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Is it possible to cut g8 body parts with a clean cut ?
VicS said:
Is it possible to cut g8 body parts with a clean cut ?
I am using the geometry editot but that will not make a clean cut like the green curves shown in the image,
I'm trrying to use just the feet and half way up the leg

To keep the additional smoothing, export out the .obj - cut off what you don't want in a modeller, import back in the prop .obj. If all that is done is to cut off mesh, the uvmap should be the same. Select it and save as a prop figure.
If for a posed prop, pose the figure before export.Daz to blender bridge hair on groundSo I exported a daz figure through the daz blender bridge and everytime I import it into blender the hair is placed on the ground Ive seen others have this problem but no answers.
also probably not the right place to ask this but is blender good for making animations? this is the whole point of me moving the figure to blender and when I tried in daz it would take a ridiculous amount of render time.
Use G8 wearable preset on G9?Faeryl Womyn said:
The only other thing I can think of and it's more time consuming then a script, take the Genesis you're working on and the outfit and bring them into Blender or Hexagon or whatever program you use and just make the outfit fit the model and export the outfit only to obj and import to Daz and apply the Transfer Utility and, if you're game, dforce options.
That doesn't seem related to the problem of positioning wearable props at all.
Use G8 wearable preset on G9?The only other thing I can think of and it's more time consuming then a script, take the Genesis you're working on and the outfit and bring them into Blender or Hexagon or whatever program you use and just make the outfit fit the model and export the outfit only to obj and import to Daz and apply the Transfer Utility and, if you're game, dforce options.
Updating CMSJenner2005_214fc98680 said:
I deleted all Files and reinstalled the Content. The Database Icon in all Files is Grayed out. If i press the Database Icon Left of the Settings i can first stop the CMS, and if i click again he tries to connect with teh CMS.
I tryed to start DAZStudio in Dimm but it takes forever. I am using Windows 11. Nothing happens if i use the Database Icon. All Files are grayed out at the Database Icon.
I just had a fresh Win11 installed on one of my laptops. Then after installing DIM / DS etc, I've not seen any issue so far..
As for product installation, pls make sure CMS service is started beforehand (clicking on it toggles started / stopped). And some light grey icons like below are fine since there's no metadata in that 'file pack'...
As for the failure of DS startup (no matter in DIM or from desktop shortcut etc.), pls try:
File Browser - path: %appdata%\DAZ 3D\Studio4\.. Delete the file named 'dazstudio.dau'. Then start DS, see if it works...Updating CMSJenner2005_214fc98680 said:
The Help of the icon says that there is no Metadata for this Package.
I installed with the Download Manager in the Opening Site.
Have you had these issues fixed, or any progress?
Performance improvement suggestion when loading scenesAs example, If I load a scene and I load the same scene again without changing anything, it takes 23 seconds to load, according to the logs this is what happens:2023-04-19 15:52:43.881 [INFO] :: Prepare asset load (open): PATH_TO_MY_SCENE(4 seconds!! glad to see this line here, but it takes a lot :( )
2023-04-19 15:52:43.881 [INFO] :: Locking viewport redraw...
2023-04-19 15:52:43.881 [INFO] :: Viewport redraw locked.
2023-04-19 15:52:43.928 [INFO] :: Native format content directories: 4
2023-04-19 15:52:43.928 [INFO] :: Poser format content directories: 3
2023-04-19 15:52:43.928 [INFO] :: Other import format content directories: 0
2023-04-19 15:52:43.928 [INFO] :: Begin asset load (open): PATH_TO_MY_SCENE
2023-04-19 15:52:44.562 [INFO] :: Clearing the scene...
2023-04-19 15:52:47.812 [INFO] :: *** Scene Cleared ***
2023-04-19 15:52:47.812 [INFO] :: Determining missing assets...2023-04-19 15:52:51.136 [INFO] :: Setting textures...(3 seconds!! do we need to create the same materials again?)
2023-04-19 15:52:51.292 [INFO] :: Scanning for addons...
