I see Powerloader is in 2025, has this ever been "fixed", to clarify what I mean, back in the early days of DS4 people were complaining about not being able to load the Sub Dragon, they were instead getting the LE version that comes with the Genesis Starter Essentials, basically it was reading from the data folder first instead of the Runtime folder, the "remedy" we were given at the time was to delete the DSB files and stop using Powerloader.
Any chance of rolling back the Poser importer to a code base from before you started messing with the IK system, as ever since then all Gen4's generate a dozen or more Circular link errors.
On the subject of the IK system, this is "forced" onto every figure as it's being loaded, this "flags" every Genesis series figure as having been modified, as a result the figures main DSF file shows up when you use "save modified assets" and it does get overwritten which is not a good idea. So how about changing the IK system so that we the end users add it to any figures we need it on after the figures been loaded.
No, the 3Delight libraries are very old and is not supported bt Qt 6. It is still supported in 4.x
That's rotten: can somebody port in 3DL as a third-party renderer ASAP when the SDK is released, bitte, por favor?
Why one cannot update the 3Delight libraries like they keep doing with the Iray libraries is beyond me. It's not like there's no new versions since 2015 or so.... https://www.3delight.com/download
One of the problems was that more recent versions of 3DL switched to another kind of shader language, so none of the existing materials and shaders (including light shaders) would have worked with newer versions of 3DL. I don't know if they could have written an automatic converter like they did for Iray, it likely wouldn't have been simple.
OSL rather than RSL.
So DS kept using the last version supporting RSL, which is quite old now and apparently can't work with the new code base.
Well that stinks! I purchased it to use with Studio...
Edit; I should add that DAZ has a product in the store that requires one...
https://www.daz3d.com/auto-focus-suite
@Richard This new version still doesn't respect system font scaling -- menu and properties fonts are unreadable on high resolution displays unless you have eagle 20/20 vision.
Seems to work for me - what GPU is driving the DS display, assuming you have more than one?
I grabbed a 55inch tv at walmart $238 bucks and the text up to about 8 pts at 4k
@Richard This new version still doesn't respect system font scaling -- menu and properties fonts are unreadable on high resolution displays unless you have eagle 20/20 vision.
Seems to work for me - what GPU is driving the DS display, assuming you have more than one?
By how blurry it looks that seems to be regular scaling, not font scaling. Check the attachment to see how it works with font scaling set to 125%.
Note that menu font and tab font aren't scaled while the Content Library tree font is scaled properly. Same goes for renderer properties font in the second screenshot. And then for some reason Scene tab font is scaled correctly while parameters and surfaces, and pretty much anything else isn't. Popup dialogs are a hit and miss too -- for example the one asking you to add a content folder is scaled properly but the one showing render progress or physics simulation isn't.
I have only one monitor, and the GPU driving it is 4090 RTX running on 576.02 Studio Driver.
So once again, not System > Display > Custom Scaling as that one scales the whole application window as a bitmap which is blurry, but Accessibility > Text size option which only affects font size.
Quick question about the multi GPU setups: The Alpha / DAZ Studio 6 will finally be able to use the VRAM pooling, so instead of having two GPUs with max 8GB available we will use 16GB?
I've recently upgraded to a 5090 graphics card and IRAY doesn't work with the old versions of daz studio and my new card combo. It works with this Alpha but Animate 2 does not seem to be integrated and doesn't show up under the plugins section. This puts a hold on my work which is no big deal as I use Daz as a hobby and nothing else. One other thing that bothers me about this version is the preview lighting is gone in the alpha so I have to use filimant in order to see anything which is more resource intensive/laggy.
Well that stinks! I purchased it to use with Studio... Edit; I should add that DAZ has a product in the store that requires one... https://www.daz3d.com/auto-focus-suite
Yeah, that sucks. I litterally just received mine. :(
I've recently upgraded to a 5090 graphics card and IRAY doesn't work with the old versions of daz studio and my new card combo. It works with this Alpha but Animate 2 does not seem to be integrated and doesn't show up under the plugins section. This puts a hold on my work which is no big deal as I use Daz as a hobby and nothing else. One other thing that bothers me about this version is the preview lighting is gone in the alpha so I have to use filimant in order to see anything which is more resource intensive/laggy.
