dForce Archmage

124»

Comments

  • IceDragonArtIceDragonArt Posts: 12,966
    edited October 2025

    So I just bought this.  But the screens are too big for me to be able to use it.  Is there anythign I can do about this?  I can't see the bottom half of the screen, so its basically unusable.  I've never had that happen before.  I'm sure its something I am doing wrong. my screen resolution is 1536 x 864

    Post edited by IceDragonArt on
  • barbultbarbult Posts: 26,550

    That has been a common complaint. The interface in this product is huge. A Mini version was added to the product later. Have you tried that one?

  • IceDragonArtIceDragonArt Posts: 12,966

    barbult said:

    That has been a common complaint. The interface in this product is huge. A Mini version was added to the product later. Have you tried that one?

    Yes.  Still too big sadly.

  • barbultbarbult Posts: 26,550
    You'd better return it then, I suppose.
  • IceDragonArtIceDragonArt Posts: 12,966

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

  • matewmatew Posts: 111

    IceDragonArt said:

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

    I have even a smaller version that I created for @tsroemi, but it seems I am late. Damn. 

  • golem841golem841 Posts: 189

    I watched the video : very nicely done. I would buy it immediately but will this work in Daz6 ?

  • LeanaLeana Posts: 12,968
    edited October 2025

    golem841 said:

    I watched the video : very nicely done. I would buy it immediately but will this work in Daz6 ?

    Vendor answered here: https://www.daz3d.com/forums/discussion/comment/9196441/#Comment_9196441

    Post edited by Leana on
  • IceDragonArtIceDragonArt Posts: 12,966

    matew said:

    IceDragonArt said:

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

    I have even a smaller version that I created for @tsroemi, but it seems I am late. Damn. 

    I would rebuy it if I could get it to fit on my screen.  It looked really useful 

  • IceDragonArtIceDragonArt Posts: 12,966

    matew said:

    IceDragonArt said:

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

    I have even a smaller version that I created for @tsroemi, but it seems I am late. Damn. 

    I would rebuy it if I could get it to fit on my screen.  It looked really useful 

  • barbultbarbult Posts: 26,550

    matew said:

    IceDragonArt said:

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

    I have even a smaller version that I created for @tsroemi, but it seems I am late. Damn. 

    Have you considered updating the product at the Daz store to include that smaller version? The interface size problem will probably continue to plague potential customers who have smaller screens. 

  • matewmatew Posts: 111

    IceDragonArt said:

    matew said:

    IceDragonArt said:

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

    I have even a smaller version that I created for @tsroemi, but it seems I am late. Damn. 

    I would rebuy it if I could get it to fit on my screen.  It looked really useful 

    I pm you the link to the smaller version 

  • matewmatew Posts: 111

    golem841 said:

    I watched the video : very nicely done. I would buy it immediately but will this work in Daz6 ?

    Unfortunately, the some DAZ scripts functionality doesn't work in DAZ 6. Particularly, it was impossible to create a more or less complex dialog. 

  • matewmatew Posts: 111

    barbult said:

    matew said:

    IceDragonArt said:

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

    I have even a smaller version that I created for @tsroemi, but it seems I am late. Damn. 

    Have you considered updating the product at the Daz store to include that smaller version? The interface size problem will probably continue to plague potential customers who have smaller screens. 

    Yes, I thought about that, and I am still not sure. I have already included a smaller version (named mini), but should I include a micro version - I don't know. For overwhelming majority it would be useless; people could find it annoying to have a script that they never use. But maybe I am wrong 

  • MoreTNMoreTN Posts: 340

    matew said:

    barbult said:

    matew said:

    IceDragonArt said:

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

    I have even a smaller version that I created for @tsroemi, but it seems I am late. Damn. 

    Have you considered updating the product at the Daz store to include that smaller version? The interface size problem will probably continue to plague potential customers who have smaller screens. 

    Yes, I thought about that, and I am still not sure. I have already included a smaller version (named mini), but should I include a micro version - I don't know. For overwhelming majority it would be useless; people could find it annoying to have a script that they never use. But maybe I am wrong 

    If it makes it more useful 'out of the box' for some customers then I'd do it. I'm sure we all have scripts we never or no longer use in our runtimes.

  • IceDragonArtIceDragonArt Posts: 12,966

    matew said:

    IceDragonArt said:

    matew said:

    IceDragonArt said:

    barbult said:

    You'd better return it then, I suppose.

