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Daz 3D Forums > Search
  • What exactly does the Create Category utility function do, please

    ibr_remote aka infinity10 said:

    crosswind said:

    You meant 'Categorize' ?

    If you assign a category to the item in this way, there'll be a record entry written to cms database, meaning this item has the category you assigned. Then if you go to Smart Content - Files Tab, select the Category you just assigned from the left hierarchy, that item will be under the selected category (right list) ~ So this function is just for categorization and quick searching...

     Thanks for your reply.  I needed to be sure I was doing the right thing for non-Daz3D content that does not have metadata. When I select Default, the script automatically scans the folder hierarchy, so I was wondering if the correct category would be automatically applied.

    No matter the item is from daz.com or a 3rd-party, or has metadata or not, you just assign a category which's stored in cms database to the item..  That's fine.

    By

    crosswind crosswind April 2023 in Daz Studio Discussion
  • What exactly does the Create Category utility function do, please

    crosswind said:

    You meant 'Categorize' ?

    If you assign a category to the item in this way, there'll be a record entry written to cms database, meaning this item has the category you assigned. Then if you go to Smart Content - Files Tab, select the Category you just assigned from the left hierarchy, that item will be under the selected category (right list) ~ So this function is just for categorization and quick searching...

     Thanks for your reply.  I needed to be sure I was doing the right thing for non-Daz3D content that does not have metadata. When I select Default, the script automatically scans the folder hierarchy, so I was wondering if the correct category would be automatically applied.

    By

    ibr_remote aka infinity10 ibr_remote aka infinity10 April 2023 in Daz Studio Discussion
  • Diffeomorphic DAZ Importer version 1.6.0 released

    I see you export HD. Actually there's a bug with easy import of HD figures, now reported. Everything works fine with the standard import. Personally for animation I'd not use HD anyway because it is very demanding on the hardware but that is your choice. Below there's the easy import settings I'd use for original animation in blender with rigify.

    Let me know if this works for you.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1522/

    By

    Padone Padone April 2023 in Blender Discussion
  • Identifying products in the scene tab?

    There is a script that will do this (for the Daz store products used, it could be expanded to use other stores you have set up).

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/start

    By

    Richard Haseltine Richard Haseltine April 2023 in Daz Studio Discussion
  • Identifying products in the scene tab?

    Just select the item, go to check its Scene Identification. You can find the exact name or some clue in Compatibility Base, in most cases...95%+

    Edit - Object - Scene Id...

    But... the prerequisite is that the relevant products were installed by DIM ( products from daz.com)  or by Content Wizard ( products from 3rd-parties), since all these info. come from metadata in cms ~

    If you directly dumped the product folders into the library, you may only check the field of Scene ID in the dialogue box, vaguely there'll be some clues in data folder...

    By

    crosswind crosswind April 2023 in Daz Studio Discussion
  • Import animation from blender into daz

    Hey guys, 
    If you have managed to actually import Blender animations into Daz, and could help me do the same it would be great. 
    What I have done so far: 
    Imported model in Blender with Difeo. 
    Animated using Simple Rig. 
    I baked the animation ( or at least I think I did, with these steps: Object Mode- selected IK rig - Animation - Bake ( Only Selected Bones, Visual Keying ) . Then, in Difeo, Save as Pose. 
    But, as soon as I do that, my animation is broken in Blender and Daz too. Also, in Daz, I get only 1 frame, not 270 as in Blender ( yes, I set the number of frames to be exported ). 
    Any help, pls? 
     

    By

    Alex@DBG Alex@DBG April 2023 in Blender Discussion
  • Genghis Khan 9 HD

    chevybabe25 said:

    Sigh. Smart Content always makes a mess of my things. Well now I know about it, Ill make sure that gets fixed. There was a lot of textures with that set. Thanks for mentioning it :)

    Not a problem. Metadata is Daz's responsibility. And this is not as bad as the Genesis 9 characters that only make it as far as 'Actor' and no farther. I find I can't assume anything is correct without a check for the basics now.

    And your products are so amazing, the rings in that set are what sold me.

    Mary 

    By

    memcneil70 memcneil70 April 2023 in The Commons
  • Genghis Khan 9 HD

    I have had metadata updates through DIM recently.

    I hope they do a big one on the Black Forge: Accessories for Geneis 9, all the materials went into Lost and Found. It was an easy fix for me to categorize them to 'Materials>Iray>Accessories' but I can't understand how it got out of QC like that.

    By

    memcneil70 memcneil70 April 2023 in The Commons
  • Genghis Khan 9 HD

    Genghis Khan has an update in DIM today. Readme doesn't say why. Wonder what it's for? Metadata, maybe? (Except Daz has said they no longer do metadata-only updates in DIM, only inside Studio.)

    By

    vwrangler vwrangler April 2023 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    I never really had this problem before, but now it's happening and it's driving me insane. Every time i try to import my character to convert to Rigify i get this every time, what's shown on the photos. I had put all the files where they needed to be i believe. I am working in Blender 3.5 and i have Daz ver 4.20. Any help would be appreciated.

    By

    helielfilmz helielfilmz April 2023 in Blender Discussion
  • Cameras don’t import using DTU bridge

    Cameras don't import into unreal using DTU bridge? Is there a specific process to do so?

    By

    milliethegreat milliethegreat April 2023 in Unreal Discussion
  • 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.

     

    By

    Catherine3678ab Catherine3678ab April 2023 in Daz Studio Discussion
  • Daz to blender bridge hair on ground

    So 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.

    By

    vec vec April 2023 in Blender Discussion
  • 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.

    By

    barbult barbult April 2023 in Technical Help (nuts n bolts)
  • 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.

    By

    Faeryl Womyn Faeryl Womyn April 2023 in Technical Help (nuts n bolts)
  • Updating CMS

    Jenner2005_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...

    By

    crosswind crosswind April 2023 in Daz Studio Discussion
  • Updating CMS

    Jenner2005_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?

    By

    crosswind crosswind April 2023 in Daz Studio Discussion
  • Performance improvement suggestion when loading scenes
    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
    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...
     (4 seconds!! glad to see this line here, but it takes a lot :( )
    2023-04-19 15:52:51.136 [INFO] :: Setting textures...
    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...
     (3 seconds!! do we need to create the same materials again?)
    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
    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...
    (7 secs with PBRSkin + those big maps. Each time it must load the map files on disk. No cache for materials)
    2023-04-20 08:17:03.707 Iray [INFO] - MDLC:COMPILER ::   1.0   MDLC   comp info : Loading module "......\pbr_skin.mdl".
    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
    (16 secs, fr projection queue of anatomy to redraw unlock, as no cache for projection.)
    ................................................................
    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...

    By

    crosswind crosswind April 2023 in Daz Studio Discussion
  • Performance improvement suggestion when loading scenes

    chris-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
    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...
     (4 seconds!! glad to see this line here, but it takes a lot :( )
    2023-04-19 15:52:51.136 [INFO] :: Setting textures...
    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...
     (3 seconds!! do we need to create the same materials again?)
    2023-04-19 15:52:56.382 [INFO] :: Resolving legacy figures...
    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 queue
     (7 seconds!! Do we need to process this again?)
    2023-04-19 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 processed

     

    By

    Lantia Vertel Lantia Vertel April 2023 in Daz Studio Discussion
  • Importing 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.

    By

    Richard Haseltine Richard Haseltine April 2023 in The Commons
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