dForce Archmage

24

Comments

  • barbultbarbult Posts: 26,181

    jksafe said:

    barbult said:

    jksafe said:

    Just to chime in one last time. Do the latest comments mean that hair from the same creator who I got the first hair item from that I posted most likely won't work either?

    New example: https://www.daz3d.com/dforce-strand-based-soft-curls-casual-long-hair-for-genesis-9-and-genesis-8-female

    That's another hair that I don't own, but I can't get Archmage to even simulate any strand-based dForce hair. When you click on the dForce Archmage 08 Invoke dForce script, does it actually simulate the hair strands for you? The log file says:

    2025-06-25 13:42:57.164 [INFO] :: Loading script: N:/DAZ 3D/Studio/My DIM Library/scripts/matew/dforce archmage/dforce archmage 08 invoke dforce.dse
    2025-06-25 13:43:00.248 [WARNING] :: \src\dzdynamicsengine.cpp(2498): ERROR: clCreateBuffer (-61)
    2025-06-25 13:43:00.266 [INFO] :: Script executed successfully: N:/DAZ 3D/Studio/My DIM Library/scripts/matew/dforce archmage/dforce archmage 08 invoke dforce.dse

    Normal simulation commands work fine and Man Friday's dForce Companion work fine.

    It worked for me with this one:

    https://www.daz3d.com/dforce-strand-based-top-wave-long-bob-hair-for-genesis-9 

    The loop worked on that one as well, but only if you select the figure, the hair parent element, and the nested strands element. If you only select the figure and the strands or only the figure and the parent element, it won't loop. I had to experiment a lot because such details aren't included in the Archmage documentation.

    I don't have that hair either. But thanks for the clues about what to select. Maybe that will work with hairs that I DO have. 

  • matewmatew Posts: 109
    edited June 26

    barbult said:

    I'm having problems with this product so far.

    • I loaded G9 and loaded a skirt and shirt parented and fit to it.
    • When I launch Initiate dForce with default settings, it simulates from memorized pose correctly.
    • Then I executed Heal Simulation Springs with both the skirt and shirt selected in the scene pane. The script said it healed the springs. But when I look in the Surfaces pane, only one of the two selected garments was changed. The user manual says it will affect all materials of the selected dForce enabled objects. I assume that means all SURFACES of selected dForce enabled objects, since it is SURFACES that have dForce parameters like the collision offset. It doesn't say I have to select any surface, only objects in the scene pane. 
    • When I Invoked dForce again, it no longer simulates from memorized pose. It simulated from current pose, and looked awful.
    • I am using DS 4.24 on Windows.

    Edit: I  resolved at least part of this. After Healing Simulation Springs, G9 was no longer selected. Only the clothes were selected. That is why the simulate from memorized pose did not work and why the simulation results were terrible.
    I still don't know why not all of the clothing had the collision offset changed when I ran Heal Simulation Springs, though.

     Thank you for purchasing dForce Archmage!

     

    • Heal Simulation Spring only works with a single object, which is why those errors occurred. I apologize for the incorrect information in the User Guide.

    • Add To Favorites wasn’t working due to a silly mistake I copied over from Morph Master. It’s now fixed.

    • The User Guide has been updated, and a new "Known Issues" section has been added. I also modified the script that opens the User Guide so it works properly on macOS.

    I’ll PM you and wait a couple more days in case any new issues come up — then I’ll release the updated script for everyone.

    Also, I am attaching the updated User Guide

     

    UPDATE: I will also increase max value of Gravity to 10 and max Air Resistance to 5

    pdf
    pdf
    dForce Archmage User Guide.pdf
    5M
    Post edited by matew on
  • ArtiniArtini Posts: 10,297

    So it looks like most of the problems are with outoftouch hair. Just wonder what cause that.

     

  • matewmatew Posts: 109

    Artini said:

    So it looks like most of the problems are with outoftouch hair. Just wonder what cause that.

