Do Victoria 4 and Michael 4 Not Work In The Alpha Version

IceDragonArtIceDragonArt Posts: 12,928
edited January 28 in The Commons

Neither [Victoria 4 nor Michael 4] will load into the [Alpha Version] scene at all. I've tried double clicking, merging into scene etc.  Re installed.  Not working.  Weirdly, Aiko 3 works just fine

Post edited by Richard Haseltine on

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,461

    might just be Powerloader

    may need to load the cr2 and add morph injections manually like one does in Poser

  • Richard HaseltineRichard Haseltine Posts: 109,082

    Have you checked the log file? Are yopu using the same content directory set-up in DS 2025 and DS4, assumning they work in DS4? WendyLuvsCatz's suggestion sounds plausible.

  • Richard HaseltineRichard Haseltine Posts: 109,082

    Ah, it appears the script is in the older DS 1/2 format and the new DS 2025 lacks the converter for that - DS 4 would auto-convert. f you uninstall Power Loader and run the /runtme/libraries/!Daz/DzCretaeExPFiles-v4.bat flefrom a file browser the figure shoudl load, though you won't of course get the ease of use options for seelcting morphs/morph sets on load.

  • richardandtracyrichardandtracy Posts: 7,359
    edited January 28

    So.. I'm guessing it's probably worth opening V4.2 & M4 in DS4.xx, with all the bells and whistles, save as a .duf scene subset, and use that as the base figure for DS6/2025.

    Would that work?

    Regards,

    Richard

    Post edited by richardandtracy on
  • BejaymacBejaymac Posts: 1,964
    edited January 28

    Just delete the Powerloader .DSB files for both V4 and M4, then they will load without using Powerloader.

    You don't want to disable or uninstall the Powerloader plugin, as doing that will cause V4,M4,K4 and the Sub Dragon to generate "Circular link errors" as they are being loaded.

    Post edited by Bejaymac on
  • IceDragonArtIceDragonArt Posts: 12,928

    Bejaymac said:

    Just delete the Powerloader .DSB files for both V4 and M4, then they will load without using Powerloader.

    You don't want to disable or uninstall the Powerloader plugin, as doing that will cause V4,M4,K4 and the Sub Dragon to generate "Circular link errors" as they are being loaded.

    Where might those files be located?

  • LeanaLeana Posts: 12,909

    IceDragonArt said:

    Bejaymac said:

    Just delete the Powerloader .DSB files for both V4 and M4, then they will load without using Powerloader.

    You don't want to disable or uninstall the Powerloader plugin, as doing that will cause V4,M4,K4 and the Sub Dragon to generate "Circular link errors" as they are being loaded.

    Where might those files be located?

    They should be in the same folder as the figure cr2. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,461

    when you load V4 etc in D|S, the icon for her uses Powerloader if installed, just righrclick, browse to folder and you will see all the files, you can alternatively just drag and drop the cr2 one into the scene to skip Powerloader

  • mindsongmindsong Posts: 1,747

    Ok this topic got me curious,

    Would it be possible to use a current DS 4.x version to load V4 or any millenium figure (with desired morphs) and export/resave it as a truly native DS figure asset, resulting everything but the textures being converted to DS formatted files in the .../data/... directory tree?

    Or perhaps resave any Poser runtime formatted prop or figure, for that matter?

    This would only be for local use, etc., but would lend itself to future-proofing Poser items in long-term DS friendly formats, etc.

    --ms

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,461

    you could save them as scene subsets but adding new deltas might be tricky

    bit like saving them as Carrara files

  • mindsongmindsong Posts: 1,747

    WendyLuvsCatz said:

    you could save them as scene subsets but adding new deltas might be tricky

    bit like saving them as Carrara files

    I still sneak an M4/V4 in a scene every-so-often and that's how I save 'em - and that works for saving and reloading later... but I'm wondering if somehow saving a loaded Poser-based figure and its morphs as an 'asset' instead of a scene would convert all of the loaded Poser obj meshes and morphs into .../data/... dsf style geometry, uv, deltas and related files.

