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  • Daz3d to Blender Workflow

    Thank you @benniwoodel for the nice video it gives a good overview. I see you're using an old version of the plugin in the video. In the new version the pose scale has been fixed please download the development version.

    As for facial animations they should work. Again please download the development version. I just tried a viseme animation on G2F and it works fine. If you use aniblocks you have to bake them to the timeline. The plugin doesn't import aniblocks. This may also apply to mimic for @wolf359.

    As for the corrective morphs that you don't know about, they import the daz jcms, that for example shape elbows and knees when you pose the character. Try a pose with and without to see the difference yourself.

    As for the outfit "breakings" this is what the plugin "transfer correctives" is for that you don't use in your video. The reason is that the genesys platform in daz studio uses an automatic fitting that transfers the jcms of the figure to the outfit. Unless the outfit has custom jcms for that character that is. Also often a smoothing modifier is used in daz studio to fix the same breakings when jcms are not enough. In blender you can use a shrinkwrap modifier on the outfit to get the same effect.

    http://diffeomorphic.blogspot.com/p/morphs.html

    As an additional note for materials conversion. The plugin works much better with the uber shader so when exporting G1-G3 assets with 3delight materials it's good to convert the materials to the uber shader inside daz studio before exporting. This is good even for iray itself though because this way you have better control on the materials when rendering with iray so it's a win win.

    These are just some notes hope they help sorry I don't have time for full tutorials.

     

    edit. @shavonnew Your system is a little weak in the video card but it's not bad. In blender you can use the simplify panel to limit the textures size in the viewport and in rendering, plus there are other settings that also help. This will get you better performances. In daz studio there's the same problem though and people needs to use the scene optimizer addon to get anywere from a basic scene.

    https://www.daz3d.com/scene-optimizer

     

    By

    Padone Padone May 2020 in Blender Discussion
  • Another Dazaholic Needs an Intervention Thread - Pro Bundle Edition

    I own 27 G8 pro bundles, but I own over half of the 76 core figures, which didn’t sound right until I realized that the centaurs counted for two, and the list also included the basic morph packs. I got Victoria and Michael for free, I bought the parts of Gabriela’s bundle that I wanted out of Fast Grab, I picked up Caryn and Tobyn during a March Madness sale, Charlotte’s starter bundle somehow showed up in a PC+ for a day sale and I got it for $3, the Girl 8 was, if I remember correctly, free as a giveaway of core characters...

    I’m really at a point of diminishing returns for pro bundles. There are a bunch more that I still have wishlisted, but none that I’m super excited about except maybe Alexandra. 

    By

    Gordig Gordig May 2020 in The Commons
  • off topic thread

    it's OK, here I am one of you regardless of my rig

    whether one has a monster like yours or a budget one (I used Carrara on my Dell inspiron laptop in 2009)

    Carrara still can do great stuff

    out there, I lack the very powerful machine and graphics cards needed to render pretty photoreal DAZ Dollies in HD morph detail with Dforced everything

    here we art around creatively heart rather than click and load the latest content devil

    By

    WendyLuvsCatz WendyLuvsCatz May 2020 in Carrara Discussion
  • Is Windows Daz Content compatible with Mac?

    If you've only ever used Mac, be prepared for a little culture shock moving to PC.  Some simple things are a little different until you get used to them.

    As for hardware configuration recommendations, there are lots of theads here with lots of suggestions.  I live on a small fixed income and survived quite nicely with used (at least 7 years old) PCs adapted and updated to have hardware adequate for running DAZ Studio except for an IRay capable card.  A few months ago though, I finally broke down and decided to get a proper DAZzing computer and looked at the  prices of off-the-shelf or commercially pre-built custom models.  The price of an adequate system always seemed to bottom out at about $1200 US.  I'm an old computer nerd from the '70s so I thought I could save money by building my own system.  So I bought my first new computer in 20 years by piecing  it together from catalog bought parts per suggestions of an on-line parts compatability website ( https://pcpartpicker.com/ )  I stuck with known brands and tried to get middle or high grade parts.  I was successful and finally pieced together a system, when all done (after 4 months), for $1400 US. frown  So, not necessarily a money or time saver, and it was a risk of failure or damage, but I took my time doing research and assembly.  And even after it was functional, I added additional parts weeks or months later to finalize it.  In the end though, I'm happy with it.smiley