     

     Yes. Unfortunately, I'm unable to do anything with that. It's not like I made a mistake in code and need to fix it. These hair assets don't support the creation of custom morph even with standard DAZ tools.

  • barbultbarbult Posts: 26,181
    edited June 27

    I own four OOT dForce strand-based hair products. I am able to morph all of them with the standard Daz tools and even with Archmage. I don't own any of the ones that jksafe referenced, but it would be surprising if they differed in structure from the ones I own. It took me some time and some hints from jksafe to figure out how to morph them in Archmage. I select the geometry editor tool. I fit and parent the hair product to G9. I select G9 and launch the simulation. I select the hair strands object and extract the morph. That can be slow, so I just wait while DS is not responding. When it is finished, I save the morph as a Modifier Asset, if I plan to use it in the future. Here are examples of the four OOT strand-based hairs I own and the morphs I created in Archmage. The unmorphed hair is on the left and the morphed hair is on the right in each render. (That last one is Messy Low Ponytail Hair. I have a typo in the render file name.)

    OOT Autumn Style Bob Hair Archmage Morph on Right_001.jpg
    2000 x 1500 - 808K
    OOT Everyday Updo 3 Hair Archmage Morph on Right_001.jpg
    2000 x 1500 - 817K
    OOT Summer Style Wavy Long Hair Archmage Morph on Right_001.jpg
    2000 x 1500 - 1M
    OOT Mwssy Low Ponytail Hair Archmage Morph on Right.jpg
    2000 x 1500 - 858K
    Post edited by barbult on
  • jksafejksafe Posts: 9

    barbult said:

    I own four OOT dForce strand-based hair products. I am able to morph all of them with the standard Daz tools and even with Archmage. I don't own any of the ones that jksafe referenced, but it would be surprising if they differed in structure from the ones I own. It took me some time and some hints from jksafe to figure out how to morph them in Archmage. I select the geometry editor tool. I fit and parent the hair product to G9. I select G9 and launch the simulation. I select the hair strands object and extract the morph. That can be slow, so I just wait while DS is not responding. When it is finished, I save the morph as a Modifier Asset, if I plan to use it in the future. Here are examples of the four OOT strand-based hairs I own and the morphs I created in Archmage. The unmorphed hair is on the left and the morphed hair is on the right in each render. (That last one is Messy Low Ponytail Hair. I have a typo in the render file name.)

    Did you try looping it and get it to work by any chance?

  • jksafejksafe Posts: 9
    edited June 27

    Okay, so... I tried what you said with the looping script, and it actually works. HOWEVER, as soon as I select a tool other than the geometry editor tool, the simulation on the hair disappears again. This is still unusable, since selecting the Geometry Editor Tool destroys all the Geoshells I have placed on the figure.

    I can't extract the morph and apply it later because the morph only works when I select the Geometry Editor tool. As soon as I select a different tool, the dforce simulation disappears.

    My exact steps were as follows:

    Load figure -> load hair on figure -> select geometry editor tool -> left click hair -> right click hair "fit to" and parent to figure -> left click figure -> run animated timeline simulation with archmage -> left click hair ONLY strands -> run loop script

    It runs for a bit and does everything it should. However, as soon as I deselect the geometry editor tool, the dforce simulation disappears.

    Post edited by jksafe on
  • barbultbarbult Posts: 26,181

    jksafe said:

    barbult said:

    I own four OOT dForce strand-based hair products. I am able to morph all of them with the standard Daz tools and even with Archmage. I don't own any of the ones that jksafe referenced, but it would be surprising if they differed in structure from the ones I own. It took me some time and some hints from jksafe to figure out how to morph them in Archmage. I select the geometry editor tool. I fit and parent the hair product to G9. I select G9 and launch the simulation. I select the hair strands object and extract the morph. That can be slow, so I just wait while DS is not responding. When it is finished, I save the morph as a Modifier Asset, if I plan to use it in the future. Here are examples of the four OOT strand-based hairs I own and the morphs I created in Archmage. The unmorphed hair is on the left and the morphed hair is on the right in each render. (That last one is Messy Low Ponytail Hair. I have a typo in the render file name.)