    Well, that's disappointing.  I will do that.

    I have even a smaller version that I created for @tsroemi, but it seems I am late. Damn. 

    I would rebuy it if I could get it to fit on my screen.  It looked really useful 

    I pm you the link to the smaller version 

    this makes it usable.  Thank you so much!  I do think you should include it with the product, I suspect there are plenty like me who would benefit from this.

  • SonixUKSonixUK Posts: 10

    Is this just happening to me, or is it a bug?
    Whenever I extract a morph, all geograft settings in geoshells are reset back to their default values.

    Reproduction steps:
    Load G8F default figure.
    Add G8F anatomical elements (or any other geograft).
    Add a new geoshell.
    Turn off anatomical elements (or your chosen geograft) from surfaces in geoshell.
    Add a dforce item of clothing and simulate.
    Extract morph using Archmage.
    Look at the geoshell - you will see that the added geografts surface has been turned back on.

    This happens to ALL geoshells in the scene, even if on other characters. It resets all geografts to their default values after every morph extraction.

  • matewmatew Posts: 111

    SonixUK said:

    Is this just happening to me, or is it a bug?
    Whenever I extract a morph, all geograft settings in geoshells are reset back to their default values.

    Reproduction steps:
    Load G8F default figure.
    Add G8F anatomical elements (or any other geograft).
    Add a new geoshell.
    Turn off anatomical elements (or your chosen geograft) from surfaces in geoshell.
    Add a dforce item of clothing and simulate.
    Extract morph using Archmage.
    Look at the geoshell - you will see that the added geografts surface has been turned back on.

    This happens to ALL geoshells in the scene, even if on other characters. It resets all geografts to their default values after every morph extraction.

    Hmm, that's strange. I use DAZ 4.24.

    Load G8F - Load G8 Female Genitalia - Create Geoshell - Make Genesis8FemaleGenitalia_Genitalia opacity = 0 - Load Dress - dForce Simulation - Morph Extractor.

    Result: Morph created, Genesis8FemaleGenitalia_Genitalia opacity is still 0.

  • SonixUKSonixUK Posts: 10

    matew said:

    SonixUK said:

    Is this just happening to me, or is it a bug?
    Whenever I extract a morph, all geograft settings in geoshells are reset back to their default values.

    Reproduction steps:
    Load G8F default figure.
    Add G8F anatomical elements (or any other geograft).
    Add a new geoshell.
    Turn off anatomical elements (or your chosen geograft) from surfaces in geoshell.
    Add a dforce item of clothing and simulate.
    Extract morph using Archmage.
    Look at the geoshell - you will see that the added geografts surface has been turned back on.

    This happens to ALL geoshells in the scene, even if on other characters. It resets all geografts to their default values after every morph extraction.

    Hmm, that's strange. I use DAZ 4.24.

    Load G8F - Load G8 Female Genitalia - Create Geoshell - Make Genesis8FemaleGenitalia_Genitalia opacity = 0 - Load Dress - dForce Simulation - Morph Extractor.

    Result: Morph created, Genesis8FemaleGenitalia_Genitalia opacity is still 0.

    Thanks for getting back to me.

    I'm not talking about opacity.

    Shell Parameters -> Shell -> Visibility -> Surfaces -> ON/OFF

    Whatever the default value of the geograft is on the geoshell, if you toggle it, after morph extraction, it resets back to the default value. 

    It only affects geoshell surfaces on the shell; default surfaces (Arms/legs/Ears/etc etc) don't reset.

    This happens every time for me, every scene, and to every geoshell in that scene.

    If it makes a difference, I'm still using 4.23.

  • barbultbarbult Posts: 26,550

    SonixUK said:

    matew said:

    SonixUK said:

    Is this just happening to me, or is it a bug?
    Whenever I extract a morph, all geograft settings in geoshells are reset back to their default values.

    Reproduction steps:
    Load G8F default figure.
    Add G8F anatomical elements (or any other geograft).
    Add a new geoshell.
    Turn off anatomical elements (or your chosen geograft) from surfaces in geoshell.
    Add a dforce item of clothing and simulate.
    Extract morph using Archmage.
    Look at the geoshell - you will see that the added geografts surface has been turned back on.

    This happens to ALL geoshells in the scene, even if on other characters. It resets all geografts to their default values after every morph extraction.

