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Mac OS Big Sur
I seem to have a problem with Big Sur , not even daz central will work , It opens up and then it starts " spinning" i.e. the cursor turns into the spinning wheel and that it , I have to force quit it ..
Anyone had a similar problem ?
Thank You :-)
Ren
So in the last 2 installs of DS Pro 4.15 goes in application folder why...?If you have it set up for Daz Central/Install Manager then you just specify which release channels it goes to and the installer takes care of the actual location.
So in the last 2 installs of DS Pro 4.15 goes in application folder why...?
I used Daz Central in order to package the plugin For beta testers I am going to have to make 2 installers I know where the files go so for me it is not a problem but testers just need to open DAZSTUDIO and play.. It is figuring out the multiple paths that DS is using for installation...why is it different if you install ds thru DIM or DAZCentral....? Or just from the site?Omniflux said:I am not clear on the problem. Is the issue with installing the plugin in the correct location, or with the plugin working after the files are installed in the correct location?
If it is with installing, then what is your current installation method?
So in the last 2 installs of DS Pro 4.15 goes in application folder why...?foleypro said:
Omniflux said:
This is not the default DS install location, you must have installed here manually at some point.
I just installed DS on a clean system that has never had DS before and the default location is C:\Program Files\DAZ 3D\DAZStudio4
Note that this location can be changed by the user at installation time, and you must NOT hard code it anywhere.
To install a plugin with a setup program (as opposed to copying manually), you need to look in the registry for the correct installation path at install time.
HKEY_CURRENT_USER\Software\DAZ\Studio4\InstallPath-64On a default install, the value of this key will be C:/Program Files/DAZ 3D/DAZStudio4
Append /plugins to this value, whatever it is, to get the correct installation path.
C:/Program Files/DAZ 3D/DAZStudio4/plugins
I just realized that maybe you installed with DAZ Central? It could choose a different default path, I haven't tried it...
Yup and that is where everything goes..New install an the last 2 computers...same place...Crap crap...
So in the last 2 installs of DS Pro 4.15 goes in application folder why...?Omniflux said:
This is not the default DS install location, you must have installed here manually at some point.
I just installed DS on a clean system that has never had DS before and the default location is C:\Program Files\DAZ 3D\DAZStudio4
Note that this location can be changed by the user at installation time, and you must NOT hard code it anywhere.
To install a plugin with a setup program (as opposed to copying manually), you need to look in the registry for the correct installation path at install time.
HKEY_CURRENT_USER\Software\DAZ\Studio4\InstallPath-64On a default install, the value of this key will be C:/Program Files/DAZ 3D/DAZStudio4
Append /plugins to this value, whatever it is, to get the correct installation path.
C:/Program Files/DAZ 3D/DAZStudio4/plugins
I just realized that maybe you installed with DAZ Central? It could choose a different default path, I haven't tried it...
So in the last 2 installs of DS Pro 4.15 goes in application folder why...?This is not the default DS install location, you must have installed here manually at some point.
I just installed DS on a clean system that has never had DS before and the default location is C:\Program Files\DAZ 3D\DAZStudio4
Note that this location can be changed by the user at installation time, and you must NOT hard code it anywhere.
To install a plugin with a setup program (as opposed to copying manually), you need to look in the registry for the correct installation path at install time.
HKEY_CURRENT_USER\Software\DAZ\Studio4\InstallPath-64On a default install, the value of this key will be C:/Program Files/DAZ 3D/DAZStudio4
Append /plugins to this value, whatever it is, to get the correct installation path.
C:/Program Files/DAZ 3D/DAZStudio4/plugins
I just realized that maybe you installed with DAZ Central? It could choose a different default path, I haven't tried it...
Daz Studio Login ErrorWhat CPU do you have, and which exact version of Daz Studio are you using? In any event, you don't need to log-in to use Daz Studio if you install your content using Daz Central or Install Manager (or manually).
Need HELP please! Daz does not render with 1050tiHi yall, Well I honestly don't know what to do anymore so I come here for your help, Since yesterday daz is not rendering anything at all, After having tried to clean up assets by uninstalling some things from Daz Central, That is the only thing I could say that I did outside than usual, then just install some new assests in the same old way. All these days I had been working normally without any changes in my editing and rendering routine.