    Did you try looping it and get it to work by any chance?

    No, I only did a current frame simulation, not a timeline or loop. 

  • barbultbarbult Posts: 26,181
    edited June 27

    I'm setting up a test of OOT hair dForce animation now (loop).

    It seemed to work OK. The final step of converting the hair dForce timelime keys to a series of morphs was very slow, but successful. I suspect the speed is at least partly dependent on the complexity of each hair asset. I rendered with viewport, because I was too impatient to wait for a long Iray render. Here is a YouTube link.
     

    Post edited by barbult on
  • jksafejksafe Posts: 9

    barbult said:

    I'm setting up a test of OOT hair dForce animation now (loop).

    It seemed to work OK. The final step of converting the hair dForce timelime keys to a series of morphs was very slow, but successful. I suspect the speed is at least partly dependent on the complexity of each hair asset. I rendered with viewport, because I was too impatient to wait for a long Iray render. Here is a YouTube link.
     

    Could you give me a step-by-step guide on what you did, or show me in a short video? Maybe I'm missing something, but I can't seem to get it to work with the hair I posted earlier without selecting a tool other than the geometry editor, which causes other bugs as I mentioned before.

  • matewmatew Posts: 109
    edited June 28

    barlupt, thank you for your testing!
    I got OOT Summer Style Wavy Long Hair for testing, and it turns out everything works. I didn’t even need to switch to the Geometry Editor Tool — Archmage just worked right away. 

    However, Beach Style Long Hair refused to work out of the box. But with your method — it actually did!


    jksafe, I have no idea why this happens, but to make Beach Style Long Hair work, you need to do the following:

    1. Add Beach Style Long Hair to the Genesis 9 figure.

    2. Select the Geometry Selection Tool — this part is critical! The tool must be selected before starting the simulation.

    3. Run a dForce simulation using dForce Archmage.

    4. Select Beach Style Long Hair Strands and run Morph Extractor, Loop Master, or whatever script you need — it should work now.

    5. Now you can switch from Geometry Selection Tool to any other one.

    Post edited by matew on
  • barbultbarbult Posts: 26,181

    matew said:

    barlupt, thank you for your testing!
    I got OOT Summer Style Wavy Long Hair for testing, and it turns out everything works. I didn’t even need to switch to the Geometry Editor Tool — Archmage just worked right away. 

    However, Beach Style Long Hair refused to work out of the box. But with your method — it actually did!


    jksafe, I have no idea why this happens, but to make Beach Style Long Hair work, you need to do the following:

    1. Add Beach Style Long Hair to the Genesis 9 figure.

    2. Select the Geometry Selection Tool — this part is critical! The tool must be selected before starting the simulation.

    3. Run a dForce simulation using dForce Archmage.

    4. Select Beach Style Long Hair Strands and run Morph Extractor, Loop Master, or whatever script you need — it should work now.

    5. Now you can switch from Geometry Selection Tool to any other one.

    Yes, that is the basic step by step. One clarification: The necessary tool's name is Geometry Editor Tool.
    @jksafe, if you still need more explicit directions, please ask. I was occupied with other tasks today.

  • jksafejksafe Posts: 9
    edited June 28

    matew said:

    barlupt, thank you for your testing!
    I got OOT Summer Style Wavy Long Hair for testing, and it turns out everything works. I didn’t even need to switch to the Geometry Editor Tool — Archmage just worked right away. 

