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Daz 3D Forums > Search
  • Has anyone tried Nvidia Omniverse to render Iray from Blender?

    I asked chatgpt, it said I can render Iray from Blender in Nvidia Omniverse.
    Nvidia Omniverse AFAIK it's like a platform to connect things  without needing to do export-import.
    So edit in blender, pops up directly on Omniverse.

    I'm wondering has anyone tried it?
    Could you share some experience, before I dive into their tutorials.
     

    By

    James James October 2024 in Blender Discussion
  • Is there's a script that can scan a library and all moved folders and repair the database?
    crosswind said:

    Oh, no, Update Metadata has nothing to do with OP's case and it may bring other unexpected issues as per the existing metadata in cms database. So be careful when using this function.

    Lucky to see your reply before I use it

    By

    woyodo woyodo October 2024 in Daz Studio Discussion
  • Is there's a script that can scan a library and all moved folders and repair the database?

    Oh, no, Update Metadata has nothing to do with OP's case and it may bring other unexpected issues as per the existing metadata in cms database. So be careful when using this function.

    By

    crosswind crosswind October 2024 in Daz Studio Discussion
  • Is there's a script that can scan a library and all moved folders and repair the database?
    James said:

    Is there's a script that can scan a library and all moved folders and repair the database for each path?

    I find a option called Update Metadata in Help & login in menu.Is it works?

    By

    woyodo woyodo October 2024 in Daz Studio Discussion
  • How do you change the pictures in Smart Content?

    Richard Haseltine said:

    crosswind said:

    Richard Haseltine said:

    crosswind said:

    jhogenboom_da69c035a9 said:

    Is refresh smart content different from update metadata? Because when I click update metadata it wants to sign me in. That's when I say "Uh oh" and don't want to go any further.

    As the one who ever experienced quite a few lessons and learns from Daz Connect, I personnally suggest you NEVER do Update Metadata unless you have an absolute need... like acquiring a Premier Exlusive asset.

    Why ? Because DS will update the corrected metadata, thumbnail pictures, yada yada with the wrong one. devil

    That should, I believe, be a thing of the past

    New Update Metadata option, fixes and enhancement in terms of functionality for Daz Connect make something past... However, the most important thing at least to me, Metadata, mostly not. Wrong metadata are still wrong, are still pushed to my database while Updating Metadata.

    I intentionally tested it again with Update Metadata after years' of being away from Daz Connect ... ( of course I backed up cms database beforehand...), yike, yike,  Lost and Found, wrong and garbage Categories, yada yada, continued to show in Smart Content, the corrected data in cms was brutally overwritten by Connect....

    You better give it a test. Richard ~~

    Edit: However, if you never modifed and/or made correction to Product Metadata, you probably will not see any difference in your Smart Content, then that'll be another story. On my side, my Smart Content is neat and clean as I almost fixed 98%+ wrong things there... since I started using DS.

    If you fix the vendor data then the system has no way to know that the changes should be preserved - it is not the best way to do the job, certainly from that perspective. See the Underlying Mechanisms section here https://www.daz3d.com/forums/discussion/comment/1000831/#Comment_1000831

     Thanks for the link ! I'm still studying the Connect mechanism... I think I can find a better solution ~

    By

    crosswind crosswind October 2024 in The Commons
  • [Released] OBJ Companion [Commercial]

    Export and import are inverse - if you export at 200% you need to import at 50%. So, you need to set thee xport value to get the right scale for ZBrush and then, presumably, the tool will invert that for import to gt the right scale for an item coming from ZBrush.

    By

    Richard Haseltine Richard Haseltine October 2024 in Daz PA Commercial Products
  • [Released] OBJ Companion [Commercial]

    For me, it's importing always in the wrong scale, if I import something from zBrush.
    If I import via MorphLoader manually it's working (scale 10000).

    According to the manual, Obj Companion should use the export settings also for import.

    I set the export options in Obj Comapion to scale 10000, but it's still importet with 1 or 2%.