    Hmm, that's strange. I use DAZ 4.24.

    Load G8F - Load G8 Female Genitalia - Create Geoshell - Make Genesis8FemaleGenitalia_Genitalia opacity = 0 - Load Dress - dForce Simulation - Morph Extractor.

    Result: Morph created, Genesis8FemaleGenitalia_Genitalia opacity is still 0.

    Thanks for getting back to me.

    I'm not talking about opacity.

    Shell Parameters -> Shell -> Visibility -> Surfaces -> ON/OFF

    Whatever the default value of the geograft is on the geoshell, if you toggle it, after morph extraction, it resets back to the default value. 

    It only affects geoshell surfaces on the shell; default surfaces (Arms/legs/Ears/etc etc) don't reset.

    This happens every time for me, every scene, and to every geoshell in that scene.

    If it makes a difference, I'm still using 4.23.

    It is not just you. It looks like a bug or undocumented limitation to me. I can reproduce this problem in DS 4.24.0.3 using G9M with his anatomical elements, a geoshell with geograft visibility off as you described, and a morph extracted from a simulated garment he is wearing. As soon as the morph is created by Archmage Morph Extractor, the geoshell graft visibility is turned back on. 

  • ElorElor Posts: 3,568
    edited March 11

    A geoshell is creating surfaces on the fly, so when you're unfitting a geograft (which afaik you have to to create morphs for the figure to which it is fitted), all the surfaces from that geograft are removed from the geoshell, and created again from a blank state once that geograft is fitted to the figure again.

    Post edited by Elor on
  • barbultbarbult Posts: 26,550

    Elor said:

    A geoshell is creating surfaces on the fly, so when you're unfitting a geograft (which afaik you have to to create morphs for the figure to which it is fitted), all the surfaces from that geograft are removed from the geoshell, and created again from a blank state once that geograft is fitted to the figure again.

    I don't see how this applies to the problem at hand. The geograft is not being unfitted from the character in the problematic scenario. The morph that is being created by Archmage is a morph on simulated clothing that the character is wearing. Neither the character nor the geograft are being morphed.

  • SonixUKSonixUK Posts: 10

    barbult said:

    It is not just you. It looks like a bug or undocumented limitation to me. I can reproduce this problem in DS 4.24.0.3 using G9M with his anatomical elements, a geoshell with geograft visibility off as you described, and a morph extracted from a simulated garment he is wearing. As soon as the morph is created by Archmage Morph Extractor, the geoshell graft visibility is turned back on. 

    Appreciate you testing it out to confirm. Thanks.

    Hopefully it can be fixed; it's frustrating and slows productivity having to adjust all the geoshells after every morph extraction.

  • crosswindcrosswind Posts: 9,736

    SonixUK said:

    barbult said:

    It is not just you. It looks like a bug or undocumented limitation to me. I can reproduce this problem in DS 4.24.0.3 using G9M with his anatomical elements, a geoshell with geograft visibility off as you described, and a morph extracted from a simulated garment he is wearing. As soon as the morph is created by Archmage Morph Extractor, the geoshell graft visibility is turned back on. 

    Appreciate you testing it out to confirm. Thanks.

    Hopefully it can be fixed; it's frustrating and slows productivity having to adjust all the geoshells after every morph extraction.

    I'm afraid if the Morph Extractor script switches the current tool to Geometry Editor or sth., the geo-grafts will be unfitted, then all geo-shell visibility properties will be reset... which is a default behavior of DS ~~

    I can understand the reason why the script changes the tool to GeoEditor... because some wearables use the settings of AutoHide with geo-grafts ~~ If the wearable is fitted, when importing the morph with MLP, the geometry will mismatch.

    I think maybe the PA can save the properties of all geo-shells and load them back within the script ~~ or there maybe other better ways to avoid that the users have to reset the visibility settings, etc.

  • matewmatew Posts: 111

    Yeah, I can reproduce this error.

    Unfortunately, there’s no way to create a morph without detaching all geografts, and once you attach them back, DAZ resets the geoshell parameters.

    Now that I think about it, I ran into the same issue when I first started using DAZ, after using the Mesh Grabber tool. It was pretty annoying. The workaround I ended up using was just setting Opacity to 0 instead of turning surfaces on/off.

    DAZ has a ton of different features and tools - you just have to learn to pick the ones that aren’t too buggy smiley

Sign In or Register to comment.