    However, Beach Style Long Hair refused to work out of the box. But with your method — it actually did!


    jksafe, I have no idea why this happens, but to make Beach Style Long Hair work, you need to do the following:

    1. Add Beach Style Long Hair to the Genesis 9 figure.

    2. Select the Geometry Selection Tool — this part is critical! The tool must be selected before starting the simulation.

    3. Run a dForce simulation using dForce Archmage.

    4. Select Beach Style Long Hair Strands and run Morph Extractor, Loop Master, or whatever script you need — it should work now.

    5. Now you can switch from Geometry Selection Tool to any other one.

    Unfortunately, this still does not work. The steps you wrote down are close to what I wrote I did last time, but after step 5, when I choose a tool other than the geometry editor tool, the simulation looks different. It does not work the way you describe. I attached two screenshots: one with the Geometry Editor Tool selected and one with the Universal Tool. Also, one where the simulation is done using the regular DAZ interface with the Universal Tool selected.

    Just to make it clear, looping works. But it doesn't help me because the simulation changes when I select a different tool.

    universal_tool.png
    736 x 604 - 323K
    geometry_editor_tool.png
    662 x 570 - 419K
    simulation_with_universal_tool.png
    670 x 552 - 349K
    Post edited by jksafe on
  • barbultbarbult Posts: 26,181

    @jksafe Are you creating the morph and looking at the dialed in morph, or are you simulating and then changing tools, without creating a morph before changing tools? (Sorry if it seems like we keep asking the same thing over and over. It just seems like some step might be accidently missed.)

  • jksafejksafe Posts: 9

    barbult said:

    @jksafe Are you creating the morph and looking at the dialed in morph, or are you simulating and then changing tools, without creating a morph before changing tools? (Sorry if it seems like we keep asking the same thing over and over. It just seems like some step might be accidently missed.)

    1. Add Beach Style Long Hair to the Genesis 9 figure.

    2. Select the Geometry Selection Tool

    3. Run a dForce simulation using dForce Archmage.

    4. Select Beach Style Long Hair Strands and run Loop Master

    5. Swttch from Geometry Selection Tool to any other one

    6. See Screenshots in the post above

    After step 4, the morph is there. Everything looks great. Then, I switch tools, and the issue I showed in the screenshots occurs.

    The screenshots show the dialed in morph on frame 1 with 2 different tools selected.

  • barbultbarbult Posts: 26,181
    edited June 28

    jksafe said:

    barbult said:

    @jksafe Are you creating the morph and looking at the dialed in morph, or are you simulating and then changing tools, without creating a morph before changing tools? (Sorry if it seems like we keep asking the same thing over and over. It just seems like some step might be accidently missed.)

    1. Add Beach Style Long Hair to the Genesis 9 figure.

    2. Select the Geometry Selection Tool

    3. Run a dForce simulation using dForce Archmage.

    4. Select Beach Style Long Hair Strands and run Loop Master

    5. Swttch from Geometry Selection Tool to any other one

    6. See Screenshots in the post above

    After step 4, the morph is there. Everything looks great. Then, I switch tools, and the issue I showed in the screenshots occurs.

    The screenshots show the dialed in morph on frame 1 with 2 different tools selected.

    I'm confused. I may misunderstand what you are trying to achieve.

    1. Are you trying to create a single morph that represents the result of a hair simulation? You said "After Step 4, the morph is there." That implies to me that you created just one morph ("the morph"). I may be putting too much emphasis on the word "the" being singular.
    2. Or are you trying to create a whole series of hair morphs that you can animate in a loop, like I did in my YouTube Autumn Bob Style Hair animation? Edited to add: After running Loop Master, i ran dForce Animator before switching tools, to generate the morphs for my animation. Maybe that is a step you are missing????
    Post edited by barbult on
  • tsroemitsroemi Posts: 3,460

    Hi @jksafe, real simple request here (I think), all the panes of the Archmage open waaaaay too big for my screen, so that I cannot even grab a corner where I could drag them smaller. Once I managed to pick one, but trying to use the resize arrow (that double-pointed thingy) only made the pane pop up into maximized mode. I'm on a laptop, I don't have a huge screen, so basically, I cannot even start using the script atm. Can you please update it so the panes start at a way smaller resolution, and are easier to resize? Thanks!