2023-04-19 15:52:53.488 [INFO] :: Creating node geometry...
2023-04-19 15:52:53.543 [INFO] :: Creating UV sets...
2023-04-19 15:52:53.543 [INFO] :: Creating materials...2023-04-19 15:52:56.382 [INFO] :: Resolving legacy figures...
2023-04-19 15:52:56.382 [INFO] :: Preparing modifiers...
....I think it really depends on the assets / resources that need to be loaded... My single V9 scene is even slower: ( latest Public Build )
2023-04-20 08:16:57.108 [INFO] :: Prepare asset load (open): /H:/G9Dev.duf(7 secs with PBRSkin + those big maps. Each time it must load the map files on disk. No cache for materials)
2023-04-20 08:16:57.108 [INFO] :: Locking viewport redraw...
2023-04-20 08:16:57.108 [INFO] :: Viewport redraw locked.
2023-04-20 08:16:57.211 [INFO] :: Native format content directories: 3
2023-04-20 08:16:57.211 [INFO] :: Poser format content directories: 2
2023-04-20 08:16:57.211 [INFO] :: Other import format content directories: 0
2023-04-20 08:16:57.211 [INFO] :: Begin asset load (open): /H:/G9Dev.duf
2023-04-20 08:16:57.246 [INFO] :: Clearing the scene...
2023-04-20 08:16:57.258 [INFO] :: *** Scene Cleared ***
2023-04-20 08:16:57.258 [INFO] :: Determining missing assets...
2023-04-20 08:16:57.731 [INFO] :: Setting textures...
2023-04-20 08:16:57.897 [INFO] :: Scanning for addons...
2023-04-20 08:17:03.677 [INFO] :: Creating node geometry...
2023-04-20 08:17:03.687 [INFO] :: Creating UV sets...
2023-04-20 08:17:03.688 [INFO] :: Creating materials...2023-04-20 08:17:03.707 Iray [INFO] - MDLC:COMPILER :: 1.0 MDLC comp info : Loading module "......\pbr_skin.mdl".(16 secs, fr projection queue of anatomy to redraw unlock, as no cache for projection.)
2023-04-20 08:17:10.566 [INFO] :: Resolving legacy figures...
2023-04-20 08:17:10.566 [INFO] :: Preparing modifiers...
2023-04-20 08:17:10.617 [INFO] :: Creating modifiers...
2023-04-20 08:17:11.563 [INFO] :: Creating property aliases...
2023-04-20 08:17:11.590 [INFO] :: Resolving 186055 formulas...
2023-04-20 08:17:11.590 [INFO] :: Finding formula properties...
2023-04-20 08:17:12.680 [INFO] :: Sorting formula properties...
2023-04-20 08:17:12.724 [INFO] :: Creating ERC Links...
2023-04-20 08:17:14.204 [INFO] :: Finished resolving formulas.
2023-04-20 08:17:14.263 [INFO] :: Processing scene data...
2023-04-20 08:17:14.264 [INFO] :: Finalizing modifiers...
2023-04-20 08:17:14.265 [INFO] :: Finalizing channels...
2023-04-20 08:17:14.265 [INFO] :: Finalizing materials...
2023-04-20 08:17:14.265 [INFO] :: Sorting property groups...
2023-04-20 08:17:14.271 [INFO] :: Setting up follow targets...
2023-04-20 08:17:14.271 [INFO] :: Start following: Victoria 9 HD << Genesis 9 Eyelashes
2023-04-20 08:17:14.271 [INFO] :: Following started: Victoria 9 HD << Genesis 9 Eyelashes
2023-04-20 08:17:14.272 [INFO] :: Connect base morphs: Victoria 9 HD << Genesis 9 Eyelashes
2023-04-20 08:17:14.288 [INFO] :: Applying projection morphs...
