What actually IS new in DAZ Studio 6?

13

Comments

  • Richard HaseltineRichard Haseltine Posts: 111,185

    Joe827 said:

    Richard Haseltine said:

    Use Mesh Grabber in DS 4, bake to morph (or  raw geometry) and open in DS 6 if you need/want. 

    Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds.  Your suggested workflow will take several minutes.  We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy.  Mesh Grabber automatically centers the field of influence on the polygon you select.  Or is there a way to automatically center the field of influence on a selected polygon for d-formers?

    You could use a weghtmap instead of the field.

  • Joe827Joe827 Posts: 271
    edited June 5

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Use Mesh Grabber in DS 4, bake to morph (or  raw geometry) and open in DS 6 if you need/want. 

    Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds.  Your suggested workflow will take several minutes.  We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy.  Mesh Grabber automatically centers the field of influence on the polygon you select.  Or is there a way to automatically center the field of influence on a selected polygon for d-formers?

    You could use a weghtmap instead of the field.

    Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff?  The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants  For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things.  With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day.  So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.

    Post edited by Joe827 on
  • Richard HaseltineRichard Haseltine Posts: 111,185

    Joe827 said:

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Use Mesh Grabber in DS 4, bake to morph (or  raw geometry) and open in DS 6 if you need/want. 

    Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds.  Your suggested workflow will take several minutes.  We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy.  Mesh Grabber automatically centers the field of influence on the polygon you select.  Or is there a way to automatically center the field of influence on a selected polygon for d-formers?

    You could use a weghtmap instead of the field.

    Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff?  The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants  For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things.  With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day.  So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.

    Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.

  • Joe827Joe827 Posts: 271
    edited June 5

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Use Mesh Grabber in DS 4, bake to morph (or  raw geometry) and open in DS 6 if you need/want. 

    Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds.  Your suggested workflow will take several minutes.  We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy.  Mesh Grabber automatically centers the field of influence on the polygon you select.  Or is there a way to automatically center the field of influence on a selected polygon for d-formers?

    You could use a weghtmap instead of the field.

    Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff?  The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants  For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things.  With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day.  So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.

    Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.

    Can you elaborate on the "click in geometry selection mode".  I'm using these instructions as my starting point: https://www.daz3d.com/forums/discussion/comment/5646111/#Comment_5646111. ; Here's where I'm currently at.  "We want to get rid of this default map, so right-click on the pants and a menu appears that has a lot of the same options as the Geometry Editor does. Choose "Geometry Selection > Select All," then "Weight Editing > Fill Selected..." In the dialog that appears, set the slider to 0% and accept:"

    After executing this step, I try to select individual polygons in Node Weight Map mode as I would with Geometry editor in Drag Mode, but it doesn't select any polygons.  Am I going in the wrong direction?

    Update:  Hold that thought.  They're all selected due to one of the steps from the thread I've been following

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    Post edited by Joe827 on
  • Joe827Joe827 Posts: 271
    edited June 5

    Joe827 said:

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Use Mesh Grabber in DS 4, bake to morph (or  raw geometry) and open in DS 6 if you need/want. 

    Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds.  Your suggested workflow will take several minutes.  We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy.  Mesh Grabber automatically centers the field of influence on the polygon you select.  Or is there a way to automatically center the field of influence on a selected polygon for d-formers?

    You could use a weghtmap instead of the field.

    Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff?  The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants  For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things.  With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day.  So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.

    Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.

    Can you elaborate on the "click in geometry selection mode".  I'm using these instructions as my starting point: https://www.daz3d.com/forums/discussion/comment/5646111/#Comment_5646111. ; Here's where I'm currently at.  "We want to get rid of this default map, so right-click on the pants and a menu appears that has a lot of the same options as the Geometry Editor does. Choose "Geometry Selection > Select All," then "Weight Editing > Fill Selected..." In the dialog that appears, set the slider to 0% and accept:"

    After executing this step, I try to select individual polygons in Node Weight Map mode as I would with Geometry editor in Drag Mode, but it doesn't select any polygons.  Am I going in the wrong direction?

    Update:  Hold that thought.  They're all selected due to one of the steps from the thread I've been following

    Richard, I think I understand what you mean now, Right-Click and select Tool Mode -> Geometry Selection.  Then I select a polygon and then go to Weight Editing -> Fill Selected.  Is that that process you're thinking?

    Post edited by Joe827 on
  • Richard HaseltineRichard Haseltine Posts: 111,185

    Joe827 said:

    Joe827 said:

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Use Mesh Grabber in DS 4, bake to morph (or  raw geometry) and open in DS 6 if you need/want. 

    Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds.  Your suggested workflow will take several minutes.  We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy.  Mesh Grabber automatically centers the field of influence on the polygon you select.  Or is there a way to automatically center the field of influence on a selected polygon for d-formers?