DS 2025 Alpha includes a new version of Iray, which supports the 5xxx GPU series. DS 4.xxx contains an older Iray version, which doesn't suppport the 5xxx series.
Animate 2 needs to be updated by the (3rd party) developer, which they are aware of. It will take awhile as DS 2025 is still in the Alpha stage.
Quick question about the multi GPU setups: The Alpha / DAZ Studio 6 will finally be able to use the VRAM pooling, so instead of having two GPUs with max 8GB available we will use 16GB?
Pooling for materials has been available for a long time, with supported hardware (which is out of my comfort zone so I pay limited atentiuon to the precise details). The Iray threads for the 2025 and 4.x.x.x releases that are stickied here provide more information.
I've recently upgraded to a 5090 graphics card and IRAY doesn't work with the old versions of daz studio and my new card combo. It works with this Alpha but Animate 2 does not seem to be integrated and doesn't show up under the plugins section. This puts a hold on my work which is no big deal as I use Daz as a hobby and nothing else. One other thing that bothers me about this version is the preview lighting is gone in the alpha so I have to use filimant in order to see anything which is more resource intensive/laggy.
You could do the scene set up in 4.x and render in 2025. AniMate can bake to keys, though you would want to keep the unbaked file for further editing.
Pretty new to all the daz stuff and wanted to try filament on mac in the new alpha build. The problem i have is that the skin part is blocked out in black and bugging quite a bit. It only happens when i use filament. Do you know whether it's my computer that is just terrible or it's a settings thing?
Now provides a Duplicate Page action in the context menu for a given container in the Container View
But I can't find a "Duplicate Page" in the Content Library context menu. Maybe that is because I don't lnow what a "Container View" is. Or maybe I need to Update and Merge menus, but that just deleted all my Scripts menu entries and deletes other custom menus entirely. I looked in the alpha log file and it references several errors:
2025-05-04 20:29:35.893 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1468): Invalid menu type for call to DzActionMenu::insertSeparator()
2025-05-04 20:29:35.894 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1468): Invalid menu type for call to DzActionMenu::insertSeparator()
2025-05-04 20:29:35.894 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1431): Invalid menu type for call to DzActionMenu::insertSubMenu()
2025-05-04 20:29:40.270 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1468): Invalid menu type for call to DzActionMenu::insertSeparator()
2025-05-04 20:29:40.271 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1468): Invalid menu type for call to DzActionMenu::insertSeparator()
2025-05-04 20:29:40.271 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1431): Invalid menu type for call to DzActionMenu::insertSubMenu()
and
2025-05-04 20:30:45.108 [WARNING] :: file:///C:/Program Files/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/dzUpdateMergeMenus.dse:567:34 Variable "sLookup" is used before its declaration at 759:43.
2025-05-04 20:30:45.108 [WARNING] :: file:///C:/Program Files/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/dzUpdateMergeMenus.dse:578:46 Variable "sLookup" is used before its declaration at 759:43.
2025-05-04 20:30:45.108 [WARNING] :: file:///C:/Program Files/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/dzUpdateMergeMenus.dse:588:38 Variable "sLookup" is used before its declaration at 759:43.
So do these errors mean the Update and Merge menus does not work at this time, or is it specific to my particular menu contents?
Please offer some guidance for how I can find the Duplicate Page context menu item and what to do about the Update and Merge Menus errors.