    But for even a non-professional DAZzing machine, like others have said before me, I recommend at least a graphic card with an nVidea 1660 chip and 6GB of graphic memory (what I have).  Computer's CPU should have at least 4 or 6 sub-processors.  RAM should be at least 16GB.  Internal storage should be at least 2TB total.  If supported by your motherboard, you should take advantage of the new "M.2 NVMe SSD NAND" solid-state drive technology (so very much faster than spinning hard drives) and get at least a 500GB module of it for the operating system.  I have two, a 500GB for the OS and a 1TB for rapid access data, as well as an internal 2TB standard 7200RPM spinning hard drive for backups, and a 4GB external spinning drive for duplicate backup and archive.

    Note:  "M.2" is physical connector type.  "NVMe" is interface data transfer protocol.  "SSD" is Solid-State Drive memory storage class.  "NAND" (or v-NAND) is particular storage technology.  I stuck with known brands like Samsung or Crucial.  I used the more expensive Samsung EVO 970 models in my DAZzing machine.  But I also have had good experience with the 40% cheaper Crucial MX500 standard 2.5 inch SATA connector SSDs (slower than M.2 NVMe but still several times faster than spinning drives) in my older machines so I would also trust their (also 40% cheaper) M.2 NVMe versions.  Regardless of whether your new system has any M.2 sockets, you should have at least one SSD in your system.  It makes a big difference in day to day operational speeds.  And breathes new life into older machines.

    By

    LeatherGryphon LeatherGryphon May 2020 in The Commons
  • Making a Morph out of Meshgrabbers Move

    Hi,

    I have here this:

    It was lucky possible to move it out, it is normmaly just this:

    But I wanna try to move it more out. Is it possible to make it as Morph? Maybe, I can split it to make it as new geo, but I know duplicating the object can cause Problems.

    Maybe if I duplicate it in an empty scene, delete all around, then make a .obj out of it and reimport?

    The original design was just to look like this:

    The next problem is, the Box have just at the start a brown skin, deeper is it black, for a shadow look maybe.

    I have wood shaders but, that object have a crazy complex surface structure (I dont like this splitted over the image surfaces... I prefer everything have its own surface, but I understand its maybe more work).

    So no idea... I would maybe also have to redesign it, if I wanna pull the box more out.

    Any Ideas?

    The used room is this: https://www.daz3d.com/i13-dorm-interior (grabbed free during corona bonus days :) )

     

    Edit: That should be far enough pulled out.

    Atm, do I switch between 2 Objects, the room have open/closed objects, but this is not very much open.

    By

    Loony Loony May 2020 in Technical Help (nuts n bolts)
  • How to improve DIM download speed?

    It doesn't matter what download speed you get from your supplier it is the push speed  i.e. upload speed, of the server you are connecting to that governs how fast you receive the download. Heavy traffic on the upload server or your ISP's server can also slow the transfer.

    Thank you for this... it explains why on one hand i can watch streaming 4k services with no problem but only get upto 2 Mbps from DIM.

    By

    SolitarySandpiper SolitarySandpiper May 2020 in New Users
  • [Released] Rotations Add-On for ManFriday's Mesh Grabber [Commercial]

    I seriously can't get how this is even comparable to dformers. I mean, I love dformers. I've been using dformers for years to make morphs and sculpt and all kinds of stuff. But the FINE TUNING and precision detailing- at the touch of a dial, to click directly where you want to affect, and how... it's so totally worth it. Nothing else adds that kind of functionality to DS. Yes, of course, there's always outside programs that can do the same things. Obviously. But if you want to keep things in DS, keep your workflow in one program? This is a MUST HAVE.  I've paid so much more for programs outside of DS to have the same functions....but to do this in DS, without the back and forth of other programs and testing and such.... Hands down, this is worth it. It's not just for tweaking hair. It can do SO MUCH.  I can't give enough words to say it. It's worth it.