    You could use a weghtmap instead of the field.

    Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff?  The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants  For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things.  With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day.  So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.

    Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.

    Can you elaborate on the "click in geometry selection mode".  I'm using these instructions as my starting point: https://www.daz3d.com/forums/discussion/comment/5646111/#Comment_5646111. ; Here's where I'm currently at.  "We want to get rid of this default map, so right-click on the pants and a menu appears that has a lot of the same options as the Geometry Editor does. Choose "Geometry Selection > Select All," then "Weight Editing > Fill Selected..." In the dialog that appears, set the slider to 0% and accept:"

    After executing this step, I try to select individual polygons in Node Weight Map mode as I would with Geometry editor in Drag Mode, but it doesn't select any polygons.  Am I going in the wrong direction?

    Update:  Hold that thought.  They're all selected due to one of the steps from the thread I've been following

    Richard, I think I understand what you mean now, Right-Click and select Tool Mode -> Geometry Selection.  Then I select a polygon and then go to Weight Editing -> Fill Selected.  Is that that process you're thinking?

    Yes, and if you want a larger area than you clicked on you can use cmd/ctrl + to grow the selection.

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,410

    does send to Hexagon work in the D|S6 beta?

    I am not on my computer 

    you could try that if it does and use soft select while selecting specific polygons and send it back as a morph

  • KenYanoKenYano Posts: 143

    Animations for Genesis 8 play so much smoother 

  • StezzaStezza Posts: 9,189

    WendyLuvsCatz said:

    does send to Hexagon work in the D|S6 beta?

    I am not on my computer 

    you could try that if it does and use soft select while selecting specific polygons and send it back as a morph

    just tried it on 3du snail... yes it works with Hexagon  

  • BlueFingersBlueFingers Posts: 924

    Leana said:

    pixelquack said:

    Which I won't expect to happen for MeshGrabber since the successor is part of the Premier subscription and to my knowledge not otherwise available. 

    Mesh grabber 3 is still available for purchase, the premier plugin Geometry Sculptor is what was supposed to be Mesh Grabber 4.
    That said, I don't really expect the PA to update it for DS6, especially since updating Geometry Sculptor apparently already required a lot of work.

    If this is true, that Mesh Grabber will not be updated to work in DS6, and the only option is a subscription for features I already paid for... that would be the end of me working with Daz Studio. I am not being hyperbolic; this would be the absolute breaking point for me.

  • Joe827Joe827 Posts: 271
    edited June 6

    Richard Haseltine said:

    Joe827 said:

    Joe827 said:

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Joe827 said:

    Richard Haseltine said:

    Use Mesh Grabber in DS 4, bake to morph (or  raw geometry) and open in DS 6 if you need/want. 

    Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds.  Your suggested workflow will take several minutes.  We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy.  Mesh Grabber automatically centers the field of influence on the polygon you select.  Or is there a way to automatically center the field of influence on a selected polygon for d-formers?

    You could use a weghtmap instead of the field.

    Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff?  The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants  For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things.  With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day.  So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.

    Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.

    Can you elaborate on the "click in geometry selection mode".  I'm using these instructions as my starting point: https://www.daz3d.com/forums/discussion/comment/5646111/#Comment_5646111. ; Here's where I'm currently at.  "We want to get rid of this default map, so right-click on the pants and a menu appears that has a lot of the same options as the Geometry Editor does. Choose "Geometry Selection > Select All," then "Weight Editing > Fill Selected..." In the dialog that appears, set the slider to 0% and accept:"

    After executing this step, I try to select individual polygons in Node Weight Map mode as I would with Geometry editor in Drag Mode, but it doesn't select any polygons.  Am I going in the wrong direction?

    Update:  Hold that thought.  They're all selected due to one of the steps from the thread I've been following

    Richard, I think I understand what you mean now, Right-Click and select Tool Mode -> Geometry Selection.  Then I select a polygon and then go to Weight Editing -> Fill Selected.  Is that that process you're thinking?

    Yes, and if you want a larger area than you clicked on you can use cmd/ctrl + to grow the selection.

    Thank you.  I think that will be useful when I'm trying to do detailed adjustments where the field is not practical.  But Mesh Grabber is still the easy winner for quick adjustments, and I understand why people are reluctant to move to Daz 6 if it means they'll no longer have this tool right at their fingertips.  It's just so easy to use.

    Post edited by Joe827 on
  • mordeomortemmordeomortem Posts: 7

    I switched off my linux drive just to try this version out (Doesn't work yet on linux with the same wine prefix).Works great on windows though! So far it's a vast improvement! When I click on my scene subsets they all show up. I no longer have to mouse over the window to get them to show. The entire UI is snappy and crisp. Old daz seemed kind of blurry to me. As far as viewport stuff goes I honestly think it's faster than the old daz. I'm using a 4080s though so that might be why. The viewport seems more HD to me. Rendering is a little weird though. It looks pixelated until you save the render. The actual image file looks HD. Their AI told me it was because of my dpi settings. They removed the cartoon shaded viewport, added a depth shaded viewport(I assume for comfyUI workloads or similar AI), they also added a universal shaded viewport that looks exactly like texture shaded and I'm not sure what it's for. I haven't notice the software doing that weird small window thing that it normally does when you click on something while it's thinking.

