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[Released] Content Wizard [Commercial]
Mark_e593e0a5 said:
RiverSoftArt said:
Mark_e593e0a5 said:
I ran into a texture set on the other store that seems to load well in CW - apart from not showing any useful information. It shows the icon, the file name, and CW can obviously read the JSON files (it throws no errors). But that's it,. basically. The file type is shown as UNKNOWN, and that seems to prevent CW from generating useful Smart Content information. I have not found a way to set the file type or conetnt type within CW. Is that a planned feature for a future version?
No, that will definitely NOT be a feature. The file type is pulled by parsing the file itself (the content type you can already change by double-clicking it in the table view) If you CTRL-double click the filename in the Table View and open up the asset_info when the File Viewer is shown, what is the type?
It shows nothing. The viewer is completely empty. I started the analysis again, and the CW log shows an "unknown file" for each entry.
Huh. It might be CW crashed on import. What does the log say? Also, open that file in a text editor. What is inside it?
[Solved] DAZ, Blender, Substance Painter and tile workflowI kinda fail to understand the issue... and to be honest I also wonder if this issue is actually related to Daz Studio.
The main issue wrt texturing in Painter are the UV maps. You mentioned a custom model which immediately points at the software where this model was created; what did that do with the UV maps? Another issue to keep in mind is the Painter project, in specific: which UV Tile settings were used when importing the mesh? And was auto-unwrap used? If so: was the layout customized and/or optimized?
There are a whole lot more factors to weigh in here besides Daz Studio.
As for your question wrt texturing Daz figures with Painter and bring these customizations back... I actually made a Steam guide for that. This guide goes into detail on how to export Genesis figures from Daz Studio and import them within Painter (2022) in order to texture them. Maybe that can give you some ideas? Of course I'm focussing on Genesis figures which already have a specific UV map assigned to them.
Hope this can give you some ideas!
Problems with shading (Fine in Blender, but not in Daz)@omen.kris If you can share the file I can try to import it in daz studio and see if can be fixed.
Problems with shading (Fine in Blender, but not in Daz)Well, I tried all kind of things and there is no solution to this issue. I have other meshes that also shade like s**t. There is nothing I can do about it. DAZ is messing those up. I can not even see broken normals in any other software. I don't know how others make assets for DAZ. There must be a secret noone is telling :( Otherwise there would not be good looking objects. When DAZ is calculating them on iit's own uncontrolable, how must the file be in blender to not get messed by DAZ?
Padone said:
You may also try not to export/import normals if you have the option, so to force daz studio to rebuild them. Unless you use custom normals for your model that would be bad anyway for export purposes.
well, there is no option in Blender to do that. Besides how should this help, when the problem clearly is DAZ messing up objects that are shwon correct everywhere else
Converting shoes in OBJ format to Victoria 4.2 figure.mding said:
If it is DAZ clothing which you just exported as .obj you might find the following thread interesting.
https://www.daz3d.com/forums/discussion/306791/converting-genesis-8-clothing-to-v4
I purchased these shoes from a 3d model markeplace. From the information i have gathered so far, i need to use a 3d modelling program, import v4 figure + shoes and then do all the work which is where i need a step by step guide.
Script or addon that creates Section PlanesI should expand a little on what the full intent was because it wasn't just to use the camera that is also isolating the object using section planes. And I'll explain in case someone else might find it useful or help their workflow. I am using a 2 punch method to isolate several objects within a scene. In this specific case characters. So example:
1. Create the overall scene
2. Populate scene with objects, characters, etc.
3. Create primary camera where I want it. This will be what the final render uses.
4. Import the isolating cube preset as discussed in this thread. Fit or parent this to the object or objects I want isolated.
- 4a. Render isolated objects separately (isolating cubes ON), using only the Primary camera. If there is more than 1 object I want isolated, I'll save individual scene versions of just them being isolated 1 at a time.