    Absolute, I dont use daz anytime without meshgrabber, its like in Gimp/Photoshop a normal Morph tool, to shrink/turn around or whatever with a tool... if I would have to export my image everytime to just morph it... I would give it up and cancel my hobby :P

     

    plasma_ring said:

    Mesh Grabber's one of the most useful tools I've bought and so I picked this up right away and I'm curious to see what other functions could be added. I chalk it up to my ADHD tax; there are some processes that don't click with me at all, I know realistically I'll probably never sit down and learn them because they bore me to tears, and I'll happily pay someone to think about them for me if I can afford to. One of my favorite uses for Mesh Grabber is circumventing dForce for any movement that isn't straightforward gravity draping, so the rotation addon is really helpful.

    ManFriday have a decent List what he (or she?... Man= HE, but the Video voice is female, maybe he hired someone^^), have all as ideas, like one of the next to do things is a Smoothing modifier, which I would love, like I can see in Zbrush (never bought, but I saw videos), where we can make hard edges smoother, that would be great!

     

    By

    Loony Loony May 2020 in Daz PA Commercial Products
  • How to improve DIM download speed?

    It doesn't matter what download speed you get from your supplier it is the push speed  i.e. upload speed, of the server you are connecting to that governs how fast you receive the download. Heavy traffic on the upload server or your ISP's server can also slow the transfer.

    By

    Fishtales Fishtales May 2020 in New Users
  • Shape Rigger Plus(Commercial)

    The user guide specifically says do not have any other morphs dialed in and make sure the figure is in it's default position when rigging a morph. That is how it was designed to work. It is best to rig morphs on the default base figure, and not a loaded in character.

    Oh, yes. I had read the user guide and forgot about the instructions. 

    It would be nice if in cases of customers forgetting that; that SRP would zero the morphs and the poses and then restore them after it was finished using DS  Save - Restore function.

    By

    nonesuch00 nonesuch00 May 2020 in Daz PA Commercial Products
  • Aubrey 8

    The "High Collar Outfit" - oh dear. Interesting in idea - but WAY too clingy on the breasts, that collar would mean you would be limited in posing of the head, it's not dForce, so I think you'd be VERY limited in its movements. Clothes simply do NOT sit under breasts like that.

    Weirdly, in the promo image on the sales page for the starter bundle is the same outfit on (maybe) the same woman, but doesn't have the same breast cling thing happen. It seems to be something that happens on larger breasted women only, and maybe is an outfit that really needs custom morphs to work better.

    Though I suppose thats pretty typical that clothing doesn't fit larger breasts well, it's weird it doesn't seem to happen on the other copy of (maybe) the same character, so I guess the custom morph wasn't done then. 

    I was expecting Valentina the pirate lady! There's been quite a few pairs recently.

    Maybe there will be a pirate lady addon?

    I don't think there was enough pirate content for a lady pirate to be released. 

    I just hope the next bundle is more interesting. I also hope they start wswitching up the offers on these pro bundles and they stop with this coupon nonsense as a purple banner.

    I suppose there is a few pirate lady outfits out already, but still, I think we all have a need for more booty.

    Interesting is always personal of course, so we just have to get lucky in that respect. I suppose having a wider selection of items you're interested in helps, and I don't find many bundles are targetted at mine (I still really don't care about any male bundle at all).

    Often it seems they scale the deals based on the perceived desireablity of the bundles (male bundles usually seem to have slightly better deals as they're less desirable). So "weird" bundles tend to get better deals (like Edie). I'm not really sure where i'd rate the desirablity of this bundle as it's pretty standard with no obvious theme and a few quirks.