2023-04-20 08:17:14.291 [INFO] :: Loaded morph deltas: 0m 0.3s - /data/Daz 3D/Genesis 9/Genesis 9 Eyelashes/Morphs/Daz 3D/Base/head_bs_EyelashesProjectionShape.dsf
2023-04-20 08:17:14.335 [INFO] :: Creating morph projection map: Victoria 9 HD << Genesis 9 Eyelashes
2023-04-20 08:17:14.364 [INFO] :: Base morphs connected: Victoria 9 HD << Genesis 9 Eyelashes
2023-04-20 08:17:14.364 [INFO] :: Applying projection morphs...
2023-04-20 08:17:14.364 [INFO] :: Creating morph projection map: Victoria 9 HD << Genesis 9 Eyelashes
................................................................
2023-04-20 08:17:14.801 [INFO] :: Setting current camera...
2023-04-20 08:17:14.801 [INFO] :: Finalizing scene data...
2023-04-20 08:17:14.802 [INFO] :: Finished asset load (open): 0m 17.590s - /H:/G9Dev.duf
2023-04-20 08:17:14.803 [INFO] :: Processing morph projection queue: Victoria 9 HD << Genesis 9 Eyelashes................................................................
2023-04-20 08:17:30.004 [INFO] :: Unlocking viewport redraw...
2023-04-20 08:17:30.004 [INFO] :: Viewport redraw unlocked.
Asset loading time 17.6s, total loading time 34.6s before viewport redraw, even if my computer is pretty robust... But the loading time in latest Public build was shortened by 10% at least comparing to General release, I was still a bit satisfied...Performance improvement suggestion when loading sceneschris-2599934 said:
I don't think you'd see a big improvement in performance from this change, and probably a degradation in performance when the scene you're loading isn't a version of the one you already have. Think about what you have to do.
- Retain the old scene in memory.
- Load the new scene, and for each element it contains determine (somehow) if it's already in the old scene. If so, retain the old element, otherwise load the new one.
- When you've got to the end of the new scene, unload anything from the old one that wasn't retained.
If you're actually loading a new and different scene, you'll end up with both of them in memory at the same time as laoding nears completion - which might be more than your machine can handle. And the whole process is made more complex, which means potential bugs can be introduced. You don't want bugs in something as fundamental as loading a new scene.
If you have scenes that have a large number of never-changing objects, and a small number of changing ones, it might be possible to rig up an approximation of the set-up you propose using scene subsets. Produce the big background scene and call it stage.duf. Pose your foreground figures, put them in a group and save it as a scene subset called actors01.duf. Move them around and save them as actors02.duf. Rinse and repeat ad nauseam. You can get to any scene by deleting the actors group and loading a new one from the appropriate subset. You might even be able to use a hierarchical pose preset instead of a subset. It's probably not worth the added complication for the amount of time it would save.
It's not exactly like that, this is just the old and well known cache invalidation problem. From what you said:
chris-2599934 said:
- Retain the old scene in memory.
No need to retain anything, the old scene is already loaded in memory when you are using it (obviously) and that doesn't need to change. It remains as it is today.
chris-2599934 said:
- Load the new scene, and for each element it contains determine (somehow) if it's already in the old scene. If so, retain the old element, otherwise load the new one.
- When you've got to the end of the new scene, unload anything from the old one that wasn't retained.
The steps in Daz are different. At the moment Daz does:
- Reading asset
- Clearing the scene
- Deleting objects
- Load new scene
Basically it deletes data generated from the current scene, just... (in most cases) to load and generate it again. After reading the asset in the first step, it should be trivial to check what you should unload/destroy, and what you shoud load/create, actually Daz do this for some assets (I believe), as in the logs you can see a "Determining missing assets..." line when loading a new scene.
Unfurtunatelly without access to the source code or more detailed logs I can just guess what is really happening behind the scenes, but all I see makes me think it shouldn't be complicated reuse more stuff and not only the assets Daz reuses now.
