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AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI@Crios Si con altre versioni non va che il plugin di import non è aggiornatoItems not showing up when filtered.
wildbillnash said:
Okay, Crosswind, I did it and this is what I got when I clicked on it.
I'm terribly sorry !! I must've been sleepy at that time!

As below: Right click menu - Edit Metadata...
Tafi Announces Revolutionary Text-to-3D Character EngineMada said:
outrider42 said:
USD is going to be a big deal, it's in the name...Universal. We need a standard. With USD new doors will open in every direction. Anybody who doesn't use USD will get left behind. If DS gets it then that will change everything. DS FBX import sucks, it sucks unbelievably bad, and DS has no good options to import a model with rigging or even most textures in place. DUF is not a standard, and is proprietary to Daz. I can see a future where DS content will natively support USD for easy export. They will not need to do a separate download for Unreal, Unity, Blender, ect, ect. They can do it all with one format.
From the blog : " and its next update will include NVIDIA’s Omniverse via support for Universal Scene Description (OpenUSD)OpenUSD. "
I saw that, I was mainly responding to a comment that USD was still niche.
Tafi Announces Revolutionary Text-to-3D Character Engineoutrider42 said:
USD is going to be a big deal, it's in the name...Universal. We need a standard. With USD new doors will open in every direction. Anybody who doesn't use USD will get left behind. If DS gets it then that will change everything. DS FBX import sucks, it sucks unbelievably bad, and DS has no good options to import a model with rigging or even most textures in place. DUF is not a standard, and is proprietary to Daz. I can see a future where DS content will natively support USD for easy export. They will not need to do a separate download for Unreal, Unity, Blender, ect, ect. They can do it all with one format.
From the blog : " and its next update will include NVIDIA’s Omniverse via support for Universal Scene Description (OpenUSD)OpenUSD. "
Tafi Announces Revolutionary Text-to-3D Character EngineThis isn't generating something like the AI generators do. This is basically TEXT Controlled Daz Studio, nothing more, and a simplified DS at that. It uses the morphs and textures that they have rights and access to, it is not creating new morphs or textures in its process. There is nothing wrong with the concept, if it makes things easier, that's great. But I question how well this works in practice. While there is a ton of content that Daz can pull from, there are still limitations on what you can do. If a morph does not exist, or if the combination of morphs do not work well with the clothing, what can the user do about it? You will not have access to every morph and texture ever made, only the ones this app has.
I assume that Daz/Tafi retains rights to the created characters in some way, given it retains 3D rights to the characters created in Daz Studio.
USD is going to be a big deal, it's in the name...Universal. We need a standard. With USD new doors will open in every direction. Anybody who doesn't use USD will get left behind. If DS gets it then that will change everything. DS FBX import sucks, it sucks unbelievably bad, and DS has no good options to import a model with rigging or even most textures in place. DUF is not a standard, and is proprietary to Daz. I can see a future where DS content will natively support USD for easy export. They will not need to do a separate download for Unreal, Unity, Blender, ect, ect. They can do it all with one format.
Rigging clothing with transfer utility makes item disappear?Well, must have [messed] up something about the import settings the first time around, because I tried re-importing the objs (no difference in parameters) and this time it worked, so? No idea what I must have checked wrong or maybe misclicked the first time.
Documentation errataDodger said:
BTW my guess was correct. That second value is the actiual vertex index, not the vertex-of-the-poly index.
I have, at this point, successfully extracted the G8M geometry (base resolution) from the DSF and saved it as a OBJ, scaled to 0.41010499% (centimetres to v6+ Poser Normal Units, that is, 8 feet) all from the command line.It's the index of the vertex in the mesh that is used by the polygon, it isn't the index of the vertex within the set defining the polygon (setting the winding order) - you could call it vertex_index_of_a_vertex_used_by_the_polygon, but that would be unwieldy.
I am now starting in on the DSF->CR2 conversion. The weight maps look pretty straightforward, too.
