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RELEASED: Sandy Shore (Formerly, something something beach waves)
donniekeidic said:
looks really good. will there be any morphs to change the shape of the waves at all? not a dealbreaker by any means, just wondering. Like a morph to have a tube would be great for a surfing shot.
I did originally intend to include larger surfable waves, but doing so would have required extending the wave physics simulation dimensions to at least three times the size I ultimately used, because--in real life--surfable waves are never right next to the shoreline they're further out to sea. That would have broken the geometry budget without heavy optimization, which would have ruined the realism, and would have added months to the time it took to get this done.
But I intend to do a follow up to this, a not-so-gentle shoreline where the waves crash against rocks, and it's possible that I'll figure out a way to do a single curling wave in isolation that can be used as an add-on. Stay tuned!Daz Studio 6.25[.0.x], General Release!I tried DAZ 6. I was noticing my CPU kept going to 100%. You have to go in the hardware tab of the Render Settings tab and disable CPU rendering.
I did notice that loading scenes and applying poses is instant. With DAZ 4, the more morphs you had, the slower the loading of poses got. DAZ 4 can take up to 10 minutes to apply a pose. DAZ 6 doesn't seem to care and is instant. For me, this is the biggest improvement.
Crashes every so often. And when it does, it forgets all changes to the scripts menu, render settings, tabs, layout, etc.
The select all bug in the scene tab still hasn't been fixed.
Using iRay in the viewport causes SEVERE lag when rotating or moving the camera. What in the world is going on here? Did no one test it? I have a 5080.
edit: I'm not getting as much lag rotating and moving the camera in iray viewport anymore, but it's still way worse than DAZ4 was. I think most of the lag was when CPU rendering was on. But it's still impossible to change morph dials while in iray. It just locks up the render completely and won't update. When you let go the mouse, the dial is in a random position.
Anyone know if it's possible to get the update window back when rendering? Right now, it just does its thing and I have no idea where it's at. I liked seeing the progress.
RELEASED: Sandy Shore (Formerly, something something beach waves)looks really good. will there be any morphs to change the shape of the waves at all? not a dealbreaker by any means, just wondering. Like a morph to have a tube would be great for a surfing shot.
What actually IS new in DAZ Studio 6?WendyLuvsCatz said:
does send to Hexagon work in the D|S6 beta?
I am not on my computer
you could try that if it does and use soft select while selecting specific polygons and send it back as a morph
just tried it on 3du snail... yes it works with Hexagon
Daz Studio 6.25[.0.x], General Release!I can't find the transfer from triax to blended weight option... has Daz removed it or is it hidden somewhere in the bowels of this new version that no one knows about?
What actually IS new in DAZ Studio 6?does send to Hexagon work in the D|S6 beta?
I am not on my computer
you could try that if it does and use soft select while selecting specific polygons and send it back as a morph
What actually IS new in DAZ Studio 6?Joe827 said:
Joe827 said:
Richard Haseltine said:
Joe827 said:
Richard Haseltine said:
Joe827 said:
Richard Haseltine said:
Use Mesh Grabber in DS 4, bake to morph (or raw geometry) and open in DS 6 if you need/want.
Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds. Your suggested workflow will take several minutes. We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy. Mesh Grabber automatically centers the field of influence on the polygon you select. Or is there a way to automatically center the field of influence on a selected polygon for d-formers?
You could use a weghtmap instead of the field.
Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff? The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things. With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day. So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.
Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.
Can you elaborate on the "click in geometry selection mode". I'm using these instructions as my starting point: https://www.daz3d.com/forums/discussion/comment/5646111/#Comment_5646111. Here's where I'm currently at. "We want to get rid of this default map, so right-click on the pants and a menu appears that has a lot of the same options as the Geometry Editor does. Choose "Geometry Selection > Select All," then "Weight Editing > Fill Selected..." In the dialog that appears, set the slider to 0% and accept:"
After executing this step, I try to select individual polygons in Node Weight Map mode as I would with Geometry editor in Drag Mode, but it doesn't select any polygons. Am I going in the wrong direction?
Update: Hold that thought. They're all selected due to one of the steps from the thread I've been followingRichard, I think I understand what you mean now, Right-Click and select Tool Mode -> Geometry Selection. Then I select a polygon and then go to Weight Editing -> Fill Selected. Is that that process you're thinking?
Yes, and if you want a larger area than you clicked on you can use cmd/ctrl + to grow the selection.
What actually IS new in DAZ Studio 6?Joe827 said:
Richard Haseltine said:
Joe827 said:
Richard Haseltine said:
Joe827 said:
Richard Haseltine said:
Use Mesh Grabber in DS 4, bake to morph (or raw geometry) and open in DS 6 if you need/want.
Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds. Your suggested workflow will take several minutes. We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy. Mesh Grabber automatically centers the field of influence on the polygon you select. Or is there a way to automatically center the field of influence on a selected polygon for d-formers?