    If it's possible, I can't imagine there isn't a recipe out there somewhere by now.

    best,

    --ms

  • BejaymacBejaymac Posts: 1,964
    edited February 7

    With props it doesn't matter if it's a PP2 or an OBJ as DS treats them the same, just select it in the scene and go "File/Save As/Support Assets/Figure/Prop Assets", and you can save it as a DSON native file.

    By default DS4 converts Poser figures into the same systems Genesis uses, so saving them as a scene or subset will save everything as DSF asset files (for V4 that's "data/auto_adapted/blMilWom_v4b_68498"). The problem is that Poser figures don't work very well converted like this, Poser rigging makes horrible weightmap rigging so the figures bend like wet noodles, you can't INJ/REM as empty channels are "locked", and in V4 case her magnet based JCMs no longer work.

    They would be pretty useless in DS4 without the extra coding that controls how they function.

    Post edited by Bejaymac on
  • mindsongmindsong Posts: 1,747
    edited February 7

    Bejaymac said:

    With props it doesn't matter if it's a PP2 or an OBJ as DS treats them the same, just select it in the scene and go "File/Save As/Support Assets/Figure/Prop Assets", and you can save it as a DSON native file.

    By default DS4 converts Poser figures into the same systems Genesis uses, so saving them as a scene or subset will save everything as DSF asset files (for V4 that's "data/auto_adapted/blMilWom_v4b_68498"). The problem is that Poser figures don't work very well converted like this, Poser rigging makes horrible weightmap rigging so the figures bend like wet noodles, you can't INJ/REM as empty channels are "locked", and in V4 case her magnet based JCMs no longer work.

    They would be pretty useless in DS4 without the extra coding that controls how they function.

    Great response @bejaymac, thanks -  So, if I meld your information with my (?) understanding of how these things work, there are realtime in-memory features in DS (considering its Poser figure roots) that honor those Poser convention weightmaps, channels, JCMs, etc. that are not usefully translatable and/or save-able in the native DS figure management model?

    If so, this accounts for why we've never seen a native DAZ Studio formatted version of V4 (or aiko3, or ...) ... I would assume DAZ themselves would have created those producst and even a conversion utility a long time ago if it were technically viable, as the economics of it would seem to make sense in many of their product scenarios.

    ETA - for most folks, the value in doing such a thing now is moot, given Genesis 1->9 ... but my sentimental side would still be interested in bringing those older figures "into the nineties", even with their antiquated mesh and texture technologies. (And even though I have all the old-school shapes for G1 and mesh transfer utilities that enable me to propagate a form of Aiko3 all the way to G9... It's not the same thing... I suppose I'm odd that way.)

    interesting, thanks...

    --ms

    Post edited by mindsong on
  • BejaymacBejaymac Posts: 1,964
    edited February 8

    The attached image is of one of my early backups from early 2013, that is a Tri-Ax Aiko3.

    I used "convert to weightmsp" to do the initial convertion, realised just how big a mess that made of the figure, so kept the mesh and the skeleton, and every other file went in the bin, I then spent weeks painting and repainting custom WM until I was reasonably happy with them.

    This backup was shortly after I started rebuilding the morphs, as you can see from the Shaping tab she has Regions, had to figure out all of that on my own as there was zero info on it.

    Somewhere around here I have a few other backups where I was a lot further on, before I mothballed the project I was about 90% happy with the rigging and WM, JCM's had been rebuilt, most of her morphs had been rebuilt, I even had autofit clones.

    It was a hell of a lot of work just converting the figure, that was when I realised I still had all of her content to convert, so she got mothballed as I didn't fancy spending years rebuilding all of her content I had.

    So while it is technically possible it's just not recommended.

    Aiko3.jpg
    1366 x 768 - 266K
    Post edited by Bejaymac on
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