5. Hide all isolated objects from scene. Including the isolating boxes themselves. Render Primary camera
6. Recombine elements using image software with layers (Photoshop, studio paint, GIMP, etc)
The reason for this process to me is to reduce render time at large by isolating objects or characters specifically that when combined with other elements, can compound and increase render time as a result of calculations for everything at once. It also solves the issue of missing shadows of those objects once I recombine their elements within image software using layers of those objects cut from the same cloth of the overall image. Which (the shadows) are something several others expressed in different threads I perused on the internet wanting to retain during certain workflows to accomplish the same thing as I wanted to. Longer shadow just means I move a section plane further from the object.
7. I am also combing this entire process with ManFriday's Render Queue (who recently released an updated version I've yet to purchase - Render Queue 3 )
So overall I've just added a final element to my workflow when I am finishing a scene to now import those isolating boxes. Easy-peasy. Hope the step-by-step of leemoon_c43b45a114 and myself make it easier for others! Just thought I'd share.
[Released] Dungeon Builder [Commercial]Xandyr78 said:
Hey, Totte...if I bought the Dungeon Builder, and I use DIM to manage my products...is there a reason that my DB still shows that it's in 1.0? How do I get the update?
Also...if a set uses rectangular walls/floors...could someone use the Geometry editor function to stitch walls/floors that are rectangles into square sections, then save THOSE out as props that DB could use?
The current versions of the scripts are:
Dungeon Builder 1.0
Dungeon Generator 1.0.2
Dungeon Set Builder 1.1
For stiching, I would recommend placing two side by side, then export as obj, import the obj, reapply the materials and save out as a figure/prop.
Edit: Sorry for the last answer, the fourm does not post many notifications.[Solved] DAZ, Blender, Substance Painter and tile workflowHello,
I wanted to create some textures, using Substance 3D, for a custom figure modified in DAZ but when I import the obj in substance, the tiles (1001, 1002, 1003, 1004) are not grouped as they are supposed to be. I tried several things in Blender, as changing material names, recreating UDIMs but with no avail. Does anyone know the process to create custom skins from DAZ to Substance (and go back from Substance to DAZ)?
Workspace layout not saving properlyRichard Haseltine said:
That message relates to Daz Connect updating metadata, not to the UI layout. Do you install content through Daz Studio itself? If not there is really no need to go online at all.
Yes I install everything through DIM and not DAZ connect. Would not going online solve this problem? I'm still stuck at this point
How to install Daz Studio?If you are getting "postgreSQL CMS connection" errors it seems likely that the installation was not done correctly. I don't know about the Daz standalone installer but via DIM it should install postresSQL alongside Daz Studio itself. This package is required for all the metadata/smart content parts and so Daz Studio will complain if it cannot connect to it as it is not designed to work without it.
It does sound like you either have a really bad internet connection or your antivirus is getting in the way and breaking stuff. I have only ever had one or maybe two zip files with that error message and it was down to slight corruption that was fixed by deleting the zip and re-downloading. Lot's of people have posted about various issues relating to over-zealous anti-virus so perhaps if that might be the cause you can try temporarily disabling the anti-virus while you install.
I would advise against trying to do things without DIM (or Daz Central I suppose) as you'd only be making things harder for yourself by having to do things manually before you have really learned how things work.
Manual installation of Genesis8MaleBodyMorphs and Genesis8FemaleBodyMorphsPerttiA said:
crosswind said:
If so, locate the data folder in IM package, just dump it to the root directory of your DAZ Library. If you do not use DIM and Smart Content, other support files are useless let alone there's no useful metadata in them but just product names ~
Wrong advice, one needs to copy the "Data" and "Runtime" folders to the root of ones Content Library
For a normal product, yes we need. But for these two products morisset bought, we don't need at all by dumping. For what? He just needs those dsf files in /data for dialing morphs in Params. That /runtime contains 3 useless 'supporting files'. How to get them? You have to first of all re-import the metadata, then what do you get? only one product icon in Smart Content, when dbl-clicking it, it's empty; when checking its metadata via Content DB Editor, an error popps up...