You could use a weghtmap instead of the field.
Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff? The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things. With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day. So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.
Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.
Can you elaborate on the "click in geometry selection mode". I'm using these instructions as my starting point: https://www.daz3d.com/forums/discussion/comment/5646111/#Comment_5646111. Here's where I'm currently at. "We want to get rid of this default map, so right-click on the pants and a menu appears that has a lot of the same options as the Geometry Editor does. Choose "Geometry Selection > Select All," then "Weight Editing > Fill Selected..." In the dialog that appears, set the slider to 0% and accept:"
After executing this step, I try to select individual polygons in Node Weight Map mode as I would with Geometry editor in Drag Mode, but it doesn't select any polygons. Am I going in the wrong direction?
Update: Hold that thought. They're all selected due to one of the steps from the thread I've been followingRichard, I think I understand what you mean now, Right-Click and select Tool Mode -> Geometry Selection. Then I select a polygon and then go to Weight Editing -> Fill Selected. Is that that process you're thinking?
What actually IS new in DAZ Studio 6?Richard Haseltine said:
Joe827 said:
Richard Haseltine said:
Joe827 said:
Richard Haseltine said:
Use Mesh Grabber in DS 4, bake to morph (or raw geometry) and open in DS 6 if you need/want.
Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds. Your suggested workflow will take several minutes. We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy. Mesh Grabber automatically centers the field of influence on the polygon you select. Or is there a way to automatically center the field of influence on a selected polygon for d-formers?
You could use a weghtmap instead of the field.
Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff? The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things. With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day. So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.
Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.
Can you elaborate on the "click in geometry selection mode". I'm using these instructions as my starting point: https://www.daz3d.com/forums/discussion/comment/5646111/#Comment_5646111. Here's where I'm currently at. "We want to get rid of this default map, so right-click on the pants and a menu appears that has a lot of the same options as the Geometry Editor does. Choose "Geometry Selection > Select All," then "Weight Editing > Fill Selected..." In the dialog that appears, set the slider to 0% and accept:"
After executing this step, I try to select individual polygons in Node Weight Map mode as I would with Geometry editor in Drag Mode, but it doesn't select any polygons. Am I going in the wrong direction?
Update: Hold that thought. They're all selected due to one of the steps from the thread I've been followingWhat actually IS new in DAZ Studio 6?Joe827 said:
Richard Haseltine said:
Joe827 said:
Richard Haseltine said:
Use Mesh Grabber in DS 4, bake to morph (or raw geometry) and open in DS 6 if you need/want.
Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds. Your suggested workflow will take several minutes. We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy. Mesh Grabber automatically centers the field of influence on the polygon you select. Or is there a way to automatically center the field of influence on a selected polygon for d-formers?
You could use a weghtmap instead of the field.
Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff? The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things. With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day. So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.
Well, click in Geoemtry Seelction mode, then cmd/ctrl+ to grow the seelction as required. For some shapes of mesh you could also use a Push Modifier, which is better than a dForm as t moves the mesh in/out along its normals and allows you to just paint the effect in - but in the case of hair, if it is modelled as a cylinder/tube it would just thick or thin the tube in place so not a universal approach.
What actually IS new in DAZ Studio 6?Richard Haseltine said:
Joe827 said:
Richard Haseltine said:
Use Mesh Grabber in DS 4, bake to morph (or raw geometry) and open in DS 6 if you need/want.
Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds. Your suggested workflow will take several minutes. We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy. Mesh Grabber automatically centers the field of influence on the polygon you select. Or is there a way to automatically center the field of influence on a selected polygon for d-formers?
You could use a weghtmap instead of the field.
Painting a weightmap seems like it'd take just as long as manually centering the field, or is there a way to snap it to a polygon with a default falloff? The use cases I'm thinking of don't require a lot of detail - think about.moving a strand of hair aside or fixing socks poking through a pair of pants For those things, I just need a quick way to push/pull a group of polygons aside and then move on to more important things. With Mesh Grabber, I can do this in a few seconds, and I might do it a dozen or more times each day. So hopping back and forth between Daz 4.24 and Daz 6 would be very costly, maybe an extra hour of time each day.
Studio 6: No Premier plug-ins are available.I've registered Studio with the appropriate serial number, I'm connect to my Daz account but I see none of the Premier plug-ins; auto save, pose transfer, shape transfer, ect, listed. I've tried merge menus et al, but these plug-ins remain unavailable.
What actually IS new in DAZ Studio 6?Joe827 said:
Richard Haseltine said:
Use Mesh Grabber in DS 4, bake to morph (or raw geometry) and open in DS 6 if you need/want.
Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds. Your suggested workflow will take several minutes. We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy. Mesh Grabber automatically centers the field of influence on the polygon you select. Or is there a way to automatically center the field of influence on a selected polygon for d-formers?