    By

    Luciel Luciel May 2020 in The Commons
  • Iray, color transforms, and dynamic range.

    That video by Andrew is highly inaccurate. The srgb space has nothing to do with the transfer function and it's a very good output for standard monitors, so there's nothing bad about it.

    As for iray you can get a "filmic" transfer the same as blender by turning off burn highlights and crush blacks in the tone mapping panel.

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/render_settings/engine/nvidia_iray/tone_mapping/start

     

    edit. I'd add that using a "filmic" transfer is not necessarily better than a "standard" transfer, it all depends on what you need. To simulate real cameras the "filmic" transfer is not good.

    By

    Padone Padone May 2020 in Technical Help (nuts n bolts)
  • Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)

    indeed,

    losing data - not OK - ever.

    As a fellow character animator, I absolutely appreciate the investment that stands to be lost with this 'feature'.

    Also, that side-effect of the 'H' button that you mention - news to me, and welcome news. Thanks.

    I noticed that when activating the 'H' option in the list, that some of my timeline elements/tracks simply disappeared from the list (4.12.0.86 - might be fixed now). That's when I opened Keymate and 'found' and corrected my issues.

    Re: the losing of data - I'd be curious if you opened the originally saved animation file(s) in a text editor (un-gzip it if compressed), if the morph/edit elements that you used in the timeline are there (saved), or if the save function is failing (rather than the reload function). The answer to this question is critical to my continued commitment to the 4.12 series. I'd also be curious if you were to save your figure animations as 'pose-presets', if the results would be any more or less complete (a possible safety net?).

    Lastly, I do not think that the kind of morphs used (DAZ, or Zed's, or ...) matter. I think they are simple vertex-delta collections in 'dsf' format - separated in collection folders, and the generating entity shouldn't matter, as DS does the dsf generation/saving in the same way, regardless the source (unless that's changed across versions...). The *number* of morphs in your figure's collection might matter, but I wouldn't think the nature of the deltas would matter. I'd hope not!

    thanks for the details,

    --ms

    By

    mindsong mindsong May 2020 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)

    Custom morphs are not animated.
    1. Create morph in ZBrush
    2. Animate it on the timeline.
    3. Save the scene
    4. Close and reopen Daz3d
    Animation keys are missing from the timeline

    fwiw, a recent 4.12.x change unsets the 'H' (hidden) keys setting on scenes when they are reloaded. You may have to re-set that each time you start DS/load a scene.

    Also note that scene frame-counts and the like have been really wonky after reloadeding in recent releases too, but I haven't updated my system lately (last general rls, and I've played with some interim betas which didn't fix any of the animation stuff I use), as I'm really trying to get some work done - however crippled my animations tools are becoming w each update...

    urg,

    --ms

    This creates enormous problems. If the animation fails in the middle of rendering. The app will close. And I will have to render all the animation again. Because I don't remember where and what animation keys were located on the timeline. And there are more than 20 morphs in one animation. God... at least return the ability to save morph animation, please. I don't understand why it was removed. In addition, the PRO version now corresponds to the Public version. She has the same problems. I just sit there and cry...

     

    The timeline has been completely re-done in the 4.12 series, and as is reasonable-to-expect, bugs have crept in. I still have room for optimism, as the keymate/graphmate integration is a big improvement in many facets of the new timeline.

    That said, the beta thread is littered with instances of problems related to this massive change, most of which are not addressed in this General Release. Apparently, if they are not formally registered as bugs in the DS tracker, they don't get attention - blame me, as I won't do a bug report if the bug is mentioned in the forums.

    Re: losing your work, As I try to keep current w DS and still get work done in this forward-moving arena, I can only recommend the following:

    Those are good suggestions generally but what dantist22121991 is reporting is very serious for anyone that does animations, this is a data loss bug. I experience it as well, it started with 4.12.1.117. I need to do a more careful bug report because at least on the scene I am working on right now, some pose modifiers are lost and some are not. In my scene when I load "Pose Controls/Head/Mouth/Tongue/Easy Tongue" the keyframes are there (as are all the frame 0 non-animating full body and head morphs) but the keyframes for "Pose Controls/Head/Mouth/Open Wide" are gone. 