As example, If I load a scene and I load the same scene again without changing anything, it takes 23 seconds to load, according to the logs this is what happens:
2023-04-19 15:52:43.881 [INFO] :: Prepare asset load (open): PATH_TO_MY_SCENE(4 seconds!! glad to see this line here, but it takes a lot :( )
2023-04-19 15:52:43.881 [INFO] :: Locking viewport redraw...
2023-04-19 15:52:43.881 [INFO] :: Viewport redraw locked.
2023-04-19 15:52:43.928 [INFO] :: Native format content directories: 4
2023-04-19 15:52:43.928 [INFO] :: Poser format content directories: 3
2023-04-19 15:52:43.928 [INFO] :: Other import format content directories: 0
2023-04-19 15:52:43.928 [INFO] :: Begin asset load (open): PATH_TO_MY_SCENE
2023-04-19 15:52:44.562 [INFO] :: Clearing the scene...
2023-04-19 15:52:47.812 [INFO] :: *** Scene Cleared ***
2023-04-19 15:52:47.812 [INFO] :: Determining missing assets...2023-04-19 15:52:51.136 [INFO] :: Setting textures...(3 seconds!! do we need to create the same materials again?)
2023-04-19 15:52:51.292 [INFO] :: Scanning for addons...
2023-04-19 15:52:53.488 [INFO] :: Creating node geometry...
2023-04-19 15:52:53.543 [INFO] :: Creating UV sets...
2023-04-19 15:52:53.543 [INFO] :: Creating materials...2023-04-19 15:52:56.382 [INFO] :: Resolving legacy figures...(7 seconds!! Do we need to process this again?)
2023-04-19 15:52:56.382 [INFO] :: Preparing modifiers...
2023-04-19 15:52:56.407 [INFO] :: Creating modifiers...
2023-04-19 15:52:56.939 [INFO] :: Creating property aliases...
2023-04-19 15:52:56.946 [INFO] :: Resolving 164038 formulas...
2023-04-19 15:52:56.946 [INFO] :: Finding formula properties...
2023-04-19 15:52:57.000 [INFO] :: Sorting formula properties...
2023-04-19 15:52:57.002 [INFO] :: Creating ERC Links...
2023-04-19 15:52:57.493 [INFO] :: Finished resolving formulas.
2023-04-19 15:52:57.504 [INFO] :: Applying animations...
2023-04-19 15:52:57.915 [INFO] :: Processing scene data...
2023-04-19 15:52:57.923 [INFO] :: Finalizing modifiers...
2023-04-19 15:52:57.924 [INFO] :: Finalizing channels...
2023-04-19 15:52:57.924 [INFO] :: Finalizing materials...
2023-04-19 15:52:57.924 [INFO] :: Finalizing simulation providers...
2023-04-19 15:52:57.924 [INFO] :: Sorting property groups...
2023-04-19 15:52:57.930 [INFO] :: Setting up follow targets...
2023-04-19 15:52:58.150 [INFO] :: Setting current camera...
2023-04-19 15:52:58.150 [INFO] :: Finalizing scene data...
2023-04-19 15:52:58.151 [INFO] :: Finished asset load (open): PATH_TO_MY_SCENE
2023-04-19 15:52:58.152 [INFO] :: Processing morph projection queue2023-04-19 15:53:05.684 [INFO] :: Unlocking viewport redraw...
2023-04-19 15:53:05.684 [INFO] :: Viewport redraw unlocked.
2023-04-19 15:53:05.743 [INFO] :: Loaded morph deltas
2023-04-19 15:53:06.436 [INFO] :: Processing morph projection queue
2023-04-19 15:53:06.754 [INFO] :: Morph projection queue processedImporting iClone into DAZ?WendyLuvsCatz said:
the FBX will import a mess if it's a rigged figure
props and scenes it will vary, I would personally use obj instead
I have no means to conf8rm this but we have been told that FBXs from Motion Builder will work.
Importing iClone into DAZ?the FBX will import a mess if it's a rigged figure
props and scenes it will vary, I would personally use obj instead
Importing iClone into DAZ?Even if you can get the FBX file to import, you will probably have to rerig (add bones) it from scratch since DS uses it's own type of rigging.