You could use a weghtmap instead of the field.
How to transfer pose from daz3d to unity correctly.I've manage to transfer a pose using daz3d to unity bridge.
In Unity I use animator controller assing to the character.
But the problem is, though it poses, but the position changes. It goes very high in the sky and rotate a bit.
So how to apply the pose in unity but the position stays exactly the same as when it was in daz3d?What actually IS new in DAZ Studio 6?Richard Haseltine said:
Use Mesh Grabber in DS 4, bake to morph (or raw geometry) and open in DS 6 if you need/want.
Today, I can use Mesh Grabber fix a pokethrough with hair or clothing in a few seconds. Your suggested workflow will take several minutes. We can use d-formers in place of Mesh Grabber, but they also take longer to use for quick fixes because you have to center the field of influence where you want it first, which isn't always easy. Mesh Grabber automatically centers the field of influence on the polygon you select. Or is there a way to automatically center the field of influence on a selected polygon for d-formers?
What actually IS new in DAZ Studio 6?Richard Haseltine said:
soandso said:
I use Mesh Grabber quite a bit so 6 is a no go for me
Use Mesh Grabber in DS 4, bake to morph (or raw geometry) and open in DS 6 if you need/want. For Premier members, Geometry Sculptor will lod mesh Grabber modifiers as is.
I don't have Premier and paying a monthly fee to use a specific feature (not to mention mesh grabber is a tool I already paid for) is an unscrupulous practice that I will not support.
Released: Auto Rigging Pipeline [Commercial]barbult said:
umblefugly said:
Artini said:
umblefugly said:
rhye_7b205b2b74 said:
So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc
If you can get the mesh into DAZ Studio (Currently the script only imports obj) even though the script only imports obj, if it is imported say via fbx for example, you can just skip the import step in the script, go to step 2 and hit refresh list if the items dont show up.Refresh List and it will add those items to the list, then you can continue to selecting a template to use for rigging apply options etc.
So it is possible to convert a character into G9 figure?
In one of your previous post you said it is impossible. I am a bit confused.
I do not need to transfer any more cloth items,
but having possibility to transfer characters from the other programs is very interesting for me.This script is for rigging clothing items. Hope that helps.
All the confusion is caused by the fact that the product page doesn't say that. That should be sentence number one. I don't think any shopper cares whether camelCase was used when writing the script. 99 percent won't even know what that is. But everyone wants to know what the Auto Rigger will rig.While I agree with the statement that it could have been a bit clearer, try to avoid sweeping statements about percentages of people dont know, dont care etc. Some people may care that the code driving the script is properly written and not some thrown together slop. Generalizations stink unless you have been informed by buyers. If you are customer or potential, this is the place to ask questions. I'll make an effort to update the description so as to avoid any thread clutter here.
Released: Auto Rigging Pipeline [Commercial]
All the confusion is caused by the fact that the product page doesn't say that. That should be sentence number one. I don't think any shopper cares whether camelCase was used when writing the script. 99 percent won't even know what that is. But everyone wants to know what the Auto Rigger will rig.umblefugly said:Artini said:
umblefugly said:
rhye_7b205b2b74 said:
So can you rig a character created in Meshy and turn it into G9 figure? or is it just clothing made in blender etc
If you can get the mesh into DAZ Studio (Currently the script only imports obj) even though the script only imports obj, if it is imported say via fbx for example, you can just skip the import step in the script, go to step 2 and hit refresh list if the items dont show up.Refresh List and it will add those items to the list, then you can continue to selecting a template to use for rigging apply options etc.
So it is possible to convert a character into G9 figure?
In one of your previous post you said it is impossible. I am a bit confused.
I do not need to transfer any more cloth items,
but having possibility to transfer characters from the other programs is very interesting for me.This script is for rigging clothing items. Hope that helps.
A tool for posing daz3d character in unity?The other tutorials about transfer Daz3D characters to Unity:
Daz3D to Unity Bridge: Basic Usage Tutorial
DAZ to Unity - Optimize and play in game! (Part 1)
DAZ to Unity - Optimize and play in game! (Part 2)
Commissioning a Head MorphYou should sumbit a request to 3D Universe for such a service if he still does commissions.
You might try if he doesn't or you can't afford it the following:
1) multiple images to create an LoRA so you can create a good AI generated reference image of the subject from all angles
2) feed those images to Face Transfer 2 in DAZ Studio or FaceGen Pro to create the morph for Genesis 9.
Or if that's not a good enough likeness, there are AI generated meshes now from reference images so conceivably you can do one of the head-body and then shrink wrap the exported DAZ Genesis 9 mesh to AI generate mesh shop. I think you still have to do so manyy adjustments of the weighmaps and such afterwards though.










