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RTX 4000 Officially Revealed
kyoto kid said:
It's become like trying to buy a car today that has manual windows and door locks as well as just a simple basic instrument panel instead of all the electronic gizmos and vidscreens they throw in cars today.
And the funny thing is, that the one with manual windows etc. will live longer than the ones with gizmos. We see it in here as the import taxes together with annual taxes, are keeping the average age of the cars at around 13 years.
One could say; Keep it simple and live longer
Oh, Misty, I forgot my Complaint ThreadKB3D models come with all textures, they just won't load properly into DS when you import. If you've ever imported an OBJ into DS, you can work with KB3D sets.
I can't simulate any d-force items anymoreI’m having trouble simulating all of my d-force clothing in Daz Studio. Even if I remove everything in a scene and just simulate d-force clothing on an unposed figure, I still get a pop-up window that says “Error preparing objects to simulate” or “Error during simulation. See log for details.” I've also closed and restarted Daz, but that didn't do anything to solve the problem either. Daz even crashed a few times when I attempted to simulate a few pieces of d-force clothing.
I recently installed a new driver for my NVIDIA GeForce 1660 Super graphics card. I’m not sure if the new driver has anything to do with this problem. But below is I think the most relevant information from the log for the scene I want to render. I’ve never had this problem with d-force before. Does anyone know how I can solve this?
I might not respond immediately to anyone's comments, since I'm posting this early in the morning before I go to bed. But I'll respond eventually.
2022-10-14 02:03:10.296 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Clothing/dForce Roman Clothing/SYdGR 07 Loincloth Genesis 8 Female.duf
2022-10-14 02:03:10.296 [INFO] :: Locking viewport redraw...
2022-10-14 02:03:10.296 [INFO] :: Viewport redraw locked.
2022-10-14 02:03:10.357 [INFO] :: Native format content directories: 3
2022-10-14 02:03:10.357 [INFO] :: Poser format content directories: 3
2022-10-14 02:03:10.357 [INFO] :: Other import format content directories: 0
2022-10-14 02:03:10.357 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Clothing/dForce Roman Clothing/SYdGR 07 Loincloth Genesis 8 Female.duf
2022-10-14 02:03:10.367 [INFO] :: Determining missing assets...
2022-10-14 02:03:10.387 [INFO] :: Setting textures...
2022-10-14 02:03:10.392 [INFO] :: Scanning for addons...
2022-10-14 02:03:10.406 [INFO] :: Creating node geometry...
2022-10-14 02:03:10.406 [INFO] :: Creating UV sets...
2022-10-14 02:03:10.406 [INFO] :: Creating materials...
2022-10-14 02:03:10.412 [INFO] :: Resolving legacy figures...
2022-10-14 02:03:10.412 [INFO] :: Preparing modifiers...
2022-10-14 02:03:10.412 [INFO] :: Creating modifiers...
2022-10-14 02:03:10.432 [INFO] :: Finalizing modifiers...
2022-10-14 02:03:10.432 [INFO] :: Finalizing simulation providers...
2022-10-14 02:03:10.432 [INFO] :: Sorting property groups...
2022-10-14 02:03:10.441 [INFO] :: Setting up follow targets...
2022-10-14 02:03:10.441 [INFO] :: Start following: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:10.441 [INFO] :: Following started: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:10.441 [INFO] :: Connect base morphs: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:10.441 [INFO] :: Creating morph projection map: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:10.456 [INFO] :: Base morphs connected: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:10.457 [INFO] :: Creating morph projection map: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:10.461 [INFO] :: Finished asset load (merge): 0m 0.104s - /People/Genesis 8 Female/Clothing/dForce Roman Clothing/SYdGR 07 Loincloth Genesis 8 Female.duf
2022-10-14 02:03:11.106 [INFO] :: Unlocking viewport redraw...
2022-10-14 02:03:11.106 [INFO] :: Viewport redraw unlocked.
2022-10-14 02:03:11.273 [INFO] :: Processing morph projection queue: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:11.345 [INFO] :: Loaded first morph deltas: 0m 0.2s - /data/DAZ 3D/Genesis 8/Female/Projection Morphs/xenic101/Musculature/Hip/xPBMGluteusMaximusR_proj.dsf
2022-10-14 02:03:11.349 [INFO] :: Loaded first morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Projection Morphs/xenic101/Musculature/Hip/xPBMGluteusMaximusL_proj.dsf
2022-10-14 02:03:11.426 [INFO] :: Morph projection queue processed: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:14.593 [INFO] :: Stop following: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:14.594 [INFO] :: Following stopped: Priya << SYdGR Loincloth Genesis 8 Female (3)
2022-10-14 02:03:16.533 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Clothing/dForce Roman Clothing/SYdGR 06 Bra Genesis 8 Female.duf
2022-10-14 02:03:16.533 [INFO] :: Locking viewport redraw...
2022-10-14 02:03:16.533 [INFO] :: Viewport redraw locked.
2022-10-14 02:03:16.595 [INFO] :: Native format content directories: 3
2022-10-14 02:03:16.595 [INFO] :: Poser format content directories: 3
2022-10-14 02:03:16.595 [INFO] :: Other import format content directories: 0
2022-10-14 02:03:16.595 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Clothing/dForce Roman Clothing/SYdGR 06 Bra Genesis 8 Female.duf
2022-10-14 02:03:16.600 [INFO] :: Determining missing assets...
2022-10-14 02:03:16.629 [INFO] :: Setting textures...
2022-10-14 02:03:16.643 [INFO] :: Scanning for addons...
2022-10-14 02:03:16.649 [INFO] :: Creating node geometry...
2022-10-14 02:03:16.650 [INFO] :: Creating UV sets...