I already tried everything, From updating the drivers to the new version Game ready 496.13, Then change to the latest version of studio, Also thinking that the problem could be related to the assets I tried to do everything with the options offered by the Content DB Maintenance, Search drives for files, and so. Of course I also tried everything in the render settings changing from GPU to CPU and both, changing multiple things in the advanced tab, And NOTHING changes.
I don't know what else to do, I leave an example in which I try to render a scene that I render it TWO DAYS AGO perfectly, but now it doesn't even let me preview in Nvidia Iray mode. I leave the screenshots of the errors, The scene info, and the txt log in which I do not understand much but many warning messages call my attention. What I did in the example is to restart the pc, just start it open Daz, load the scene, and once everything is ready click to render, and that happened. I also noticed that when I open daz the memory starts up with almost 1500mb, and when trying to render, for an moment the CPU usage increases and the GPU does not move.Please can someone guide me to a possible solution
Intentional Lost & Found?Malandar said:
So should we report things when the person who made it misspells the category entry and it makes a new category? (I need to go back to my library and make sure that they are DAZ products, but I don't buy from other stores much One of the ones that stands out most is the one where they misspelled architecture)
Categories are made by Daz as part of packaging the product, but yes please report errors - though bear in mind that somethign like that is unlikely to be a priority fix, especially as fixing it will force a redownload of the full product for DIM/Central users.
Install Managerhi. Keep getting the attached when i close the install manager and when i save it to report it via a bug it will not allow it as the "submit Bug button" is greyed out. is install manager realy needed with daz central now installed?
thenks
pete
Daz still not working on MacOSRichard Haseltine said:
Which MacOS? Have you tried using Install manager, rather than Daz Central? It may also be a matter of folder permissions - PostgreSQL is quite fussy about those.
Big Sur version 11.6. Sorry for not mentioning it earlier. And I did try the install manager but the install always fails. If folder permission is the issue, how do I grant it access?
Daz still not working on MacOSWhich MacOS? Have you tried using Install manager, rather than Daz Central? It may also be a matter of folder permissions - PostgreSQL is quite fussy about those.
Daz still not working on MacOSI am able to download Daz Central. But when I click to install Daz Studio, it starts at 86% then the loading bar disappears and the install button shows again. I tried the install manager and the install always fails. Everything else was successful but Daz 4.15 64-bit and PostgreSQL CMS always fail. I don't know what else to do. It seems to be working well for everyone else but me lol.
I try to keep an open mind. However...nomad-ads_8ecd56922e said:
This is one of the really neat ways NFTs could be useful in the future. Whether this NFT system ever goes that way, or the current NFT system, a virtual art ownership authentication system, crumbles away due to being too far ahead of its time, and disappears, like happened with certain virtual-currency systems that came along before Bitcoin took off... and some other system like it takes its place when something like that RPO future comes along, only time will tell, though.
I wish I could remember where I read this, but someone said at the start of this whole thing that NFTs were monstrous in part because the goal is to take the one advantage digital art truly has as a medium--the ability to distribute it freely to everyone--and tries to not only circumvent it but do away with it altogether. I understand the value of digital prestige items to people--I've played MMORPGs for almost 20 years and I work for a game studio with a cash shop product--and I love the concept of virtual worlds. But the draw of this implementation for many crypto/NFT fans is, at its core, "I want to play an MMO where my wealth guarantees me exactly the level of exclusive access and prestige I have in the real world."
For all the talk about decentralization (not poking at your post, just what I've heard in discussions about it), the end goal of digital exclusivity--especially when talking about buying and selling virtual collectables for thousands or hundreds of thousands of dollars--is to reproduce wealth inequality online. It's looking at the barest sliver of egalitarian communication and visibility the modern internet offers and saying, "Hmm. I don't feel like having obscene amounts of money buys me enough acclaim and deference here."
This is in stark contrast to other means of having a virtual world system, where the whole thing was owned by one big company, i.e. like Second Life is now, or like Facebook's virtual world system they're trying to get people into, where a central committee of They can simply kick you out of the entire system if they don't like you.