A big part of my reason for doing this is, sorry DAZ guys, but frankly the Poser weight map editing tools are just vastly superior to the weird "smooshy blue with yellow edges" DAZ ones. Being able to easily and quickly switch between limiting by group or material (and, since the figure can be swapped out by changing two lines in the CR2, you can map ANY material groups you want for whatever precision of selection on a geometry copy and then just swap the figureResFile out to one without a zillion usemtls to the actual intended use geometry).
The colours used for weight, or no weight, are user-configurable.
Selection by group, surface, or selection set (which allows you to cerate and store mutliple selections, including overlapping selections (which I suspect is why you want to swap), without having to redefine groups and/or surfaces) is available through the right-click menu>Geoemtry Selection>Select By, and of course you can use the Geometry Editor (which gives direct acess to adding or removing groups, surfaces, and selection sets from the current selection via the Tool Settings pane) to do the ground work.
By all means use the tools you know, if thet gain enough speed to offset the preparation stage, but I don't think being known in this case amounts to inherent superiority.
Since DAZ seems to be able to import Poser content complete with weight maps now, well, as a result, I am going to rig my content in Poser and just use DAZ to set the materials and finalise the package for any DAZ content. (Or, what do you call them, surfaces?) But in order to do this, I will need to be able to take any DAZ-only content and load it in Poser. (I mean, I can't very well copy the rigging in Poser if I can't get the rigging in Poser, right?).
And since ther'es no way to load DAZ-only content in Poser, I'm *making* myself a way.
And hey, maybe such a piece of software would even sell, I dunno. Maybe some people want to use G9 in Poser, after all. It could happen. And while I certainly cannot distribute such a conversion, nothing says I can't distribute a Python library to load a DSF into Poser, after all.Diffeomorphic DAZ Importer version 1.7.0 releasedAs for diffeomorphic. Yes the shaders you import from daz studio are converted from iray and in general may not be the best solution for cycles. The point is we need to convert iray features that cycles doesn't support or does in other ways so apprxomations are done. For best results you can replace some materials with native cycles shaders if you need to.
Documentation errataBTW my guess was correct. That second value is the actiual vertex index, not the vertex-of-the-poly index.
I have, at this point, successfully extracted the G8M geometry (base resolution) from the DSF and saved it as a OBJ, scaled to 0.41010499% (centimetres to v6+ Poser Normal Units, that is, 8 feet) all from the command line.I am now starting in on the DSF->CR2 conversion. The weight maps look pretty straightforward, too.
A big part of my reason for doing this is, sorry DAZ guys, but frankly the Poser weight map editing tools are just vastly superior to the weird "smooshy blue with yellow edges" DAZ ones. Being able to easily and quickly switch between limiting by group or material (and, since the figure can be swapped out by changing two lines in the CR2, you can map ANY material groups you want for whatever precision of selection on a geometry copy and then just swap the figureResFile out to one without a zillion usemtls to the actual intended use geometry).
Since DAZ seems to be able to import Poser content complete with weight maps now, well, as a result, I am going to rig my content in Poser and just use DAZ to set the materials and finalise the package for any DAZ content. (Or, what do you call them, surfaces?) But in order to do this, I will need to be able to take any DAZ-only content and load it in Poser. (I mean, I can't very well copy the rigging in Poser if I can't get the rigging in Poser, right?).
And since ther'es no way to load DAZ-only content in Poser, I'm *making* myself a way.
And hey, maybe such a piece of software would even sell, I dunno. Maybe some people want to use G9 in Poser, after all. It could happen. And while I certainly cannot distribute such a conversion, nothing says I can't distribute a Python library to load a DSF into Poser, after all.Should I focus on Blender or Daz first?If you're keen on composing your scenes with the assets on hand and having them rendered ASAP, your first priority should be focusing on DS as it's much easier than using Blender to get the final results. Well, you still can learn Blender at the same time, especially the essential skills of modeling and sculpting, which could multiply your capability of enhancing the scenes in DS. However if you're not in urgent need of getting renders in DS, you may certainly focus on Blender first. There's a pretty good add-on, Diffeomorph Daz Importer, which can import assets from Ds to Blender. So you can compose your scenes and have them rendered in Blender efficiently. I've seen quite a few guys are doing so in here... They don't really use Ds but just Daz assets and manipulate them in Blender most of the time.