    By

    Hurdy3D Hurdy3D October 2024 in Daz PA Commercial Products
  • Slow 4.23 Load Times

    This is from the start of the file load. The messages similar to the last few goes for days:

    ------------------------------------------------------------------------------------
    2024-10-15 09:03:31.073 [INFO] :: Prepare asset load (open): /C:/users/brainmuffin/Documents/DAZ Scenes/Blender/All Vickies-02-B.duf
    2024-10-15 09:03:31.073 [INFO] :: Locking viewport redraw...
    2024-10-15 09:03:31.073 [INFO] :: Viewport redraw locked.
    2024-10-15 09:03:31.131 [VERBOSE] :: Native format content directories: 2
    2024-10-15 09:03:31.132 [VERBOSE] :: Poser format content directories: 2
    2024-10-15 09:03:31.132 [VERBOSE] :: Other import format content directories: 0
    2024-10-15 09:03:31.132 [INFO] :: Begin asset load (open): /C:/users/brainmuffin/Documents/DAZ Scenes/Blender/All Vickies-02-B.duf
    2024-10-15 09:03:40.109 [INFO] :: Clearing the scene...
    2024-10-15 09:03:40.119 [INFO] :: *** Scene Cleared ***
    2024-10-15 09:03:40.119 [INFO] :: Determining missing assets...
    2024-10-15 09:04:04.688 [INFO] :: Setting textures...
    2024-10-15 09:04:05.869 [WARNING] :: QColor::setRgb: RGB parameters out of range
    2024-10-15 09:04:07.049 [INFO] :: Scanning for addons...
    2024-10-15 09:04:26.012 [INFO] :: Creating node geometry...
    2024-10-15 09:04:26.240 [INFO] :: Creating UV sets...
    2024-10-15 09:04:26.241 [INFO] :: Creating materials...
    2024-10-15 09:04:36.775 Iray [INFO] - MDLC:COMPILER ::   1.0   MDLC   comp info : Loading module "::daz_3d::pbr_skin" from "C:\Program Files\DAZ 3D\DAZStudio4\shaders\iray\daz_3d\pbr_skin.mdl".
    2024-10-15 09:04:57.143 [INFO] :: Resolving legacy figures...
    2024-10-15 09:04:57.147 [INFO] :: Preparing modifiers...
    2024-10-15 09:04:57.331 [INFO] :: Creating modifiers...
    2024-10-15 09:05:02.227 [INFO] :: Creating property aliases...
    2024-10-15 09:05:02.241 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.241 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.241 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.243 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.243 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.243 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.244 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.244 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.245 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.247 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.248 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.248 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.248 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.249 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.249 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.250 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.261 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.261 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.261 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(10188): Alias property not added to node.
    2024-10-15 09:05:02.261 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2420): Property alias not created!
    2024-10-15 09:05:02.698 [INFO] :: Creating property links...
    2024-10-15 09:05:02.702 [INFO] :: Resolving 377646 formulas...
    2024-10-15 09:05:02.702 [INFO] :: Finding formula properties...
    2024-10-15 09:05:02.704 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 3/Female/Morphs/DAZ 3D/Gia 7/eJCMGia7DisgustHD.dsf
        URI: Genesis3Female:/data/DAZ%203D/Genesis%203/Female/Morphs/DAZ%203D/Expressions/eCTRLDisgust.dsf#eCTRLDisgust?value
    2024-10-15 09:05:02.704 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Zelara 8/eJCMZelara8_MouthSmileSimpleL.dsf
        URI: Genesis8Female:/data/DAZ%203D/Genesis%208/Female/Morphs/DAZ%203D/Base%20Pose%20Head/eCTRLMouthSmileSimpleL.dsf#eCTRLMouthSmileSimpleL?value
    2024-10-15 09:05:02.708 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 3/Female/Morphs/DAZ 3D/Gia 7/eCTRLGia7Happy.dsf
        URI: Genesis3Female:/data/DAZ%203D/Genesis%203/Female/Morphs/DAZ%203D/Expressions/eCTRLHappy.dsf#eCTRLHappy?value
    2024-10-15 09:05:02.712 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 3/Female/Morphs/DAZ 3D/Gia 7/eCTRLGia7Glare.dsf
        URI: Genesis3Female:/data/DAZ%203D/Genesis%203/Female/Morphs/DAZ%203D/Expressions/eCTRLGlare.dsf#eCTRLGlare?value
    2024-10-15 09:05:02.715 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(594): Formula output property not found:
        File: /data/DAZ 3D/Genesis 2/Female/Morphs/FWArt/Cassie/FBMCassieBody.dsf
        URI: GenesisFemale:/data/DAZ%203D/Genesis%202/Female/Morphs/DAZ%203D/Teen%20Josie/PBMWaistNarrowUpper.dsf#JosieWaist2?value
    2024-10-15 09:05:02.715 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(645): Formula target property not found:
        File: /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Zelara 8/eJCMZelara8_MouthSmileOpen_HDLv2.dsf
        URI: Genesis8Female:/data/DAZ%203D/Genesis%208/Female/Morphs/DAZ%203D/Base%20Pose%20Head/eCTRLMouthSmileOpen.dsf#eCTRLMouthSmileOpen?value
    2024-10-15 09:05:02.718 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(594): Formula output property not found:
        File: /data/DAZ 3D/Genesis 2/Female/Morphs/FWArt/Cassie/FBMCassieBody.dsf
        URI: GenesisFemale:/data/DAZ%203D/Genesis%202/Female/Morphs/DAZ%203D/Teen%20Josie/FBMTeenJosie.dsf#FBMTeenJosie?value
    2024-10-15 09:05:02.718 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(594): Formula output property not found:
        File: /data/DAZ 3D/Genesis 2/Female/Morphs/FWArt/Cassie/CTRLCassie.dsf
        URI: GenesisFemale:/data/DAZ%203D/Genesis%202/Female/Morphs/DAZ%203D/Teen%20Josie/FHMTeenJosieHd.dsf#FHMTeenJosieHd?value

