How to change the 'save as' default

Oso3DOso3D Posts: 15,085

I moved a bunch of directories and got that mostly squared away. Everything's pointing to the right places... eeeexcept...

Whenever I try to save items as Pose, Shaping, Shader, etc, it points to the original default, not the new directory structure.

And sure, I can move to the right directory, but it'd be nice not to have to do it so often.

Is there a setting I'm missing?

Comments

  • mjc1016mjc1016 Posts: 15,001

    I believe that those are saved in the registry as a 'last used' type thing.  So you should be able to save something to the new location, then quit Studio and have that be the new 'default' location next time you start.   Just don't crash Studio until you get them done...otherwise you may have to start over...it seems that the 'last used' isn't finalized until Studio goes through a shutdown.

  • Oso3DOso3D Posts: 15,085

    I'll try that, thanks.

     

  • jestmartjestmart Posts: 4,449

    I prefer to just navigate to the DAZ Studio native format folder I wish to save in in the Content Library pane and use the + button.

  • Oso3DOso3D Posts: 15,085

    ... Doh! That's way easier, thanks!

    (And works very nicely in workflow, since normally what I'm doing is saving a pose fragment and then reapplying it to a different figure)

     

  • macleanmaclean Posts: 2,438

    It took me a while to figure this one out, and here's my take on it.

    If you use a menu entry (ie. File> Save As> Materials Preset), the next time you do the same, it will save to the same directory. If you use the + sign, it saves to the directory you're in (obviously).

    I have kb shortcuts for saves - 1 = Fig/Prop Assets, 2 = Scene Subset, 3 = Shader, 4 = Materials. The first few times, I kept saving in the wrong place, then I realised it was saving to the last used dir, not the currently open one.

    I'm sure this behaviour is intentional. What I'm not sure of is whether it's a good idea or not. However, in DAZ's defense, I don't see how it could be done differently. This method gives us the choice of 2 ways to save.

    mac

  • SpottedKittySpottedKitty Posts: 7,232

    I've seen a (what I consider) surprising number of people over the years with similar questions. Maybe it would be worthwhile to discuss this? I never use File>Save for anything except saving asset files. I saw the way the "+" button on the Content Library tab worked way back in the original D|S versions, took to it immediately as a "sliced-bread level" Good Idea™, and never thought to do anything else. No need to ever dig through folder levels looking for the precise one you want, and everything automatically saves into a proper Content location. Now I can't help wondering how many people just use File>Save and never consider any other way?

  • nonesuch00nonesuch00 Posts: 18,729

    You can tell people that use programs other than DAZ Studio for a long time by questions like this.

    Now I wonder...I go to much trouble to create a unique character but I want my unique character to be saved as a unique character from say the Genesis 2 base character before I make my changes. Then I mustn't worry about messing up the Genesis 2 base character.

    So should I 'Save As... Character Preset' or 'Save As... Support Asset -> Figure/Prop Asset'?

    And once I do that and edit my new Character Preset/Figure/Prop Asset if I modify the various textures and other images, are those unique copies to the saved Preset/Asset and saved seperately or am I modifying the original assets that belong potentially many other another characters, eg skin from one character, eyes from another, and so on and potentially messing up those characters?

  • Richard HaseltineRichard Haseltine Posts: 108,072

    Save an asset, in general, only when you create soemthing new from scratch (or, for your own use, rework the rigging or geometry - though to soem extent you can get away with using a Scene subset). Saving as a new asset will break the link with the original, so new morphs or characters won't work correctly and clothing will probably complain the figure is not the oen it was intended for. Moprh settings and materials can all be saved as presets without affecting existing presets (as long as you give the preset a new name).

  • nonesuch00nonesuch00 Posts: 18,729

    Save an asset, in general, only when you create soemthing new from scratch (or, for your own use, rework the rigging or geometry - though to soem extent you can get away with using a Scene subset). Saving as a new asset will break the link with the original, so new morphs or characters won't work correctly and clothing will probably complain the figure is not the oen it was intended for. Moprh settings and materials can all be saved as presets without affecting existing presets (as long as you give the preset a new name).

    Thanks. I saved as a preset. It saves a bit of time. I will have to pay attention when I edit the textures to something different so that they can be saved as a new asset I think and then save me preset using the edited textures. I don't think the LAMH Hair will cause problems as it will be unique. Then I can try my hand at making some clothing.

  • Oso3DOso3D Posts: 15,085

    I like it for poses and shaping. So, for example, I have centaur shape presets that scale a horse head to nothing and adjust a few other things to help the whole merge. I have another for otter people which makes a bunch of adjustments to arms and legs.

    Or, say, I want to save the upper part of one pose and the lower part of another pose and mix them.

     

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