    I'm sure I'll notice more stuff but for now I would say this is a huge improvement over old daz. It seems they've fixed most of the minor irritation bugs the old daz had. Now if they could just give us a Linux version I would be happy.

  • jmucchiellojmucchiello Posts: 1,958

    BlueFingers said:

    If this is true, that Mesh Grabber will not be updated to work in DS6, and the only option is a subscription for features I already paid for... that would be the end of me working with Daz Studio. I am not being hyperbolic; this would be the absolute breaking point for me.

    This isn't really a DS6 issue. This is a Premiere issue. The day the ManFriday plugins were bought by Daz and removed from the store the clock started ticking on anyone who paid for them before hand having them taken away when a future upgrade broken them, unless they paid for Premiere or were willing to stay on an older version of Daz.

  • pixelquackpixelquack Posts: 414

    Or even shorter: I cannot use a product I paid for, and I am not offered a paid upgrade. Which would have been fair to ask for a fee for adapting and testing a new version. Asking me to insert coin for as long as I want to use it each and every month -- means I'll look for alternatives.

  • jmucchiellojmucchiello Posts: 1,958

    pixelquack said:

    Or even shorter: I cannot use a product I paid for, and I am not offered a paid upgrade. Which would have been fair to ask for a fee for adapting and testing a new version. Asking me to insert coin for as long as I want to use it each and every month -- means I'll look for alternatives.

    And you should have been mad about this over a year ago. As I said, this was going to happen eventually. The writing was on the walls as soon as Premiere was given exclusive access to Mesh Grabber.

  • TimberWolfTimberWolf Posts: 383

    @mordeomortem

    6.x is verging on unusable for me, unfortunately. Seems to be the same for most people with 50xx GPUs, which is somewhat ironic. Anyway, this version does run under many Linux distros; I suspect you're just missing a .dll file. Copy icuuc.dll from your Windows /windows/syswo64 directory and place it in the same directory in your Wine prefix.

  • PrefoXPrefoX Posts: 316
    edited June 7

    It is good that the DAZ community is so active and you tell DAZ whats good and whats not good. thats the only way things can improve. I hope someone is reading the problems we got. personally I think a feature like meshgrabber is essential for using programs like daz/blender. imho it should be included in the standard version but thats my opinion. Now we end up in such a difficult situation. express your frustration, thats always better than being silent and just leaving DAZ.

    I assume DS6 is a new foundation they can work with, I love the new async texture loading, thats even better than in Blender so heads up for that. The Viewport is still way too slow to work in medium size scenes. 

    I would love to see a roadmap, what kind of features are going to come, what improvements they are working on etc. More communication is key

    Post edited by PrefoX on
  • DS6 is probably the most fraustrating version I have used yet. Unresponsive viewport, especially in Iray Mode, a resource hog, constant crashing, and they seemed to have removed the XScale, YScale, and ZScale from certain body parts (Forearm, Shin, Etc...), which was needed for me to fine tune lengths and widths of certain limbs... So far, this version has been absolutely horrible, I am definitely going back to Version 4.xx, atleast until it is well patched and stabalized.

    I have the Latest Nvidia Drivers, RTX 4060Ti 16Gb, and 32Gb of Ram on my CPU

  • PrefoXPrefoX Posts: 316

    moses_jackson said:

    DS6 is probably the most fraustrating version I have used yet. Unresponsive viewport, especially in Iray Mode, a resource hog, constant crashing, and they seemed to have removed the XScale, YScale, and ZScale from certain body parts (Forearm, Shin, Etc...), which was needed for me to fine tune lengths and widths of certain limbs... So far, this version has been absolutely horrible, I am definitely going back to Version 4.xx, atleast until it is well patched and stabalized.

    I have the Latest Nvidia Drivers, RTX 4060Ti 16Gb, and 32Gb of Ram on my CPU

    they are just hidden, show hidden propperties and you can still change everything.

  • PrefoX said:

    moses_jackson said:

    DS6 is probably the most fraustrating version I have used yet. Unresponsive viewport, especially in Iray Mode, a resource hog, constant crashing, and they seemed to have removed the XScale, YScale, and ZScale from certain body parts (Forearm, Shin, Etc...), which was needed for me to fine tune lengths and widths of certain limbs... So far, this version has been absolutely horrible, I am definitely going back to Version 4.xx, atleast until it is well patched and stabalized.