    It could be on the saving not loading side, since the Open Wide keys I believe were added after I updated. This is not a bug report obviously just a description of what's happening to me right now.  I will make a test scene and be more precise and file a bug if I can figure that process out.

    Note, animating fine movements like speech and facial expressions is hours of work and isn't something I can afford to recreate every time I load the scene. For now am avoiding 3rd party morphs and expressions. I would think this would seriously affect all of Zed's stuff, right?

    As far as what was said about [H]idden keys: it is dangerous to have them always enabled. When [O]ther / [A]lias / [H]idden keys are enabled in the new Timeline, creating a new figure keyframe can hang the machine when you have lots of morphs and expressions. It is easy to do-- even if you don't accidentally highlight the figure object and stick to the bones. For instance, accidentally including the Head bone when you have lots of facial morphs and expressions will be a spinning cursor for 15 minutes sometimes, and lots of the time it never comes back. Turning those off is a survival tactic. If they need to be viewable in the timeline in order to be saved or loaded or whatever is happening, one errant mouse click can ruin your day. Nevertheless, if it is just a matter of checking that those keys are visible in the Timeline in order for them to be saved, then, I guess we have a workaround if it's true. Will test.

     

    Update: still issue on 4.12.2.6 beta. Start with new scene, gray G8F dev figure. I chose the Mouth Open Wide dial, set it to a bunch of different values in the 0-30 default range there. Saved it. Waiting awhile, saw that as usual in task manager Daz is still running. Killed the process. Started up 4.12.2.6 again, loaded the test scene. No keyframes saved.

    Other details:

    - OctaneRender plugin is installed which is a very active plugin doing stuff like converting materials and adding subitems to my camera, which is unnerving. I should start with a vanilla install no plugins to test I realize, will do that in a bug report if I get that far. Don't know if that is a factor I installed it around same time I updated.

    - I have KeyMate and GraphMate plugins installed as well. These work as well as ever but using them to create the keyframes doesn't help nor would I expect it to, really.

    - TRSAOH flags are all enabled in the new Timeline.

          --  But: I don't see the keyframes unless I disable [H]idden keys, then re-enable them via the checkmark in the dropdown "Types" menu. I see the keyframe on the new timeline at least. This is not new, I've had to do that ever since the new Timeline was added.

          -- when I ensure I've checked/unchecked H several times , and then save after creating some keyframes,when I load I do get a single saved keyframe! I think it was the one closest to frame zero. But the other 3 created with that dial are gone. 

     

    By

    Snuggins Snuggins May 2020 in Daz Studio Discussion
  • IRAY Photorealism?

    JCade,

    Here are two Octane renders I put togehter for this thread. It's only fair that I should upload some of my own recent studies with pale skin so that you can help me to further improve. Part of what I am trying to learn to do as an artist is to figure out exactly what it is about a skin that makes us as viewers decide what the "tone" of said skin may be. Even in low light we can usually discern a pale skin from a darker one.. but how? Does a skin need to appear bright in order to appear pale? I'm the last one to know I suspect.

    Here are two renders of the same face. To my eye on is more 'realistic" than the other, however both miss the mark in my view. I could appraise the issuesd with these renders but I'd rather leave the floor open for viewers to share whatever issues they observe of their own accord. Naturally, I am going for pale skin that doesnt not lose its apparent details, doesnt compete with the specular...etc. There is not a lot of visible specualr reflections on the skin simply due to the way the room generally is lit. in the first example the lighting is that of the room, but in th esecond version I have added an additional light at the position of the camera, to create a sort of "flash" effect. To me there is a loss of believeability when this light is added however i could well be biased and suffering from a selective blindness.