Then I loaded Genesis 9 Base Anime Feminine and got all these warnings:
2025-05-05 00:47:38.495 [INFO] :: Base morphs connected: Base Anime Feminine << Genesis 9 Toon Mouth
2025-05-05 00:47:38.496 [INFO] :: Creating morph projection map: Base Anime Feminine << Genesis 9 Toon Mouth
2025-05-05 00:47:38.505 [INFO] :: Finalizing scene data... 2025-05-05 00:47:38.527 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:510:7 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.527 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:530:58 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:541:11 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:424:23 Variable "sShellName" is used before its declaration at 631:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:431:42 Variable "sShellLabel" is used before its declaration at 632:6.
2025-05-05 00:47:38.529 [DEBUG] :: Selecting SelectionTarget Genesis9 G9ToonMouth
Now provides a Duplicate Page action in the context menu for a given container in the Container View
But I can't find a "Duplicate Page" in the Content Library context menu. Maybe that is because I don't lnow what a "Container View" is.
For me its in the popup menu when I rightclick on a directory (left pane) in the content library. Took a moment to find though, not maybe the most intuitive location.
Now provides a Duplicate Page action in the context menu for a given container in the Container View
But I can't find a "Duplicate Page" in the Content Library context menu. Maybe that is because I don't lnow what a "Container View" is.
For me its in the popup menu when I rightclick on a directory (left pane) in the content library. Took a moment to find though, not maybe the most intuitive location.
Now provides a Duplicate Page action in the context menu for a given container in the Container View
But I can't find a "Duplicate Page" in the Content Library context menu. Maybe that is because I don't lnow what a "Container View" is.
For me its in the popup menu when I rightclick on a directory (left pane) in the content library. Took a moment to find though, not maybe the most intuitive location.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:431:42 Variable "sShellLabel" is used before its declaration at 632:6.
these warnings reflect a change in the scripting engines in Qt4 and Qt 6. Formerly a global variable could be used in a function but not actually declared until later as long as the declaration came before the use when the script was run, now they have to be declared before they are used in the text of the script as well as in its running order.
Content Library
Now provides a Duplicate Page action in the context menu for a given container in the Container View
right-click on a "folder" (real, virtual, category, or product) See
3Delight has been discontinued, won't be used in DAZ Studio 2025 (6?!). I have a sneaking suspicion my nVidia 1060 super won't work in DAZ Studio 2025 for very long.
Future versions of DAZ Studio won't work with built-in Intel video cards. We're probably looking at nVidia GPUs exclusively?!
I haven't used DAZ Studio 2025 much because I've been doing a backup of 25 years of my content, etc. It's been a long, arduous process.
Maybe use some of that money you're making off assets and subscriptions and actually improve your engine for once.
I'd like you to be able to compete with AT LEAST iClone for Animating.
And since so many of us are using Unreal, it would be nice if you would do something about that pipeline. Why does David have to do it on GitHub?
And some viewport movement would be nice. You have the clunkiest viewport movement in any program. Go look at how you move around in Unreal. That's how yours should be.
Comments
I see Powerloader is in 2025, has this ever been "fixed", to clarify what I mean, back in the early days of DS4 people were complaining about not being able to load the Sub Dragon, they were instead getting the LE version that comes with the Genesis Starter Essentials, basically it was reading from the data folder first instead of the Runtime folder, the "remedy" we were given at the time was to delete the DSB files and stop using Powerloader.
Any chance of rolling back the Poser importer to a code base from before you started messing with the IK system, as ever since then all Gen4's generate a dozen or more Circular link errors.
On the subject of the IK system, this is "forced" onto every figure as it's being loaded, this "flags" every Genesis series figure as having been modified, as a result the figures main DSF file shows up when you use "save modified assets" and it does get overwritten which is not a good idea. So how about changing the IK system so that we the end users add it to any figures we need it on after the figures been loaded.
OSL rather than RSL.
https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen#latest
Lists
hmm, no wonder I wasn't seeing those posts as new.
They are dated April 17 and it's March 3.
You mean May 3?
It's an "evergreen" thread - it's updated rather than a new thread being started each time.