Importing iClone into DAZ?I'm curious if anyone knows of a way to import iClone models/props/etc into DAZStudio....
There are a few things out there that I'd love to have access to in DS but the price of iClone is way outside of my budget.
Trouble creating morph for Gen9 using Blender 3.4lilweep said:
his.royal.duckness said:
- Imported in Blender using Wavefront (legacy) option - it looked closer to 2.8's presets - with "Keep Vert Order" and Poly Groups checked.
That setting is fine. However, for peace of mind, you dont actually need to use Legacy options for import and export in 3.2+.
You can just use the normal obj importer in the latest Blender versions and they will automatically preserve vertex order, so you dont need to worry about reading vert groups etc, just leave everything logical unchecked and it will work fine for creating and exporting morphs.
Awesome, thanks! After a lot of trial and errror I eventually figured out how to import using the legacy one by checking "OBJ Groups", but knowing that the newer obj importer does the job makes it much simpler.
DAZ To Unreal - Characters importing into Unreal 5.1 rotated 90 degrees offThe Daz UE5 bridge thinks the Unreal forward axis is X, but it doesn't know that Unreal uses different orientations for asset editor, in the asset editor the forward axis is Y, and all the bone managing tools and retargeting tools inside asset editor were coded based on using Y axis as the forward axis.
Diffeomorphic is still the king for exporting Daz characters to Unreal via Blender, just need basic Blender knowledge to use it.
Checked the last Daz bridge update still can't support geografts, so Diffeomorphic is needed if you need geografts.
The best approach as I've tested is to use Diffeomorphic to import them into Blender, then use Auto Rig Pro to rig them with Epic skeletons and then export them into UE5, this method doesn't generate better skin weights than original Daz skin weights though, so there is reason to keep Daz skeletons for better weights and the JCMs. Use the materials conversion for Daz available on Unreal market place to rebuild the materials after importing Daz characters from Blender, it has better results compared to characters imported by the official bridge. There are some even better material methods but they need more knowledge to use.Trouble creating morph for Gen9 using Blender 3.4his.royal.duckness said:
- Imported in Blender using Wavefront (legacy) option - it looked closer to 2.8's presets - with "Keep Vert Order" and Poly Groups checked.
That setting is fine. However, for peace of mind, you dont actually need to use Legacy options for import and export in 3.2+.
You can just use the normal obj importer in the latest Blender versions and they will automatically preserve vertex order, so you dont need to worry about reading vert groups etc, just leave everything logical unchecked and it will work fine for creating and exporting morphs.
Create instance - geometry does not match the original?Thank you all for the feedback and info. I'm totally invested in the project atm, and when you hit a wall like this it's very discouraging.
They ought to be identical, but I suppose there could be some kind of rounding error involved.
That's what I thought, about the result I'm getting. To counter this I've just restarted as I leave my computer on indefinitely. Hopefully that will clear any residual problems related to corrupted memory or the like.
If you can't get the original unit to line up with the instances, how about burying the original somewhere way out of site (say at Y= -10000), and then composing your street only from instances?
I mused on that while thinking about the issue after Richard's input, and my corrected reading comprehension. I think I'll save that as a last resort. (coincidentally) I suspect other instances of other objects are behaing the same way, though I have not tested/explored it. lining up walls with foundations, seems off. So that may be the option if the computer restart doesn't help.
[Added] I have that product, but couldn't reproduce your issue - an instanced road section lined up perfectly with its original. Could you post a simple duf file that shows your problem? Anyone with that product should be able to open it.
Well that's encouraging. I hope it's not a case that the duf save series I'm working with corrupted earlier due to the long up time, and I have to start from scratch and save import sets.
Going to try that now, and will reply with results and duf if the issue persists.
I used Section 2 from the props, isntanced it, copied the settings from the original and pasted them onto the copy (which is a 16cm Y Translation), and X translated it 1600CM - as far as I can see the two join prfectly.
