does that just mean "soon to be killed" ? why would this be done its honsestly such a game changer for working in Daz.
Comments
So I don't know if anyone else has been having this issue but ever since I updated to Daz 6, almost all of my shape morphs have disappeared from the shaping tab.
Also "Filter by context" doesn't work anymore. I have reimported metadata, and restarted Daz many many times, but the issue remains.
Anyone had this problem and found a fix for it? Thank you, much appreciated!
I assume your content paths for 6 is the same as for 4?
Apparently my secondary drive was deleted from the content directory and that was how the shapes weren't showing up. I was told this is a bug that happens whenever you force close DAZ 6.
However, the filter by context is still not working.
Forve quitting any version of DS could damage the database, which might be the issue with Filter By Context though that seems unliekly to me, but it wouldn't affect content directory settings since they aren't part of the session layout or CMS database
I've seen the same problem, being unable to select a part of a character in the viewport, recently. In my case it was temporary; I closed the instance of DAZ and reopened the file then selection started working again. I don't know what happened; the problem was not reproducible in my case.
I've lost filter-by-context repeatedly when drives are not available. It's not simply the lack of availability; the DAZ CMS maintains the original information regardless of whether the resources are there or not and the Windows registry maintains the list of CMS root directories regardless of whether they are there or not. (I really have seen both behaviours and I am absolutely certain I am correct in this regard.)
Somehow it seems that "context" information is rebuilt without the missing directories. Somehow it seems that rebuilding the information using the various options (as the OP did and as I have) misses stuff out.
ATM my best recovery is to delete the entrie CMS database and rebuild it from scratch using DIM. For me this is a multi-week experience.
I have a lot more criticisms of course but the one that matters is that losing "Smart Content" loses DAZ's market advantage.
You do know that you can rebuild the CMS database in DS itself, using the Reset and then Re-Import. You can also after deleting the original database, just do a Re-Import.
I want to retop a Bed prop from https://www.daz3d.com/modern-room-bedroom so that I can make it dForce ready with denser mesh. When manipulating it in DS 6, I see some harsh black shadows around the corners of the bed, pls see screenshots 1 ~ 2.
Then I orbited the view to a certain angle, the harsh black are gone. (screenshot 3). I saved the scene and opened it in DS 4.24.0.4 but found no such an issue (only a bit dark...) ~ (screenshot 4)
Tweaking properties in Draw Settings or Surfaces pane didn't help. Is that one of the features of new OpenGL in DS 6 or just a bug ?
It might just be a feature of OpenGL.
Retopping for dForce? That sounds like an interesting project. Do let us know the results, it might be interesting for others.
I've tried that. A lot of Smart Content, perhaps most of it, did not come back. I gave up; DIM just works but the problem is that DIM does not know the CMS directory structure, even an uninstall/install sequence destroys the original CMS location of a product.
Usually thats just a shading angle issue, drop it from 89.9 to something like 45. You can tweak that setting per material. Column on the left is at DAZ default 89.9 degrees. On the right is at 22.5 degrees.
This looks like a headlight issue to me, I'm assuming there is no light in the scene so the "Camera" headlight is on (setting is "Auto"). The result depends on the focal length os "Camera", the offset of the headlight (set it to 0x0 to avoid spurious shadows) and the "falloff" of the headlight, which is a function of the beam spread (should match the focal length) and, possibly, some stuff in "Draw Settings" (I never use that).
So in screenshot "3" the rendering seems to match for each distant corner; that corresponds to the falloff from a close light which I'm assuming to be the headlight.
Screenshot "4" (DS4) uses a much lower angle (height) and therefore, given a low angle light from the headlight, the surface of the bed is much darker. The falloff is broadly as in screenshot "3".
Screenshots "1" and "2" are from an intermediate height and so intermediate shading of the surface of the bed. There seem to be drop-outs at the three corners; it does look like a bug. The farthest corner in both pictures correctly shows a gradation up until the black band but then recovers.
If you save "1" and "2" as scenes the problem should be reproable because you used "Camera"; from "Perspecitive View" no change. DAZ should be able to tell you what additional information to supply, I don't know whether "OpenGL" is relevant, I've never used it.