I grabbed a 55inch tv at walmart $238 bucks and the text up to about 8 pts at 4k
Good point :)
Help, I'm stuck in a time glitch that keeps jumping, I fear I may jump to one thats got giant dinosaurs trying to eat me :)
fades into a matrix like bunch of numbers while reaching for help
ahhhh...I'm jumping again
By how blurry it looks that seems to be regular scaling, not font scaling. Check the attachment to see how it works with font scaling set to 125%.
Note that menu font and tab font aren't scaled while the Content Library tree font is scaled properly. Same goes for renderer properties font in the second screenshot. And then for some reason Scene tab font is scaled correctly while parameters and surfaces, and pretty much anything else isn't. Popup dialogs are a hit and miss too -- for example the one asking you to add a content folder is scaled properly but the one showing render progress or physics simulation isn't.
I have only one monitor, and the GPU driving it is 4090 RTX running on 576.02 Studio Driver.
So once again, not System > Display > Custom Scaling as that one scales the whole application window as a bitmap which is blurry, but Accessibility > Text size option which only affects font size.
Well behaved modern applications respect that.
Quick question about the multi GPU setups: The Alpha / DAZ Studio 6 will finally be able to use the VRAM pooling, so instead of having two GPUs with max 8GB available we will use 16GB?
I've recently upgraded to a 5090 graphics card and IRAY doesn't work with the old versions of daz studio and my new card combo. It works with this Alpha but Animate 2 does not seem to be integrated and doesn't show up under the plugins section. This puts a hold on my work which is no big deal as I use Daz as a hobby and nothing else. One other thing that bothers me about this version is the preview lighting is gone in the alpha so I have to use filimant in order to see anything which is more resource intensive/laggy.
Yeah, that sucks. I litterally just received mine. :(
Very disapointing.
DS 2025 Alpha includes a new version of Iray, which supports the 5xxx GPU series. DS 4.xxx contains an older Iray version, which doesn't suppport the 5xxx series.
Animate 2 needs to be updated by the (3rd party) developer, which they are aware of. It will take awhile as DS 2025 is still in the Alpha stage.
Pooling for materials has been available for a long time, with supported hardware (which is out of my comfort zone so I pay limited atentiuon to the precise details). The Iray threads for the 2025 and 4.x.x.x releases that are stickied here provide more information.
You could do the scene set up in 4.x and render in 2025. AniMate can bake to keys, though you would want to keep the unbaked file for further editing.
Pretty new to all the daz stuff and wanted to try filament on mac in the new alpha build. The problem i have is that the skin part is blocked out in black and bugging quite a bit. It only happens when i use filament. Do you know whether it's my computer that is just terrible or it's a settings thing?
That looks as if the outline effect is being inverted
The evergreen thread says:
But I can't find a "Duplicate Page" in the Content Library context menu. Maybe that is because I don't lnow what a "Container View" is. Or maybe I need to Update and Merge menus, but that just deleted all my Scripts menu entries and deletes other custom menus entirely. I looked in the alpha log file and it references several errors:
2025-05-04 20:29:35.893 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1468): Invalid menu type for call to DzActionMenu::insertSeparator()
2025-05-04 20:29:35.894 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1468): Invalid menu type for call to DzActionMenu::insertSeparator()
2025-05-04 20:29:35.894 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1431): Invalid menu type for call to DzActionMenu::insertSubMenu()
2025-05-04 20:29:40.270 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1468): Invalid menu type for call to DzActionMenu::insertSeparator()
2025-05-04 20:29:40.271 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1468): Invalid menu type for call to DzActionMenu::insertSeparator()
2025-05-04 20:29:40.271 [WARNING] :: \src\sdksource\interface\actions\dzactionmenu.cpp(1431): Invalid menu type for call to DzActionMenu::insertSubMenu()
and
2025-05-04 20:30:45.108 [WARNING] :: file:///C:/Program Files/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/dzUpdateMergeMenus.dse:567:34 Variable "sLookup" is used before its declaration at 759:43.