Besides, I said 'if he doesn't need DIM and Smart Content blahblahblah~~' Clearly if a guy doesn't want to use DIM but just a direct dumping, he will have no need to touch Smart Content. That's my exp. as lots of my friends are doing so ~ I was answering his question 'Manual installation of Genesis8MaleBodyMorphs and Genesis8FemaleBodyMorphs' which I know them well, just told him a proper way~
I myself love DIM and Smart Content, ever studied them for a long time, fixed hundreds of metadata file and made a couple of complete tutorials. I believe I know what ppl need to do, but still, I respect ppl's requirements, so for some cases I'd rather tell them a proper way other than a so-called 'right way'.... Don't misunderstood me. No offense ~ I apologize if there's any~~
Manual installation of Genesis8MaleBodyMorphs and Genesis8FemaleBodyMorphscrosswind said:
If so, locate the data folder in IM package, just dump it to the root directory of your DAZ Library. If you do not use DIM and Smart Content, other support files are useless let alone there's no useful metadata in them but just product names ~
Wrong advice, one needs to copy the "Data" and "Runtime" folders to the root of ones Content Library
UST Ecology Engineer errorIndeed, never use Daz Connect and never log in! It will bring you lots of unexpected troubles and ruin the metadata you ever fixed by updating them when you're online, so on so forth~~ I deleted Connect folder years ago~~ DIM is the only tool I use to install and update products. BTW, I like the new flat style UI of the latest version
My Daz account has been severely broken for two months (it has now been fixed by Daz)BlueFingers said:
I'm waiting since November 25th with a Tech ticket, the only response I got was a question that was already answered in my original ticket. But there are people out there that are waiting even longer I bet.
I have open tech tickets that are several years old, but only this one that has absolutely no response at all. Most tech reports get sent to the "bug tracker", never to be heard from again. Occasionally something gets fixed. I just got an update to a metadata problem that I reported over a year ago.
Manual installation of Genesis8MaleBodyMorphs and Genesis8FemaleBodyMorphsIf so, locate the data folder in IM package, just dump it to the root directory of your DAZ Library. If you do not use DIM and Smart Content, other support files are useless let alone there's no useful metadata in them but just product names ~
FBX Morph Export RulesOh, got it~ you meant Face Cap related "all morphs" ~
Have not tried if G9's FACS could be used for FaceCap in UE or somewhere else~~ But still suggest you use DDI, then just import FACS morphs in blender, that'll work for Face Cap I believe~FBX Morph Export Rulescrosswind said:
No way~ It won't be 'All Morphs'. Don't forget there're lots of head/body morphs, expression morphs, 3rd-party morphs, etc. having different naming convention that could not match what you specified there ~
Why not using Diffeomorphic Daz Importer? Quick export / import and import morphs on-demand~
Well it got all the morphs i would need to do face capture (though some tweaking would need to be done no matter what) it gets most of the morphs i don't know about 3rd party morphs
FBX Morph Export RulesNo way~ It won't be 'All Morphs'. Don't forget there're lots of head/body morphs, expression morphs, 3rd-party morphs, etc. having different naming convention that could not match what you specified there ~
Why not using Diffeomorphic Daz Importer? Quick export / import and import morphs on-demand~
Daz Install Manager (DIM) 1.4.1.87, Now Available! (*UPDATED*)What happend to the indication of whether the package has metadata?
Edit: Oh, I see it now on the Installed tab. It just changed in appearance, so I didn't recognize it.Blender doesn't keep the Daz poses.butaixianran said:
You need to export with default pose then import a pose file onto your model in blender. that is how this addon works.
But, even in this way, official DTB may not import your pose file correctly.
There is an old bug hiding in the official DTB for years. There are 3 solutions:
1. Use diff daz importer
2. Use a modified version of DTB 2022, which fixed this bug. You can get it here:
https://github.com/butaixianran/DazToBlender
3. Fix this bug by yourself, by following this post:
Thank you let me check that!!!