    I have the Latest Nvidia Drivers, RTX 4060Ti 16Gb, and 32Gb of Ram on my CPU

    they are just hidden, show hidden propperties and you can still change everything.

    I tried everything, but for someone reason still not there, unless I missed something. If you could provide a screenshot, or demonstration on this issue, that would be great. 

  • PrefoXPrefoX Posts: 316
    edited June 7

    moses_jackson said:

    PrefoX said:

    moses_jackson said:

    DS6 is probably the most fraustrating version I have used yet. Unresponsive viewport, especially in Iray Mode, a resource hog, constant crashing, and they seemed to have removed the XScale, YScale, and ZScale from certain body parts (Forearm, Shin, Etc...), which was needed for me to fine tune lengths and widths of certain limbs... So far, this version has been absolutely horrible, I am definitely going back to Version 4.xx, atleast until it is well patched and stabalized.

    I have the Latest Nvidia Drivers, RTX 4060Ti 16Gb, and 32Gb of Ram on my CPU

    they are just hidden, show hidden propperties and you can still change everything.

    I tried everything, but for someone reason still not there, unless I missed something. If you could provide a screenshot, or demonstration on this issue, that would be great. 

    here is a screenshot for ya https://www.deviantart.com/stash/06qjlcps7d0

    x,y,z scale is greyed out, but you can still use it. 4.24 looks exactly the same on my system to be fair. it must be the settings on your end. hope it helped you mate!

    Post edited by PrefoX on
  • mordeomortemmordeomortem Posts: 7
    @TimberWolf Hey thanks I will try that tonight after work. I would much rather be on Linux doing this. Hopefully they roll out some fixes for you guys soon.
  • zombiewhackerzombiewhacker Posts: 705

    With this new release of Studio, can you finally resize the interface fonts? That was a consistent complaint about Studio 4.x and before. People had trouble reading the small printing in the old layouts and we were told DAZ couldn't fix it because the programming language used to create Studio wasn't scalable or something.

  • Panzer EmeraldPanzer Emerald Posts: 727

    Viewport is super slow as molasses on Mac. :/ 

    I have a Mac Mini with an M2 chip + Tahoe 26.5 + 32GB memory, so no clue what could be causing it.

  • bluejauntebluejaunte Posts: 2,252

    zombiewhacker said:

    With this new release of Studio, can you finally resize the interface fonts? That was a consistent complaint about Studio 4.x and before. People had trouble reading the small printing in the old layouts and we were told DAZ couldn't fix it because the programming language used to create Studio wasn't scalable or something.

    It now scales with Windows scaling without blurring the fonts at least.
  • bamboojibambooji Posts: 45
    edited June 9

    I like Daz Studio 6.  I downloaded the Beta version so I could keep my Daz Studio 4.24.  I rendered Victoria 7 , both took just 2 mins.  My graphics card is RTX 3050 .  Basic default Daz lighting on both pictures.  Filament seems different.  Better in my opinion on Daz 6, when used as draw style.  The biggest pull is the font size.  I have my font scale set on windows at 125% .  And the font in Daz studio 6 is now noticeable larger and clearer.  BTW: Uncheck CPU from both Photoreal and Interactive modes — counterintuitively, having the CPU enabled alongside the GPU can sometimes slow Iray down rather than help it.

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  • Richard HaseltineRichard Haseltine Posts: 111,185

    Daz Studio 4 and 6 are separate - you can potentially have both general releases and both betas nstalled, 6 will not replace 4 in the same release channel. Of course only one can be the default application for opening the known file formats, but the betas don't set themselves up for that anyway.

  • donniekeidicdonniekeidic Posts: 88

    If you have a scene file from DS4, open it in DS6, save changes, and then reopen it in DS4 will the file be fully backwards compatible or could it potentially become unuseable or incompatible in DS4? Just asking before I take the plunge and do testing. I don't want to screw up any of my scenes from DS4. 

  • ToyenToyen Posts: 2,074

    The Iray viewport preview is so much faster in 6 compared to 4.24 which I greatly appreciate.

    Unexpectedly - I also like the ai chatbot. I forgot where something was located and got an accurate answer within 2 seconds instead of having to spend 5 minutes looking it up myself online. 
     

  • bamboojibambooji Posts: 45

    donniekeidic said:

    If you have a scene file from DS4, open it in DS6, save changes, and then reopen it in DS4 will the file be fully backwards compatible or could it potentially become unuseable or incompatible in DS4? Just asking before I take the plunge and do testing. I don't want to screw up any of my scenes from DS4. 

    I saved the Victoria 7 figure in Daz 4.24.  Opened it up in Daz 6.  Saved it in Daz 6.  Reopened it Daz 4.24.  So it's OK.  You might find a'missing files' issue, with some of your scenes , because not all the morphs and stuff have been placed into the Daz 6 library.  

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