2025-05-04 20:30:45.108 [WARNING] :: file:///C:/Program Files/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/dzUpdateMergeMenus.dse:578:46 Variable "sLookup" is used before its declaration at 759:43.
2025-05-04 20:30:45.108 [WARNING] :: file:///C:/Program Files/DAZ 3D/DAZStudio6 Public Build/scripts/support/DAZ/dzUpdateMergeMenus.dse:588:38 Variable "sLookup" is used before its declaration at 759:43.
So do these errors mean the Update and Merge menus does not work at this time, or is it specific to my particular menu contents?
Please offer some guidance for how I can find the Duplicate Page context menu item and what to do about the Update and Merge Menus errors.
When I start the DS 2025 Alpha I get this warning. I have no idea what it causes it or what it means:
2025-05-05 00:20:09.387 [INFO] :: Creating Multimedia Manager...
2025-05-05 00:20:09.387 [INFO] :: Creating Content Manager...
2025-05-05 00:20:09.396 [INFO] :: Scanning Import folders...
2025-05-05 00:20:09.396 [INFO] :: Scanning Content folders...
2025-05-05 00:20:09.426 [INFO] :: Creating Render Manager...
2025-05-05 00:20:09.428 [INFO] :: Creating Texture Converter Manager...
2025-05-05 00:20:09.429 [INFO] :: Creating Texture Baker Manager...
2025-05-05 00:20:09.431 [INFO] :: Creating Device Manager...
2025-05-05 00:20:09.431 [INFO] :: Creating CallBack Manager...
2025-05-05 00:20:09.457 [WARNING] :: Warning: Setting a new default format with a different version or profile after the global shared context is created may cause issues with context sharing.
2025-05-05 00:20:09.567 [INFO] :: Initializing OpenGL extensions...
2025-05-05 00:20:09.572 [VERBOSE] :: Using GLEW 2.1.0
2025-05-05 00:20:09.573 [VERBOSE] :: Supported OpenGL extensions:
And also a bit later:
2025-05-05 00:20:12.983 [INFO] :: Creating Script Engine...
2025-05-05 00:20:13.026 [INFO] :: Creating Main Window...
2025-05-05 00:20:13.026 [INFO] :: Creating Viewport Manager...
2025-05-05 00:20:13.068 [WARNING] :: Warning: Setting a new default format with a different version or profile after the global shared context is created may cause issues with context sharing.
2025-05-05 00:20:13.174 [WARNING] :: endResetModel called on DzGeometryGroupListModel(0x1bbc1324310) without calling beginResetModel first
2025-05-05 00:20:13.191 [INFO] :: Creating Action Manager...
2025-05-05 00:20:13.203 [INFO] :: Creating Pane Manager...
2025-05-05 00:20:14.301 [INFO] :: Loading Actions: C:/Users/Barb/AppData/Roaming/DAZ 3D/Studio6 Public Build/actions.dsx
2025-05-05 00:20:14.418 [INFO] :: Loading Custom Actions: C:/Users/Barb/AppData/Roaming/DAZ 3D/Studio6 Public Build/customactions.dsx
2025-05-05 00:20:14.735 [INFO] :: Loading Menus: C:/Users/Barb/AppData/Roaming/DAZ 3D/Studio6 Public Build/menus.dsx
2025-05-05 00:20:14.772 [INFO] :: Loading ToolBars: C:/Users/Barb/AppData/Roaming/DAZ 3D/Studio6 Public Build/toolbars.dsx
2025-05-05 00:20:15.123 [VERBOSE] :: Update Check: Interval = 7 days, Since = 6 days, Last = Tue Apr 29 2025
2025-05-05 00:20:15.123 [VERBOSE] :: Update Check: Days (6) < Min (7)
2025-05-05 00:20:15.126 [INFO] :: Executing startup script...