Made me smile as I recognized the numbers immediately.instances don't load in the same spot as the originals, there are 2 choices given in the creation dialogue one they will have the same pivot unparented one they won't, I always mix it up but the geometry is the same, it also differs in position if instanced groups or parented props
Yes reading this brings some insight. I do have most objects in groups for organizational puposes. I also don't totally understand the "default settings" versus "copy original", but I suspect the later is what you mention first as it throws off those numbers Richard mentioned above.
I suspect that if all is well with a new duf trying to duplicate, if it suceeds (meaning I can't duplicate), I may have to unparent all the groups in the original duf, and test making new instances. if it fails, it will mean saving out prop sets of the originals, then loading them all into a new duf, and test making duplicates and thereby recreating the scene.
Well off to testing. Will know shortly with the basic test.
Polish - Prestige Business Office Bundle -Missing files.It's a headache. But after my experiences of fixing Poser 11 fbx imports of TurboSquid sets (because Studio is not interested in fbx import) and reapplying materials or reshadering them, I think I can handle putting props in their places. If you ever tried maneuvering 70 bits called "Cylinder" into place---based only on promo renders---then you'd appreciate the relative ease that this Polish conundrum affords. Granted, I'll only do it once. And I do have better things to do. But Daz has proven to me that they are in the business of selling stuff, not fixing stuff that's been sold.
Help with focused learning in CarraraLooking for a bit of guidance on what I should focus my learning time on. Just picked up Carrara Pro, I'm hoping it will be a little easier to learn and more focused workflow than something like Blender for trying to do model deformations, painting, and eventually, character creation. I'm about an hour into the basic Phil Wilkes 8.5 tutorial, trying to get more familiar with the concepts as I go, but I can see that there's a lot of parallel functions to Daz Studio, like animations, rendering, etc. I'm guessing those types of functions it doesn't do nearly as well as Daz, and I've been reading that it doesn't natively import Genesis models after the first gen, although I've seen posts such as https://www.daz3d.com/forums/discussion/597316/genesis-9-we-are-back-in-the-game-carrara-users and it makes me hopeful that I'm not completely wasting my time, but these types of posts are geared towards people much more familiar with the workflow than I am and I'm hoping someone can explain to me what this means in laymens terms. Is it possible to import and work on Genesis 9 models and create new characters from the base?
Do I need to be able to do that in order to work on individual pieces of a character's mesh and textures?
Does the Particle System carry over into Daz Studio? Sounds like an exciting feature, but I don't want to waste time on learning it if it's not exportable.
And does anyone have any experience overcoming a weird issue on Mac OS Monterey where after installing and giving it root permissions, Carrara freezes when trying to create or load a scene (even a completely empty one)?
Object imported from blender into Daz don’t import materialsmilliethegreat said:
And why scale 1% when the original fbx files are not all the same scale?
Blender uses meter as default unit. If the dimensions of the object you made refer to the actual size, for instance an iPhone... You can either specify 1% when exporting from blender and use default Ds unit (100%) to import, or use 100% to export from blender and 1% to import to Ds... Otherwise you'll have a huge iPhone in the scene and still have to re-scale it.... FBX format is the same and you have to specify FBX Unit Scaling when exporting...
but anyway, it's up to you loh~~
Show Us Your Bryce Renders Part 12mermaid010 said
S Ray very interesting set of renders, couldn't you do the assembling in Bryce instead of Poser ?
Yes, but it would be difficult. I would have to set the move, static & select wireframe options to their max. Then Bryce would turn the selected objects to box mode as the structure gets bigger. You would probably have to do it in section using solo mode. Where posers has 9 or more wireframe & solid viewing modes. Like I said their modeled are made for gaming engines which shows the objects with the textures applied while moving them in real time. Some like unreal even shows global illumination in real time, which is why you need a really high-end video card to build worlds in it. Also, most gaming engines don't export meshed (Only import them) Blender or other 3d apps could probably be used, as long as they will export the UVs.