I'm not about to defend Facebook here, but in the case of Second Life and other virtual worlds, they're owned by one big company because those are the people who made it. The gaming industry is exploitative in many, many ways, but these are still people being credited for and profiting from their work--the thing NFTs are supposed to guarantee artists. The company in this case is the individual entity who can kick you out for misbehavior because it's their world (and having been on the Council of They at times, you usually have to work really hard to be malicious enough that they'll get rid of a customer).
Virtual worlds also take a staggering amount of money to develop and maintain. The open-source/collaborative MMO projects that do exist are either private servers or relaunches of older games, and while these are both important from an archival perspective the people behind them are still starting out with a product that needed money for initial development. Even as someone who doesn't touch the tech that keeps a game online I'm still surprised that anyone manages to pull it off given how complex it is.
Someone will pay for the initial investment and someone will have to be responsible for maintaining it, or it won't stay online. Whoever it is will be the de facto center, just as platforms like OpenSea have become the de facto power centers in brokering NFTs. And of the people who think the metaverse is likely to be a thing, there sure are a lot of companies all claiming to be the ones working on launching it! I wonder why.
I swear this isn't me trying to upbraid you for your post; I mostly want to break it down to component parts because even when NFTs could concievably be used for a good thing, the scenario tends to require perfect conditions and technology and infrastructure that can't yet practically exist. Meanwhile there are often already genuinely grassroots and decentralized practices in place that artists are using to get paid for exclusive work, like the entire commission and adoptables ecosystems. But the reason those practices stay outside the mainstream and decentralized is that they're not big, lucrative, or prestigious enough to be something people can co-opt for power.
When did DAZ start not to mention required products? And why?I used Content Gatherer as an example because I use it with every project. Its currently still on sale. And I've asked that its limitations get marked on the product description, but have been largely ignored.
CG reads a project file and makes a list of all the non user facing files you need to reopen the project. Geometry, texture, temporary files, etc.
DAZ Connect and Central save project files differently. CG cannot locate the source files. CG hasn't been updated since 2016. Its unlikely it ever will. No other product provides the functionality.
So DAZ is currently selling a product that won't work for 2/3 of the possible install schemes.
When did DAZ start not to mention required products? And why?Jason Galterio said:
Add that products like Content Gatherer should include a warning that it does not work with DAZ Central or DAZ Connect.
And probably something for the products with deceased PAs that will most likely not be updated and tech support may not be available. This is particularly important for vendors like Dimension3D who made utilities and has been gone for years now.
Does DazCentral not download and store the install zips like DIM does?
When did DAZ start not to mention required products? And why?Add that products like Content Gatherer should include a warning that it does not work with DAZ Central or DAZ Connect.
And probably something for the products with deceased PAs that will most likely not be updated and tech support may not be available. This is particularly important for vendors like Dimension3D who made utilities and has been gone for years now.
RE: What's up with the lack of communication?RL_Media said:
nonesuch00 said:
It would be better served if the DAZ developers updated DAZ Studio, DAZ Central, and DIM for giving us messages related to such technical failure events. Of course the same message could be a banner or footer on their web site too. Not a big deal if they don't as it's them making the money so you can bet they'll be fixing the problem(s).
I would rather not have that kinda thing built into studio.....
It already is essentially. Many hundreds of megabytes in messages are passed from DAZ's servers to your DAZ Studio, DAZ Central, and DIM install every time you start DAZ Studio. The more products you have bought from DAZ Studio, the more messages from DAZ 3D to your local copy of DAZ Studio, DIM, and DAZ Central that entails.
The extra 100 words of a sentence or two informing a user once in a blue moon about a technical failure is nothing in comparison to the data already being received.
Noob Question - Headshop 14 doesn't work?Throwawaytales has had a skype/screen share session and we were able to find a solution in 5 minutes flat. He also forgot to mention, that he installed HeadShop via DAZ Central and IM - neither of which can be used with HeadShop. As the README clearly states, HeadShop has its own installer that, when used, installs on the correct location.
RE: What's up with the lack of communication?nonesuch00 said:
It would be better served if the DAZ developers updated DAZ Studio, DAZ Central, and DIM for giving us messages related to such technical failure events. Of course the same message could be a banner or footer on their web site too. Not a big deal if they don't as it's them making the money so you can bet they'll be fixing the problem(s).
I would rather not have that kinda thing built into studio.....