     

    Hi Rashad, I will also offer some feedback as I use Octane as well as Iray, so I know the Octane parts too.  One on left is far more believable, you are good on the eyes.  The eyelashes are too blond or something, I think darkening would get it more real because it already looks very uniform.  The face's skin looks too perfect almost, for 2 reasons.  One, the detail is great, but the 'shape' of the mesh is very flat....maybe hit it with some more overt displacement somehow to get it contoured with bags under eyes and creases by chin and lips.  Or, in Daz just morph face shape details, if you will, because the skin looks very 'facelift'.

    The second is the texture of the skin itself.  It looks good but is very surface monochrome, maybe multiply/add in a detail map of some sort to break it up with color splotches or something.  Use Path Tracing to reveal subtle SSS if you were using Direct Lighting, and maybe adjust the kernel Filter to soften it up, if you want.  Changing aperture will give a DOF effect, could obscure some of the super consistent detail.  If you're using the plugin I would try throwing it over to the standalone to mess with the settings on a universal, I find it way easier there to play with Randolm walk SSS, Metallic, coating, and sheen there...to me using the plugin interface is not as easy as the standalone, but that's just me.

    Really cool, dig it.  It looks real as in photo-real, but it could be made more asset-real.  But it does look like you photograpphed a mannequin of a blond guy at some convention!  LOL

     

    By

    notiusweb notiusweb May 2020 in Daz Studio Discussion
  • Fully functional DAZ3D Characters in Unreal Engine

    I've been trying to import the standard gen 8 character as fbx into ue4 for some time now, but I don't see any jcms there, although the box "morph" is checked". As of yet it never has worked for me, so I'm asking if it is possible at all? Or do I have to do something with the morph export rules?

     

    P.S.: Works now, but how to export into blender. The bones look strange in blender. Is this something with the bone orientation or is fbx not the right format for blender?

    to export the morphs you must go to each morph you want to export click on the gear next to the name of the morph(jcm too) then when open the morph options you must select the morph/jcm name and copy it, now click in the morphs rules then click to add+ then paste the morph name, now it gonna export it without any issue, another thing to remember to proper use the jcm morph in the character in unreal you must set that jcm in the animation graphs, if you don't know how to make it i can show you a tutorial in how to do that, but only in pm since the link is not a "safe" one and also remember even using jcms not gonna make all the animations "perfect" because daz also uses dual quat type joint bend while all game enginers normally use "the common" way to joints bends then if you want "more perfection you must grab a "unreal version with dual quat, here the thread about it:

    https://www.daz3d.com/forums/discussion/134926/adding-dual-quaternion-support-to-unrealengine4-images-inside/p1

     

    By

    Ellessarr Ellessarr May 2020 in Unreal Discussion
  • Stop genesis from loading morphs

    MS,

    Tried the .off idea because I thought it might really be powerful. Like 'commenting out' a bunch of content.  I tried it with an expression and I am not sure I understand the result.   In this case anyways, if you add the off suffex to both the alias_head_eCTRL3duDaytonExpressionAfraid.dsf and the eCTRL3duDaytonExpressionAfraid.dsf the affraid expression dial disappears and I might assume the morph is not loaded into RAM.  If you add the off suffex to only eCTRL3duDaytonExpressionAfraid.dsf only, the expression dial dissappears.  If you add the off suffex to only alias_head_eCTRL3duDaytonExpressionAfraid.dsf the expression dial remains and the expression works.  I am not sure it is a safe assumption but I think you have to apply the .off to both and if you do it will not read the expression into RAM.  I was really hoping that one combination would have left the dial but it not work - that way I could have applied the off to a bunch of content that I didn't want loaded into RAM but I would still know it was there if I wanted to turn it on.  

    By

    s_j_gregory s_j_gregory May 2020 in Daz Studio Discussion
  • Daz3d to Blender Workflow
    Although it is useless for character animation,
    the diffeo plug-in is great for harvesting correct node set-ups for your daz content.

    I thought the whole point of the Diffeomorphic plugin was to have a rigged, poseable DAZ figure in Blender so that we could animate it and render it with Eevee. I keep reading that Blender has much better animation than DAZ Studio.