    By

    brainmuffin brainmuffin October 2024 in Daz Studio Discussion
  • How do you change the pictures in Smart Content?

    crosswind said:

    Richard Haseltine said:

    crosswind said:

    jhogenboom_da69c035a9 said:

    Is refresh smart content different from update metadata? Because when I click update metadata it wants to sign me in. That's when I say "Uh oh" and don't want to go any further.

    As the one who ever experienced quite a few lessons and learns from Daz Connect, I personnally suggest you NEVER do Update Metadata unless you have an absolute need... like acquiring a Premier Exlusive asset.

    Why ? Because DS will update the corrected metadata, thumbnail pictures, yada yada with the wrong one. devil

    That should, I believe, be a thing of the past

    New Update Metadata option, fixes and enhancement in terms of functionality for Daz Connect make something past... However, the most important thing at least to me, Metadata, mostly not. Wrong metadata are still wrong, are still pushed to my database while Updating Metadata.

    I intentionally tested it again with Update Metadata after years' of being away from Daz Connect ... ( of course I backed up cms database beforehand...), yike, yike,  Lost and Found, wrong and garbage Categories, yada yada, continued to show in Smart Content, the corrected data in cms was brutally overwritten by Connect....

    You better give it a test. Richard ~~

    Edit: However, if you never modifed and/or made correction to Product Metadata, you probably will not see any difference in your Smart Content, then that'll be another story. On my side, my Smart Content is neat and clean as I almost fixed 98%+ wrong things there... since I started using DS.

    If you fix the vendor data then the system has no way to know that the changes should be preserved - it is not the best way to do the job, certainly from that perspective. See the Underlying Mechanisms section here https://www.daz3d.com/forums/discussion/comment/1000831/#Comment_1000831

    By

    Richard Haseltine Richard Haseltine October 2024 in The Commons
  • Trouble with FPE Hook & Hands Prosthetic for Genesis 9

    echristopherclark said:

    The geograft is working perfectly on every character. It's only the hook that's causing problems and only on custom characters I brought over from Genesis 8 using a manual import/export process. I can try to grab a screenshot if it helps, but I have now found the solution which is to just use standard Genesis 9 models and morphs. On them, both geograft and hook work perfectly.

    I am glad you found a workaround. The quickest solution to use the hook with your custom characters would be to load the prop instead. Then, manually position it over the geograft (scaling it if necessary), then parent that to the hand bone. That should keep it in place when you pose the character. I hope this helps! And thanks for buying our products :).

    By

    FenixPhoenix FenixPhoenix October 2024 in Technical Help (nuts n bolts)
  • How can I combine two Meshes to One and maintain their weight?

    crosswind said:

    woyodo said:

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

    If so, that'll be much easier:

    - Select both boot, export them to OBJ file via File > Export... (ss1)

    - Import OBJ file, rig it to G8F with Transfer Utility via Edit > Object > Transfer Utility (ss2)

    - Select the boots, import OBJ with Morph Loader Pro via Edit > Object > Morph Loader Pro , as a fixbase morph, and dial it. (ss 3 ~ 4)

    - Switch to Geometry Editor, combine surface with suffix "R" to the original surface one by one (ss 5 ~ 8)

    - Change Node Name to HBoots6R_29201 or HBoots6L_29201 via Edit > Object > Scene Identification... Then load a material preset to test (ss 9 ~ 10)

    - You don't need to tweak Weight at all ! Just bend boots to check distortion, fix them if you want to (with external software like blender) then simply importing fixed mesh to update one or two pJCMs will do (ss 11 ~ 12)

    Finally, save the figure asset with your Vendor Name and export to UE with Daz to Unreal bridge for testing.

    Thank you very much for answerring my question!

