Finding version used on file/rolling back to that version

So after months of headache and testing, I have discovered that the issue I was having with Diffeomorphic (missing graft weight paint) when importing into Blender isn't caused by the add-on itself. It's due to the version of Daz used to create the files. All the older files I created still work; it's just the newer ones having the issue. Currently I'm using Daz 4.24 and Blender 3.0. So my question is two-fold. First, how would I find out what version of Daz I used to create the original file? Second, is it possible to roll back to that version of the program?

Comments

  • crosswindcrosswind Posts: 9,548
    edited September 10

    I'm not aware of the literal change in terms of "weight paint' on graft (geo-grafts ?) between older and latest DS versions... but there's never been any info. of DS version(s) saved in scene files (DUFs) or could be found anywhere... Only DSA files have DS version info. AFAIK ~~

    2nd, if you have no backup of older DS installation packages, the only way is to fill a support ticket to Daz to ask for older versions... but usually you won't get what you want ~~ 

    Post edited by crosswind on
  • In fact the version is embedded in the .duf file, at the top, and will be shown in the tooltip when you hover over the files in a DS content pane.

  • crosswindcrosswind Posts: 9,548

    Richard Haseltine said:

    In fact the version is embedded in the .duf file, at the top, and will be shown in the tooltip when you hover over the files in a DS content pane.

    But the "version" is always 0.6.xx which is a "file version" rather than a DS version ... what does that mean ? 

  • Hmm, you are right - I am sure it used to give the actual save version, but goodness knows where it hid it.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,054
    edited September 10

    the date created might help

    and I sort of understand where you are coming from because DAZ to Unreal at some point  gave me the same issues with UE4.27, which is the version I mostly use, I simply cannot use the plugin at all now and have to use alternative import methods

    Blender like Unreal has so many updates too

    I mostly use Blender 3 when I use it myself 

    Post edited by WendyLuvsCatz on
  • Richard Haseltine said:

    Hmm, you are right - I am sure it used to give the actual save version, but goodness knows where it hid it.

    .daz scene files did show the version, that is most likely what I had floating in the stagnant pool of my mind.

  • crosswindcrosswind Posts: 9,548

    Richard Haseltine said:

    Richard Haseltine said:

    Hmm, you are right - I am sure it used to give the actual save version, but goodness knows where it hid it.

    .daz scene files did show the version, that is most likely what I had floating in the stagnant pool of my mind.

    Ah ~~ thanks ! So it should be also easy to add DS version number to DUF files from technical perspective.

  • Hi crosswind! Good to hear from you again! 

    Yes, I was initially stumped as well, but it's the only thing I could think of, because nothing else makes sense. And it's not just grafts for "certain body parts" that don't weight paint; it doesn't work on things like tails either. 

  • crosswind said:

    Richard Haseltine said:

    Richard Haseltine said:

    Hmm, you are right - I am sure it used to give the actual save version, but goodness knows where it hid it.

    .daz scene files did show the version, that is most likely what I had floating in the stagnant pool of my mind.

    Ah ~~ thanks ! So it should be also easy to add DS version number to DUF files from technical perspective.

    Don't forget that DSON, used by .duf files, is a file format standard (a variant of JSON) - it isn't inherently a Daz Studio file, so having an application-specific data field would not necessarily be wise or desirable.

  • crosswindcrosswind Posts: 9,548

    jwcjaygaines said:

    Hi crosswind! Good to hear from you again! 

    Yes, I was initially stumped as well, but it's the only thing I could think of, because nothing else makes sense. And it's not just grafts for "certain body parts" that don't weight paint; it doesn't work on things like tails either. 

    Hi, man ! I had some memory that you'd ever posted some issues related to weight paint imported with Diffeo... unfortunately I'm not using Blender 3.x nowadays. If the issue persists, you can illustrate more details if possible, in Blender sub-forum. Folks can help with checking it. smiley 

  • crosswindcrosswind Posts: 9,548

    Richard Haseltine said:

    crosswind said:

    Richard Haseltine said:

    Richard Haseltine said:

    Hmm, you are right - I am sure it used to give the actual save version, but goodness knows where it hid it.

    .daz scene files did show the version, that is most likely what I had floating in the stagnant pool of my mind.

    Ah ~~ thanks ! So it should be also easy to add DS version number to DUF files from technical perspective.

    Don't forget that DSON, used by .duf files, is a file format standard (a variant of JSON) - it isn't inherently a Daz Studio file, so having an application-specific data field would not necessarily be wise or desirable.

    But I thought it could be a solution at least. For instance, like Zev0's Camera Magic product, the scripts save all the visibility/shape/pose data into DUF file by using element_data, i.e. these data can be stored / retrieved in various ways. To me, it's really a good practice. 

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