  • matewmatew Posts: 109

    Hi @tsroemi, thanks a lot for your feedback!

    I actually spent quite a bit of time designing the dForce Invoke dialog with users on lower-resolution screens in mind. I completely understand the challenge of working on a laptop, and I did my best to make sure everything fits well and remains usable. After a lot of tweaking, I found that the minimum height I could reach—while still keeping things looking good and properly aligned—was 1080 pixels.

    That said, I’ll keep your feedback in mind and see if there’s any way I can further optimize or make resizing easier in a future update. Thanks again for bringing this up!

  • ThistleThistle Posts: 12

    matew said:

    Hi @tsroemi, thanks a lot for your feedback!

    I actually spent quite a bit of time designing the dForce Invoke dialog with users on lower-resolution screens in mind. I completely understand the challenge of working on a laptop, and I did my best to make sure everything fits well and remains usable. After a lot of tweaking, I found that the minimum height I could reach—while still keeping things looking good and properly aligned—was 1080 pixels.

    That said, I’ll keep your feedback in mind and see if there’s any way I can further optimize or make resizing easier in a future update. Thanks again for bringing this up!

    Hi, I am having the same issue.  I run my screen on 1920x1080 pixels. 

  • tsroemitsroemi Posts: 3,460
    edited June 30

    Hi matew (sorry for confusing you with jksafe in the other post) thanks for the quick feedback! I understand you've gone to a lot of pains to work out everything, it's much appreciated for sure! The thing is though, like @Thistle also, I am running my screen res at 1080 height, and the bits were I can click Okay or Accept or whatever in the dialogues are cut off. It's not that much that is missing but that is essential.
    Like I said, it's not that things don't look as good or that it's inconvenient or whatever - I really cannot use the script at all like this, because I cannot see the buttons I need to click. 

    Sooooooo - maybe you could leave the question of aesthetics aside just for now and give us a quick and dirty hotfix for this? That would be so sweet.

    Post edited by tsroemi on
  • matewmatew Posts: 109

    tsroemi said:

    Hi matew (sorry for confusing you with jksafe in the other post) thanks for the quick feedback! I understand you've gone to a lot of pains to work out everything, it's much appreciated for sure! The thing is though, like @Thistle also, I am running my screen res at 1080 height, and the bits were I can click Okay or Accept or whatever in the dialogues are cut off. It's not that much that is missing but that is essential.
    Like I said, it's not that things don't look as good or that it's inconvenient or whatever - I really cannot use the script at all like this, because I cannot see the buttons I need to click. 

    Sooooooo - maybe you could leave the question of aesthetics aside just for now and give us a quick and dirty hotfix for this? That would be so sweet.

     

     

    Thanks for the clarification and the detailed feedback — I really appreciate it.

    I will PM you a version of the script called "Invoke dForce Mini", which has a reduced window height to better fit 1080p screens. I didn’t go too extreme with the changes — just made some elements smaller — so it should still look okay. That said, I do have room to reduce the height further if needed.

    Please give it a try and let me know if it works for you. If everything looks good, I’ll go ahead and include Invoke dForce Mini in the main release.

    Thanks again!

     

  • tsroemitsroemi Posts: 3,460
    edited July 2

    matew said:

    tsroemi said:

    Hi matew (sorry for confusing you with jksafe in the other post) thanks for the quick feedback! I understand you've gone to a lot of pains to work out everything, it's much appreciated for sure! The thing is though, like @Thistle also, I am running my screen res at 1080 height, and the bits were I can click Okay or Accept or whatever in the dialogues are cut off. It's not that much that is missing but that is essential.
    Like I said, it's not that things don't look as good or that it's inconvenient or whatever - I really cannot use the script at all like this, because I cannot see the buttons I need to click. 