    The Transfer Utility Transfers the weight from Genesis 8.1 F to Boots, that may cause some Weight Changes comparing with the original Separate Boot, such as Left/right Foot Tip Toes Poses for High heel.

    So how to Transfer weight PERFECTLY from the original one?

    By

    woyodo woyodo October 2024 in Daz Studio Discussion
  • How can I combine two Meshes to One and maintain their weight?

    woyodo said:

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

    If so, that'll be much easier:

    - Select both boot, export them to OBJ file via File > Export... (ss1)

    - Import OBJ file, rig it to G8F with Transfer Utility via Edit > Object > Transfer Utility (ss2)

    - Select the boots, import OBJ with Morph Loader Pro via Edit > Object > Morph Loader Pro , as a fixbase morph, and dial it. (ss 3 ~ 4)

    - Switch to Geometry Editor, combine surface with suffix "R" to the original surface one by one (ss 5 ~ 8)

    - Change Node Name to HBoots6R_29201 or HBoots6L_29201 via Edit > Object > Scene Identification... Then load a material preset to test (ss 9 ~ 10)

    - You don't need to tweak Weight at all ! Just bend boots to check distortion, fix them if you want to (with external software like blender) then simply importing fixed mesh to update one or two pJCMs will do (ss 11 ~ 12)

    Finally, save the figure asset with your Vendor Name and export to UE with Daz to Unreal bridge for testing.

    By

    crosswind crosswind October 2024 in Daz Studio Discussion
  • How can I combine two Meshes to One and maintain their weight?

    felis said:

    You haven't said why you want to combine them.

    You could save them as a wearable preset. That won't combine them, but when you load the wearable preset, you will load both.

    Import them to UE5 using DazToUnreal. 

    By

    woyodo woyodo October 2024 in Daz Studio Discussion
  • How can I combine two Meshes to One and maintain their weight?

    crosswind said:

    Right, why do you want do do so ?

    Technically, yes, you can weld the boots as an OBJ and re-rig it to the figure, however, the defininatio of their surfaces, face groups will be broken. Then you have no way to copy weight map from the original separate boot to the welded boots since they're already different in terms of geometry. And you'll lose all morphs on them as well, yada yada ~~

    So... that'll be almost a rework ~~

    I want to export them as a single object so that I can import it to ue5 with materials not separately.

    If I import them one by one, it's not as optimized as I wish.

    By

    woyodo woyodo October 2024 in Daz Studio Discussion
  • Trouble with FPE Hook & Hands Prosthetic for Genesis 9

    The geograft is working perfectly on every character. It's only the hook that's causing problems and only on custom characters I brought over from Genesis 8 using a manual import/export process. I can try to grab a screenshot if it helps, but I have now found the solution which is to just use standard Genesis 9 models and morphs. On them, both geograft and hook work perfectly.

    By

    echristopherclark echristopherclark October 2024 in Technical Help (nuts n bolts)
  • [Released] Content Wizard [Commercial]

    Dieter said:

    RiverSoft Art said:

    RiverSoft Art said:

    Dieter said:

    Sorry,

    Hello Riversoft;
    after the last update of DAZ Studio to version 4.22.0.19
    after installing the metadata in the smart content CW is not closed properly.
    Either items of clothing or figures from different stores remain in the scene!
    Is there an update or another solution for this?

    It's pretty annoying to have to close and restart DAZ every time!

    Thanks
    Dieter

    I'll investigate.

    For me, CW finishes.  However, it IS slower.  Looking at the Daz log for when CW is installing Smart Content, I see a lot of this:

    2024-10-09 07:07:55.928 [INFO] :: Clearing the scene...
    2024-10-09 07:10:39.938 [INFO] :: Loaded image: Fabric 1_Color.jpg
    2024-10-09 07:10:39.975 [WARNING] :: QWidget::repaint: Recursive repaint detected
    2024-10-09 07:10:40.092 [INFO] :: *** Scene Cleared ***

    Notice the BIG time gap between when the script calls Scene.clear() and the scene ACTUALLY being cleared.  I don't think I can do anything about that.  The call is an atomic operation (i.e., one line of code) that the script has no control over.  I will keep investigating though.

    Hello Riversoft,

    I tried to install some files with CW again today and again encountered the problem I mentioned!

    After installing in Smart Content, the last piece of clothing or figure remains in the viewport and cannot be deleted without canceling CW and DAZ Studio.

    Even after waiting for over 10 minutes, nothing happened!

    The metadata is saved correctly!