I'm a Blender user as well, 6+ years with Daz, nearly 2 years with Blender, but I always regret that I should‘ve learned blender earlier. Still, it depends on the preference of your own eventually. In general, go for the software you really like, then you'll have momentum and enthusiasm to have 'happy learning and happy rendering'. IMHO...
No morphs import when Auto IKThey,re there before selecting Auto IK but dissapear after??
BTW tried every workaround advised nothing works, so dont waste your time.
Did someone say C4D is much easier to animate? maybe basics but back to blender for me
Is it possible to modify haircuts?Unfortunately it's not easy though it's possible... as this is a strand-based hair. You have no way to either manipulate its geometry with Geometry Editor / Mesh Grabber or export / import a morph with Morph Loader Pro, or edit it with Strand-Based Hair Editor. The only way to deform it is to use a D-Former(s) on it. Like the screenshot as attached, I roughly 'scaled' and 'pushed' the tail...
Smart content scrambled againPerttiA said:
SofaCitizen said:
jhogenboom_da69c035a9 said:
I did the re-import metadata and things look the same. How do you get the thing to sort by date correctly? Some of the stuff on the top of the sort by recent first I bought years ago.
I believe that the re-import from metadata won't include the order date as it only pulls data from the dsx files which do not have any dates saved in them. So it is set to NULL in the database. In addition, it would also set the release date, install date and last update dates to the date of re-import.
If one logs in to DS, DAZ Connect will 'update' metadata and has in the past for example, messed up the dates.
Eww, yes. I don't do that anymore as it messes up a lot of things.
Smart content scrambled againSofaCitizen said:
jhogenboom_da69c035a9 said:
I did the re-import metadata and things look the same. How do you get the thing to sort by date correctly? Some of the stuff on the top of the sort by recent first I bought years ago.
I believe that the re-import from metadata won't include the order date as it only pulls data from the dsx files which do not have any dates saved in them. So it is set to NULL in the database. In addition, it would also set the release date, install date and last update dates to the date of re-import.
If one logs in to DS, DAZ Connect will 'update' metadata and has in the past for example, messed up the dates.
Smart content scrambled againjhogenboom_da69c035a9 said:
I did the re-import metadata and things look the same. How do you get the thing to sort by date correctly? Some of the stuff on the top of the sort by recent first I bought years ago.
I believe that the re-import from metadata won't include the order date as it only pulls data from the dsx files which do not have any dates saved in them. So it is set to NULL in the database. In addition, it would also set the release date, install date and last update dates to the date of re-import.
User Category Creation in DAZ 4.21I can create a first sub-category in Smart Content. I have used this very useful personalization function for my own categories up to 3 sub sub categories. I can create them in 4.21, but they are not recognized in my search in Smart Content. Example: I have several 'environments" that I want to search by region. I create the continents to identify figures, landscapes, props. They will only appear now in the first sub category. Oddly, the last sub category which is used by the product's metadata will include air, land, water. I find these to be redundant and cluttered. I don't understand why "land animals" would be useful. It would be useful to have "Australian" then wild dogs, parrots, and kangaroos, crocs, etc.Another useful category I use is "child, adult, aged". I can quickly call up all "aged" figures, regardless of generation number. All all hair that is braided, regardless of generation number, since I could reasonalby choose a G1 hair for G9. I really miss this capability. But, it seems this is a function that has been removed, or broken. Or has it been changed and I just need to know how to do this in 4.21?
Smart content scrambled againI did the re-import metadata and things look the same. How do you get the thing to sort by date correctly? Some of the stuff on the top of the sort by recent first I bought years ago.