    Sooooooo - maybe you could leave the question of aesthetics aside just for now and give us a quick and dirty hotfix for this? That would be so sweet.

     

     

    Thanks for the clarification and the detailed feedback — I really appreciate it.

    I will PM you a version of the script called "Invoke dForce Mini", which has a reduced window height to better fit 1080p screens. I didn’t go too extreme with the changes — just made some elements smaller — so it should still look okay. That said, I do have room to reduce the height further if needed.

    Please give it a try and let me know if it works for you. If everything looks good, I’ll go ahead and include Invoke dForce Mini in the main release.

    Thanks again!

     

    Hi matew, already PM'ed you as well - thanks, that's really so kind!
    I didn't quite know what to do with the file, and as I was sort of hyped to try it even before going into work today, I just dropped it into the dforce mage folder in my scripts folder. Unfortunately, this didn't really change anything. 'Invoke dForce Mage Mini'  isn't available when I run DS, and the windows are still that tiny bit too high to be useable. It's probably the wrong place, no?

    Edit: Did some more fiddling with the original script in the meantime and realized that I have my display enlarged to 125% by default because otherwise the words become too small. Tried scaling that down but unfortunately, DS doesn't react to any custom scaling, just the preset percentages like 125%. If I take this out, I can see all parts of the dForce Mage windows. But then like I said, everything written is SO small that I cannot work with it at all. So am still hoping that the Mini version will fix this eventually.

    Matew, I noticed that the buttons for cancel and apply are really really large in most of the panes, could not these be sized down considerably? Maybe that would fix the problem?

    Post edited by tsroemi on
  • matewmatew Posts: 109

    tsroemi said:

    matew said:

    tsroemi said:

    Hi matew (sorry for confusing you with jksafe in the other post) thanks for the quick feedback! I understand you've gone to a lot of pains to work out everything, it's much appreciated for sure! The thing is though, like @Thistle also, I am running my screen res at 1080 height, and the bits were I can click Okay or Accept or whatever in the dialogues are cut off. It's not that much that is missing but that is essential.
    Like I said, it's not that things don't look as good or that it's inconvenient or whatever - I really cannot use the script at all like this, because I cannot see the buttons I need to click. 

    Sooooooo - maybe you could leave the question of aesthetics aside just for now and give us a quick and dirty hotfix for this? That would be so sweet.

     

     

    Thanks for the clarification and the detailed feedback — I really appreciate it.

    I will PM you a version of the script called "Invoke dForce Mini", which has a reduced window height to better fit 1080p screens. I didn’t go too extreme with the changes — just made some elements smaller — so it should still look okay. That said, I do have room to reduce the height further if needed.

    Please give it a try and let me know if it works for you. If everything looks good, I’ll go ahead and include Invoke dForce Mini in the main release.

    Thanks again!

     

    Hi matew, already PM'ed you as well - thanks, that's really so kind!
    I didn't quite know what to do with the file, and as I was sort of hyped to try it even before going into work today, I just dropped it into the dforce mage folder in my scripts folder. Unfortunately, this didn't really change anything. 'Invoke dForce Mage Mini'  isn't available when I run DS, and the windows are still that tiny bit too high to be useable. It's probably the wrong place, no?

    Edit: Did some more fiddling with the original script in the meantime and realized that I have my display enlarged to 125% by default because otherwise the words become too small. Tried scaling that down but unfortunately, DS doesn't react to any custom scaling, just the preset percentages like 125%. If I take this out, I can see all parts of the dForce Mage windows. But then like I said, everything written is SO small that I cannot work with it at all. So am still hoping that the Mini version will fix this eventually.

    Matew, I noticed that the buttons for cancel and apply are really really large in most of the panes, could not these be sized down considerably? Maybe that would fix the problem?

    Hi Tina!

    Thanks for the update — and yes, I just PM’d you the fix, but it sounds like you actually did everything right!