    Attached is the log file and a screen shot

    Dieter

    By

    Dieter Dieter October 2024 in Daz PA Commercial Products
  • [Released] Content Wizard [Commercial]

    RiverSoft Art said:

    RiverSoft Art said:

    Dieter said:

    Sorry,

    Hello Riversoft;
    after the last update of DAZ Studio to version 4.22.0.19
    after installing the metadata in the smart content CW is not closed properly.
    Either items of clothing or figures from different stores remain in the scene!
    Is there an update or another solution for this?

    It's pretty annoying to have to close and restart DAZ every time!

    Thanks
    Dieter

    I'll investigate.

    For me, CW finishes.  However, it IS slower.  Looking at the Daz log for when CW is installing Smart Content, I see a lot of this:

    2024-10-09 07:07:55.928 [INFO] :: Clearing the scene...
    2024-10-09 07:10:39.938 [INFO] :: Loaded image: Fabric 1_Color.jpg
    2024-10-09 07:10:39.975 [WARNING] :: QWidget::repaint: Recursive repaint detected
    2024-10-09 07:10:40.092 [INFO] :: *** Scene Cleared ***

    Notice the BIG time gap between when the script calls Scene.clear() and the scene ACTUALLY being cleared.  I don't think I can do anything about that.  The call is an atomic operation (i.e., one line of code) that the script has no control over.  I will keep investigating though.

    By

    Dieter Dieter October 2024 in Daz PA Commercial Products
  • Smart content not recognising DIM installed content

    If everything is in the correct place then all that should be needed is to open the Content DB Maintenace dialogue from the Content Library option menu (the lined/"hamburger" icon in the top corner) and check Reimport Metadata, then select all your products using the master checkbox in the next dialogue. If there isn't a list of products then the installation paths are probably not correctly set (this is using the .dsx folders in /Runtime/Support/ that I mentioned earlier).

    By

    Richard Haseltine Richard Haseltine October 2024 in The Commons
  • Making Morphs for Toon Genesis 9 (Fixed)

    crosswind said:

    Ghosty12 said:

    Leana said:

    The toon version of G9 is G9 base with a "toon" shape applied. So you probably do need to use the "Reverse deformation" option when importing your morph back from Hexagon.

    Ahh k thank you for the info, now another silly question where is the reverse deformation option as have never noticed it as far as I can tell. When I send the changes from Hexagon back to Daz Studio when the morph dialog that pops up it does not show it. One other thing I have noticed go to save a morph now the old morph system shows as depreciated now.

    crosswind said:

    That's right, as Richard and Leana said ~ always check Reverse Deformation and Delta Only in MLP when you import OBJ (ss1)

    I made an example of anime fangs in Blender (Hexagon should be the same...). There's no issue on my side.

    But you're right ~ other MOUTH / TEETH morphs from G9 mostly don't work on G9 Toon as G9 Toon has a different Mouth Node ~

    Thank you for the help and info, the problem seems to be that the Daz to Hexagon bridge seems to use the limited version of the morph loader and don't have that option and not sure how to have the pro version, without saving as an OBJ and going from there. 

    If so, press F2 in DS, in Bridges tab, switch Options under Hexagon to Advanced. It'll work.

    Awesome thank you will try that. smiley

    Thank you everyone for your help, and thank you Crosswind never knew about that option for the Hexagon bridge the problem I was having is no more. yessmiley

    By

    Ghosty12 Ghosty12 October 2024 in The Commons
  • Making Morphs for Toon Genesis 9 (Fixed)

    Ghosty12 said:

    Leana said:

    The toon version of G9 is G9 base with a "toon" shape applied. So you probably do need to use the "Reverse deformation" option when importing your morph back from Hexagon.

    Ahh k thank you for the info, now another silly question where is the reverse deformation option as have never noticed it as far as I can tell. When I send the changes from Hexagon back to Daz Studio when the morph dialog that pops up it does not show it. One other thing I have noticed go to save a morph now the old morph system shows as depreciated now.

    crosswind said:

    That's right, as Richard and Leana said ~ always check Reverse Deformation and Delta Only in MLP when you import OBJ (ss1)

    I made an example of anime fangs in Blender (Hexagon should be the same...). There's no issue on my side.

    But you're right ~ other MOUTH / TEETH morphs from G9 mostly don't work on G9 Toon as G9 Toon has a different Mouth Node ~

    Thank you for the help and info, the problem seems to be that the Daz to Hexagon bridge seems to use the limited version of the morph loader and don't have that option and not sure how to have the pro version, without saving as an OBJ and going from there. 

    If so, press F2 in DS, in Bridges tab, switch Options under Hexagon to Advanced. It'll work.

    By

    crosswind crosswind October 2024 in The Commons
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