[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]
Finally, use your favorite Genesis 8 Hair without limitations on your Genesis 9 characters! Automatically convert almost your entire library of hair items using the new Hair Converter from Genesis 8 Female to Genesis 9 or the Hair Converter from Genesis 8 Male to Genesis 9! The Hair Converter scripts provide batch execution for automatically converting your Genesis 8 Hair to Genesis 9 Hair in your library. Easily select the hair items in your library, select an output directory, and execute the script. Even better, icons and categories are copied from your original Genesis 8 hair to the new Genesis 9 hair items.Your new Genesis 9 hair is completely Smart Content aware! They will show up when you select a Genesis 9 character. Plus, all materials shown in Smart Content for your Genesis 8 item will show for your converted Genesis 9 item.
- Convert Genesis 8 Hair, including multi-part hair such as wearables, for use by Genesis 9 characters.
- Adds new movement bones to converted hair, adding functionality the original products lacked (may not work with all dForce hair)
- Copies icons from Genesis 8 hair to Genesis 9 hair for a professional look
- Copies Smart Content Products! Converted hair will be organized into similar products as the original items. The converted product mirrors the original hair items' products, organizing multiple converted items into one converted product and even using the product image from the original products.
- Converted Hair is Smart Content enabled! All materials shown in Smart Content for your Genesis 8 item will show for your converted Genesis 9 item.
- Automatically convert your entire library of hair with one operation!
Items without metadata can be converted but will not show up in Smart Content. They may also need to be converted using a Force Convert Item(s) button.
The script may not be able to convert all hair items without issues. Mid and high-level ponytails that were originally moved with bones will lose that functionality during the conversion process. In addition, though beards can be converted by the script, because of limitations in the conversion process, open-mouth expressions can possibly tear on the facial hair.
The script adds rigged bones to hairs on conversion, but cannot do this with hairs where the entire hair was grown from a cap with dForce (there isn’t enough actual geometry to work with, because dForce strands can’t be seen as geometry by Transfer Utility). It WILL work with hairs like many AprilYSH hairs that have dForce but also have geometry.
FYI: this is the best hair converter script we have done. I (RiverSoft Art) finally figured out how to convert multi-part hair (the other generation (G3-G8, etc) scripts would skip these hairs). It creates converted hair Smart Content Products as well as files. Finally, it is much more robust.
[Released] RSSY Clothing Converter from Genesis 2 Female to Genesis 8 Female [Commercial]foxyfoxfurries said:
Hello whats up :)
I bought this item RSSY Clothing Converter from Genesis 2 Female to Genesis 8 Female | Daz 3D and I have this outfit that I want to convert Dynamic Martial Arts Gi: Genesis 2 | Daz 3D.
When I follow the steps I dont find in people genesis 2 female in my folder , So it also means I dont find what I want to convert , Have any idea how can I convert it? thank you ! :)
I will upload the images soon if it will help for some reason it wont upload right nowWhat does the log say. It might be skipping it if the metadata is bad and saying no clothing found. From the manual:
The Clothing Converter dialog does not show some clothing items when adding to the list. The Clothing Converter script automatically filters out all presets that do not have a content type of Follower/Wardrobe. This is by design to avoid unknown files as this script has been carefully crafted to try and convert clothing without errors as much as possible. If you are absolutely positive that a file is a clothing item, you can turn off the Check Content Type option and use the Add Files… button to add those files. If you turn this option off, any file will be added. On execution, the script will load the file, whatever it is and whatever it does. The script will still only convert items that are clothing on execution. Turning this option off is ONLY recommended if you are having trouble getting the script to recognize specific clothing files.
Sketchup into CarraraBunyip02 said:
Tried a few different ways, found a way that works.
First of all download model from Sketchup Warehouse.
Next import skp file into pCon.planner STD
Export model as obj from pCon.planner STD
Import obj into Blender
Export as fbx from Blender
Import fbx into Carrara (make sure fbx file is in the same place as the obj with maps)


thanks for thios Bunyip02 - this needs to be in the Carrara wiki!!!
I used the harbour bridge and luna ark a few years ago - but Luna Park was a mission









