New save formats - How and when to use them?
Pendraia
Posts: 3,626
So I've been absent for a while and recently updated Daz Studio to the latest version.
I've noticed that there have been some changes to the save menu with some items added and some deprecated.
I'm wondering if best practice is now to save morphs by saving modified assets as morph assets is now deprecated.
Also I notice that there is a save dynamic cloth asset and would like to know if this is now the preferred method for saving dynamic clothing.
I'm also trying to work out how to save projection templates?
If anyone can help with answers I would appreciate it.

Comments
There's no big change in terms of saving support assets... only saving Morph Assets was changed to Modifier Assets because morphs or pose controls etc. are all Modifiers. So if you want to save a morph assets, go for save as Modifier Assets. Then, as usual, Save as Modified Assets is still used for the cases when you make a modification to an existing Property, then just want to save the changes. (DSF files will be overwritten.)
I've never used dynamic cloth which is pretty old but I don't think there's any change to Save as Dynamic Cloth Assets....
As for how to save a projeciton template, check this post: https://www.daz3d.com/forums/discussion/comment/9257551/#Comment_9257551
Thanks for the info.
I have been missing in action for a couple of years since I last updated. I don't remember the dynamic cloth assets and the dforce clothing I've created in the past was normally save as figure/prop and loaded with the dynamic modifier intact so I'm wondering what the difference is?
Thanks for the link. I notice you have the projection templates directly under the base folder. When looking at the folders for Genesis 9 I notice they have Tools/Projection Templates I assume that would make no difference?
I can't thank you enough I've just be pulling my hair out trying different things with a view to working out what's what.
NP!
Yea, the templates under Base of G9 are provided by Daz in G9 Starter Essentials package. They can be directly used as needed when rigging wearables with Transfer Utility.
I now have a pants template to play with but I need to make proper meshes this is just one I'd been playing with. It's great to know how to do this.