    The reason Invoke dForce Mage Mini isn’t showing up in Smart Content is likely because it hasn’t been properly installed via the DAZ Store. But no worries — you can still access it manually!

    Just go to the Content Library pane and follow this path:
    DAZ Studio Formats > (your DAZ folder) > Scripts > matew > dForce Archmage
    You should see Invoke dForce Mage Mini there and be able to run it directly.

    Also, as a workaround — if the original dForce Archmage 08 Invoke dForce script is currently unusable for you — you can simply delete it (or move it out of the folder), and rename "dForce Archmage 08 Invoke dForce Mini" to "dForce Archmage 08 Invoke dForce". This way, the Mini version will launch in its place from anywhere it's referenced.

  • tsroemitsroemi Posts: 3,460

    matew said:

    tsroemi said:

    matew said:

    tsroemi said:

    Hi matew (sorry for confusing you with jksafe in the other post) thanks for the quick feedback! I understand you've gone to a lot of pains to work out everything, it's much appreciated for sure! The thing is though, like @Thistle also, I am running my screen res at 1080 height, and the bits were I can click Okay or Accept or whatever in the dialogues are cut off. It's not that much that is missing but that is essential.
    Like I said, it's not that things don't look as good or that it's inconvenient or whatever - I really cannot use the script at all like this, because I cannot see the buttons I need to click. 

    Sooooooo - maybe you could leave the question of aesthetics aside just for now and give us a quick and dirty hotfix for this? That would be so sweet.

     

     

    Thanks for the clarification and the detailed feedback — I really appreciate it.

    I will PM you a version of the script called "Invoke dForce Mini", which has a reduced window height to better fit 1080p screens. I didn’t go too extreme with the changes — just made some elements smaller — so it should still look okay. That said, I do have room to reduce the height further if needed.

    Please give it a try and let me know if it works for you. If everything looks good, I’ll go ahead and include Invoke dForce Mini in the main release.

    Thanks again!

     

    Hi matew, already PM'ed you as well - thanks, that's really so kind!
    I didn't quite know what to do with the file, and as I was sort of hyped to try it even before going into work today, I just dropped it into the dforce mage folder in my scripts folder. Unfortunately, this didn't really change anything. 'Invoke dForce Mage Mini'  isn't available when I run DS, and the windows are still that tiny bit too high to be useable. It's probably the wrong place, no?

    Edit: Did some more fiddling with the original script in the meantime and realized that I have my display enlarged to 125% by default because otherwise the words become too small. Tried scaling that down but unfortunately, DS doesn't react to any custom scaling, just the preset percentages like 125%. If I take this out, I can see all parts of the dForce Mage windows. But then like I said, everything written is SO small that I cannot work with it at all. So am still hoping that the Mini version will fix this eventually.

    Matew, I noticed that the buttons for cancel and apply are really really large in most of the panes, could not these be sized down considerably? Maybe that would fix the problem?

    Hi Tina!

    Thanks for the update — and yes, I just PM’d you the fix, but it sounds like you actually did everything right!

    The reason Invoke dForce Mage Mini isn’t showing up in Smart Content is likely because it hasn’t been properly installed via the DAZ Store. But no worries — you can still access it manually!

    Just go to the Content Library pane and follow this path:
    DAZ Studio Formats > (your DAZ folder) > Scripts > matew > dForce Archmage
    You should see Invoke dForce Mage Mini there and be able to run it directly.

    Also, as a workaround — if the original dForce Archmage 08 Invoke dForce script is currently unusable for you — you can simply delete it (or move it out of the folder), and rename "dForce Archmage 08 Invoke dForce Mini" to "dForce Archmage 08 Invoke dForce". This way, the Mini version will launch in its place from anywhere it's referenced.

    Matew, thanks once more, I'll try it from the content pane, that makes much sense!

