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After a few tests, I realized what I previously wrote was wrong: there's actually no issue with creating conditional grafts on items that have a geograft (e.g. gens) attached. The issue that did exist was that creating selection sets from conditional grafts improperly included the faces the geograft covered. But I actually just found the solution for that, so I'll include it with the coming update. So, contrary to what I had written in previous post (which I updated for future readers), as far as I'm aware, there are no issues with creating conditional grafts on either a base item with a graft, or the attached graft.
After reading your followup, here's my guess as to what might have happened:
You said you set opacity to 0 and ran the script. The default setting is to not reset the opacity for 0-opacity materials, and I'm guessing you kept the setting off. You successfully created the conditional graft which also hides the content, which is why when you reset opacity to 100, the content remained hidden. Perhaps you then set the opacity back to 0 (maybe accidentally via undo?) before going to disable the graft, and when the content was still hidden, that's when you thought something was off. (In hindsight, I should probably enable the option by default to prevent this confusion.)
As for the crash, I'm not sure what's going on there. If you created a conditional graft that ended up with bad data, in theory it could cause a scene that's using it to crash during load. But you mentioned you didn't save the scene after making the graft, and that a backup scene is also crashing, which I assume you had created/backed up before you tried making the conditional graft? It's unlikely that even if the conditional graft has bad data, that it would cause a scene in which it's not being used to crash. For that matter, I actually tried intentionally creating and enabling one with bad data, and to my pleasant surprise, Daz Studio didn't crash: instead the graft simply did nothing. So with that said, I'm inclined to think there's something else causing the issue with your scene.
If you really want to confirm, you can create a fresh scene, and try to repeat the steps you previously did and see whether this scene also has a problem. I would note that anything you do within a scene should have no effect on any of the underlying content files used (such as the character, item, gens/graft, etc), so I wouldn't worry about "damaging" any files. And so, if the recreated scene does end up misbehaving/crashing, then it should be an easy fix from there. But I can't reproduce any problems, whether I'm creating a conditional graft on the base figure that has a geograft, or on the geograft attached to the figure, nor even on a geograft attach to the geograft. Which is to say, to answer your original question: there shouldn't be any problems caused by what you were trying to do.
Update is live, so no reason to manually update at this point, assuming you weren't able to.
The update is now live (sorry again for the delay!). Most important fix was enabling support on 4.12 and up, and adding support for DS 2025. I also added the ability to choose the content library path where the files are saved, and fixed a bug where the "Product Name" value (i.e. the sub folder where the file got saved) was being ignored.
Lastly, I added a new option when auto-creating selection sets to order them by position. Now with the spatial ordering, consecutive selection sets are generally next to each other, whereas previously, the ordering was based on the number of faces assigned to the selection set (in descending order), and so it was more difficult to locate the one you wanted when going through them one by one.