    @marble You dont need Diffeo to get a rigged, posable genesis figure into Blender.
    The default DS FBX exporter will do that for you ( with less accurate material conversion than Diffeo )
    After dumping my old obj/MDD to maxon pipeline,I was hopeful that Diffeo would allow me to Load various .duf files with facial and body morph animation into blender after the fact as I did with MDD files to maxon...
    It does not.
    Sure I could convert to a native Blender Metarig and manually animate in blender and have no native Audio based lipsynch functions but , again this is already possible without Diffeo via FBX from DS or Iclone.
    All moot for me, as I am doing my facial and body in Iclone and using both Alembic and FBX from Iclone Direct to blender.
    But I am finding the Diffeo plugin extremely useful for "texture harvest" on the Alembic and FBX from Iclone.
    , As replacing the textures on an imported, Alembic or FBX from Iclone, is literally click&pick without even having to revisit the node setups that diffeo conveniently parsed for me simply by importing the still posed character from a saved Daz scene first.

    By

    wolf359 wolf359 May 2020 in Blender Discussion
  • Auto Face Enhancer [Commercial]
    I finally found the reason why AFE doesn't work for me. It should have been obvious right from the beginning but I never thought of it.

     

    I'm using a G8F skin on G8M with UV switcher and AFE mesh for G8M uses G8M UV of course so that's why the texture looks broken all over the place. Not an error of the product, it just took me so long to realize my error.

     

    I guess we don't have the option to swap UVs male female for the AFE mesh? Ah too bad. I'm not sure if I can fix it myself, will try and have a look.

    Use Map Transfer to copy the G8F material onto G8M’s UV. 

    By

    Gordig Gordig May 2020 in Daz PA Commercial Products
  • Beta for DazCentral, your new Content Manager
    * What is the criteria for Asset/Pluging? I have "Look at Me II" in assets and Michael 4 base in plugins. Some things do not get shown at all? I'm not finding scene optimizer

    Assets are things that only install to your content folder.  So scripts are like content.  Plugins are things that install files to the Daz Studio program folder or that require something to be run as part of the installation, like the Mil 4 figures bases and morph packs.  In essence, the things that Connect can't install.

    By

    fixmypcmike fixmypcmike May 2020 in The Commons
  • Stop genesis from loading morphs

    TheKD,

    Loud and clear.  And look on the bright side, lots would like the chance to make some money at this time.  I have said when I look at my runtimes I confuse myself. . . .  In addition to characters, my data folders are also full of clothing.  Lots (most?) of the clothing includes morphs.  But I am thinking only when the clothing is added are the morphs brought into RAM???   Stop and think about that!!  Either my speculation is not true and I have an entirely different/additional collection of items to consider, including things I have converted and/or saved with Fit Control morphs that I need to think about.  Or it is true and there is an experiment to be done that puts character morph data somewhere, other than the data/ DAZ 3D/ Genesis 8/ Female/ Morphs path, and edits the .dufs (head and body morph files for example) to alter the path so that the morph is only loaded when applied - like clothes.  Surely someone has tried this already?  (Edit: this might be harder if the package also includes expressions.  (or is encrypted?)  I have discovered I have about 55 sets of expressions.  Plus, who new Dayton had 20 expressions of her own.  And I agree with you; they are all loaded into RAM because the dials all work for any character.  How many 'afraid' morphs do I need.  That migh be too harsh.  But how many 'afraid' morphs can I afford to carry is a good question I think.  Had I known when I was buying up all this stuff what I know now I might have been more selective.)    

    Mike,

    Like your halfing suggestion.  have to give some thought to how that might work.  Maybe I could just rename the data/ DAZ 3D/ Genesis 8/ Female/ Morphs folder and copy halves over so as to not mess up, risk messing up, the structure too much. 

    By

    s_j_gregory s_j_gregory May 2020 in Daz Studio Discussion
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