  • tsroemitsroemi Posts: 3,460

    Okay, I'm back and this time, I got it to run, it worked fine from the content pane. It is more useable in this size for sure, but unfortunately, still too big for my screen res. I could use some parts and some not, for instance, the dforce wizard window is way too big. I can see only some parts of it, and what's more, I still can't reach the Apply / Cancel buttons in that window. Matew, I'm sorry for being such a nuisance with my small screen and oldish eyes! Thank you for your patience.

    It's of course all due to my screen icons and windows being at 125% of 1920x1080. If I calculate this correctly, my actually useable screen size in DS is rather something around 1440x810 pixels. Could you make the mini version fit this? That would be so, so great!

  • matewmatew Posts: 109

    tsroemi said:

    Okay, I'm back and this time, I got it to run, it worked fine from the content pane. It is more useable in this size for sure, but unfortunately, still too big for my screen res. I could use some parts and some not, for instance, the dforce wizard window is way too big. I can see only some parts of it, and what's more, I still can't reach the Apply / Cancel buttons in that window. Matew, I'm sorry for being such a nuisance with my small screen and oldish eyes! Thank you for your patience.

    It's of course all due to my screen icons and windows being at 125% of 1920x1080. If I calculate this correctly, my actually useable screen size in DS is rather something around 1440x810 pixels. Could you make the mini version fit this? That would be so, so great!

    Great! At least you made it work. I'll try to create a smaller version for you after the 4th of July.

  • tsroemitsroemi Posts: 3,460

    matew said:

    tsroemi said:

    Okay, I'm back and this time, I got it to run, it worked fine from the content pane. It is more useable in this size for sure, but unfortunately, still too big for my screen res. I could use some parts and some not, for instance, the dforce wizard window is way too big. I can see only some parts of it, and what's more, I still can't reach the Apply / Cancel buttons in that window. Matew, I'm sorry for being such a nuisance with my small screen and oldish eyes! Thank you for your patience.

    It's of course all due to my screen icons and windows being at 125% of 1920x1080. If I calculate this correctly, my actually useable screen size in DS is rather something around 1440x810 pixels. Could you make the mini version fit this? That would be so, so great!

    Great! At least you made it work. I'll try to create a smaller version for you after the 4th of July.

    Thank you ever so much, I'll happily wait for that. 
    Have a lovely holiday if you're celebrating, otherwise just a very fine weekend! 

  • TerryDTerryD Posts: 36

    Does this work with Studio 4.21 or 4.22? I'm considering buying it but issues with upgrading my NVIDEA drivers have left me back at those. Thanks

  • matewmatew Posts: 109

    tsroemi said:

    matew said:

    tsroemi said:

    Okay, I'm back and this time, I got it to run, it worked fine from the content pane. It is more useable in this size for sure, but unfortunately, still too big for my screen res. I could use some parts and some not, for instance, the dforce wizard window is way too big. I can see only some parts of it, and what's more, I still can't reach the Apply / Cancel buttons in that window. Matew, I'm sorry for being such a nuisance with my small screen and oldish eyes! Thank you for your patience.

    It's of course all due to my screen icons and windows being at 125% of 1920x1080. If I calculate this correctly, my actually useable screen size in DS is rather something around 1440x810 pixels. Could you make the mini version fit this? That would be so, so great!

    Great! At least you made it work. I'll try to create a smaller version for you after the 4th of July.

    Thank you ever so much, I'll happily wait for that. 
    Have a lovely holiday if you're celebrating, otherwise just a very fine weekend! 

    Thank you!

    I just PM you the smaller versions of Invoke dForce and dForce Wizard.

    Also, I added Invoke dForce Mini in the DAZ Store version. It should be available in a few days.

  • matewmatew Posts: 109

    TerryD said:

    Does this work with Studio 4.21 or 4.22? I'm considering buying it but issues with upgrading my NVIDEA drivers have left me back at those. Thanks

     

    I marked my scripts as created in DAZ Studio 4.9.0.0. So yes, you shouldn't have any problems in 4.21 and 4.22. 

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