2025-05-05 00:20:15.168 [INFO] :: Started in: C:/Program Files/DAZ 3D/DAZStudio6 Public Build
2025-05-05 00:20:15.168 [INFO] :: DAZ Studio started
2025-05-05 00:20:15.251 [WARNING] :: Initializing RHI with OpenGL backend
2025-05-05 00:20:15.265 [INFO] :: Loading Layout: C:/Users/Barb/AppData/Roaming/DAZ 3D/Studio6 Public Build/layout.dsx
Then I loaded the gray base Genesis 9 (not Dev Load) and got these warnings:
2025-05-05 00:26:00.771 [INFO] :: Setting up follow targets...
2025-05-05 00:26:00.771 [INFO] :: Start following: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.771 [INFO] :: Following started: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.771 [INFO] :: Connect base morphs: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.780 [INFO] :: Creating morph projection map: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.784 [INFO] :: Base morphs connected: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.849 [INFO] :: Creating morph projection map: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.852 [INFO] :: Finalizing scene data...
2025-05-05 00:26:00.874 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Remove Duplicate Eyebrows.dse:8:10 Variable "oNode" is used before its declaration at 30:6.
2025-05-05 00:26:00.874 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Remove Duplicate Eyebrows.dse:25:5 Variable "oEyebrows" is used before its declaration at 41:6.
2025-05-05 00:26:00.876 [DEBUG] :: N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Script Loads/Eyebrows/Card Eyebrows MAT.duf
2025-05-05 00:26:00.877 [INFO] :: Prepare asset load (merge): /data/Daz 3D/Genesis 9/Base/Tools/Script Loads/Eyebrows/Card Eyebrows MAT.duf
Then I loaded Genesis 9 Base Anime Feminine and got all these warnings:
2025-05-05 00:47:38.495 [INFO] :: Base morphs connected: Base Anime Feminine << Genesis 9 Toon Mouth
2025-05-05 00:47:38.496 [INFO] :: Creating morph projection map: Base Anime Feminine << Genesis 9 Toon Mouth
2025-05-05 00:47:38.505 [INFO] :: Finalizing scene data...
2025-05-05 00:47:38.527 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:510:7 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.527 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:530:58 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:541:11 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:424:23 Variable "sShellName" is used before its declaration at 631:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:431:42 Variable "sShellLabel" is used before its declaration at 632:6.
2025-05-05 00:47:38.529 [DEBUG] :: Selecting SelectionTarget Genesis9 G9ToonMouth
For me its in the popup menu when I rightclick on a directory (left pane) in the content library. Took a moment to find though, not maybe the most intuitive location.
Cool, thanks! I'd been looking for it too.
these warnings reflect a change in the scripting engines in Qt4 and Qt 6. Formerly a global variable could be used in a function but not actually declared until later as long as the declaration came before the use when the script was run, now they have to be declared before they are used in the text of the script as well as in its running order.
right-click on a "folder" (real, virtual, category, or product) See
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/content_library/start
http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_12307
for exlanation of terms.
Hi everyone!
Wondering: does Daz alpha 2025 works in Mac Os 10.13.6 (High Sierra)?
Looking forward to a reply, many thanks in advance..
Have a wonderful week!
Let's see if I have information correct.
3Delight has been discontinued, won't be used in DAZ Studio 2025 (6?!). I have a sneaking suspicion my nVidia 1060 super won't work in DAZ Studio 2025 for very long.
Future versions of DAZ Studio won't work with built-in Intel video cards. We're probably looking at nVidia GPUs exclusively?!
I haven't used DAZ Studio 2025 much because I've been doing a backup of 25 years of my content, etc. It's been a long, arduous process.
(edited for spelling etc.)
Nope - tested, requires macOS 12 or later.
So 6 months update and you've made some tweaks?
Maybe use some of that money you're making off assets and subscriptions and actually improve your engine for once.
I'd like you to be able to compete with AT LEAST iClone for Animating.
And since so many of us are using Unreal, it would be nice if you would do something about that pipeline. Why does David have to do it on GitHub?
And some viewport movement would be nice. You have the clunkiest viewport movement in any program. Go look at how you move around in Unreal. That's how yours should be.