I guess; I don't have the publishing build, but the OP was using a camera, not perspective view. I expect all sorts of weirdness with perspective view (since I can't control the camera, no focal length, no accessible headlight offset, no headlight luminance) but with a camera I don't expect the angle of the light to be anythiing other than what I want.
It's at best opportunistic; the "bed" (or whatever) has to be constructed (the mesh) in such a way that the top surface is tied to the sides. I suspect that means that, in practice, the top and sides have to be part of the _same_ surface, because there is no rigging to tie them together. Then apply a dForce weight map to that surface and make it so that the top has weight 1.0 and the sides 0.0
I don't see any need to subdivide the mesh a priori because if the above is possible the top has at least one rectangle :-) Sub-division can be added directly from the standard DAZ UI. Of course in practice prior subdivision of the top might be a good idea.
It seems to me that you changed the "LOD" (Level Of Detail) aka sub-division of the pillar on the right so that the column supports have no sub-division. Therefore there is no shading.
I said nothing about LOD. What are you talking about? All I changed was the Angle in the Surfaces tab. That simple.
Thanks Doctor ! I'm sorry for the typo... I meant retopo or remesh... I need more denser base mesh on the bed so that I can give it a dForce modifier for better simulation.
Actually I did checked them. Their values are default 89.9 ~ So I didn't change them at all. (ss1)
Thanks for the reminder ! I found that I had to set them at most to 30 ~ 33, then the shadow has completely gone ~ (ss2)
But I don't need to do these in DS 4.24.... so that was why I wondered if that was a bug from new DS 6 ~~
All settings on Camera / in Render Settings, etc. related to headlight were set as Never 'cause I never use headlight. Then I got the same issue with a Camera or Perspective view.
Except for NVIDIA Iray, all other drawstyleS use OpenGL in Viewport, so that was why I thought it might be a bug from new OpenGL version in DS 6 ~~
Been out of the loop for a while, so I'm wondering where do I download the daz 2k6 beta? As it's not showing up in DIM...
Looks like my browser is borked so I cannot edit my comment.
It looks like I found the beta after a refresh of the program.
You must include it in the downloads filter, the it should show up in DIM.
Instances of ghost light props emit light, but they are not invisible (not "ghost lights"). Is this a bug, that the instances of ghost lights do not inherit the advanced Iray properties that make them invisible (Iray Visible to Primary Rays = Off, etc.)? This problem occurs in DS 4.24.0.4 and the latest DS6 6.25.2026.19821 Public Build.
This is a Bottom view of a bush with a parented ghost light at the base of the bush. The single bush and invisible ghost light prop on the top row behave as expected. The light is emitted and the ghost light is invisible. The lower two rows are 10 instances of the bush and ghost light. These instances do not behave as expected. The ghost lights emit light, but they are NOT invisible.
That is the expected behaviour. Ghost Lights can't be instanced, one will have to create a duplicate.
dForce Long Layered Style Strand-Based Hair for Genesis 9 works fine in DS4. I can change materials with the included hierarchical presets and I can simulate. In DS6 6.25.2026.19821, I cannot change the materials or simulate. Why would a hair product fail to function in DS6? This is an OOT hair.
I just had a test with the hair, H.mats as well as simulation worked as expected in 19821. Any particular message in the log ?
Thank you for testing and confirming it is not broken. I think I know what happened. In DS6 6.25.2026.19821, I did not have G9 selected when I loaded the hair. DS automatically fit the hair to G9, even though it wasn't selected (I checked), but I didn't notice that it wasn't parented. So, since it wasn't parented, the H.mats did not work. It is simulating now, too, while it is parented. I don't know if parenting has anything to do with simulation, though.
There is another problem with this hair, in both DS4 and DS6. The Render Line Tessellation is set to 1 instead of 0, so it is way too shiny when rendered.
No problem ! I've never found out why a loaded wearable automatically Fit To an unselected figure ~~ but before loading an H.mat preset, it has to be at least parented to the node which the preset was saved with.
Simulation should work without parenting or fitting... maybe it was just a glitch on your sied ~
Richard are you saying the 3d mouse (I read this as 3dconnexion) is supported in studio 6? I thought I had read it was depreciated. or wait does that just mean "soon to be killed" ? why would this be done its honsestly such a game changer for working in Daz.