2022-10-14 02:03:16.650 [INFO] :: Creating materials...
2022-10-14 02:03:16.656 [INFO] :: Resolving legacy figures...
2022-10-14 02:03:16.656 [INFO] :: Preparing modifiers...
2022-10-14 02:03:16.656 [INFO] :: Creating modifiers...
2022-10-14 02:03:16.668 [INFO] :: Finalizing modifiers...
2022-10-14 02:03:16.668 [INFO] :: Finalizing simulation providers...
2022-10-14 02:03:16.668 [INFO] :: Sorting property groups...
2022-10-14 02:03:16.668 [INFO] :: Setting up follow targets...
2022-10-14 02:03:16.668 [INFO] :: Start following: Priya << SydGR Bra Genesis 8 Female
2022-10-14 02:03:16.668 [INFO] :: Following started: Priya << SydGR Bra Genesis 8 Female
2022-10-14 02:03:16.669 [INFO] :: Connect base morphs: Priya << SydGR Bra Genesis 8 Female
2022-10-14 02:03:16.672 [INFO] :: Creating morph projection map: Priya << SydGR Bra Genesis 8 Female
2022-10-14 02:03:16.692 [INFO] :: Base morphs connected: Priya << SydGR Bra Genesis 8 Female
2022-10-14 02:03:16.692 [INFO] :: Creating morph projection map: Priya << SydGR Bra Genesis 8 Female
2022-10-14 02:03:16.697 [INFO] :: Finished asset load (merge): 0m 0.101s - /People/Genesis 8 Female/Clothing/dForce Roman Clothing/SYdGR 06 Bra Genesis 8 Female.duf
2022-10-14 02:03:17.341 [INFO] :: Unlocking viewport redraw...
2022-10-14 02:03:17.341 [INFO] :: Viewport redraw unlocked.
2022-10-14 02:03:17.346 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/SickleYield2017/dForceGreekAndRomanG8F/SYdGR 06 Bra Genesis 8 Female/Morphs/SickleYield2017/Base/FBMFitnessSize.dsf
2022-10-14 02:03:17.351 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/SickleYield2017/dForceGreekAndRomanG8F/SYdGR 06 Bra Genesis 8 Female/Morphs/SickleYield2017/Base/FBMFitnessDetails.dsf
2022-10-14 02:03:17.355 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/SickleYield2017/dForceGreekAndRomanG8F/SYdGR 06 Bra Genesis 8 Female/Morphs/SickleYield2017/Base/FBMBodybuilderSize.dsf
2022-10-14 02:03:17.359 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/SickleYield2017/dForceGreekAndRomanG8F/SYdGR 06 Bra Genesis 8 Female/Morphs/SickleYield2017/Base/FBMBodybuilderDetails.dsf
2022-10-14 02:03:17.360 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/SickleYield2017/dForceGreekAndRomanG8F/SYdGR 06 Bra Genesis 8 Female/Morphs/SickleYield2017/Base/Clip Fix Front Layers.dsf
2022-10-14 02:03:17.529 [INFO] :: Processing morph projection queue: Priya << SydGR Bra Genesis 8 Female
2022-10-14 02:03:17.586 [INFO] :: Loaded first morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Projection Morphs/xenic101/Musculature/Hip/xPBMGluteusMaximusR_proj.dsf
2022-10-14 02:03:17.590 [INFO] :: Loaded first morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Projection Morphs/xenic101/Musculature/Hip/xPBMGluteusMaximusL_proj.dsf
2022-10-14 02:03:17.651 [INFO] :: Morph projection queue processed: Priya << SydGR Bra Genesis 8 Female
2022-10-14 02:03:17.790 [INFO] :: Loaded image: SYdGR01_Bra_Diffuse01.jpg
2022-10-14 02:13:47.741 [WARNING] :: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce GTX 1660 SUPER (Device 0).2022-10-14 02:13:48.308 [WARNING] :: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce GTX 1660 SUPER (Device 0).
2022-10-14 02:13:48.308 [WARNING] :: ..\..\..\src\dzdynamicsengine.cpp(2489): ERROR: clEnqueueMapBuffer (-36)
2022-10-14 02:13:48.488 [WARNING] :: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error executing clFlush on NVIDIA GeForce GTX 1660 SUPER (Device 0).2022-10-14 02:13:48.491 [INFO] :: Total Simulation Time: 0.75 seconds
Oh, Misty, I forgot my Complaint ThreadGordig said:
You can import KB3D assets as OBJ, but you're definitely best off using an intermediary program to open the scene/project file, then export out individual assets. Once that's done, you're in for a decent stretch of applying maps.
yeah I lied, DAZ imports it untextured
I think the 4K textures are the problem, should have grabbed the 2K ones
I am retrying now on my other computer with 32GB RAM, the first one has only 16GB and cannot run Blender 3 as Win7
Carrara loaded my previous 2 freebies perfectly on that PC
Oh, Misty, I forgot my Complaint ThreadYou can import KB3D assets as OBJ, but you're definitely best off using an intermediary program to open the scene/project file, then export out individual assets. Once that's done, you're in for a decent stretch of applying maps.
Unreals RGB Mask textureshttps://www.reddit.com/r/unrealengine/comments/fdzkxd/how_to_store_height_roughness_and_ao_in_a_single/
There are three methods mentioned from the above post to combine height, roughness and AO into single texture:
1. Any graphics editor that lets you manipulate color channels - just copy textures into image while having only one color channel enabled for each one
2. In UE5 - make a material with AO, Roughness and Height all packed into one float / Constant1Vector, assign it to BaseColor and use Bake Materials
3. In Substance Designer - import all three into new substance, combine with RGBA merge, save
Always put your Roughness into G, it's the least compressed channel, minimal artefacts after the packingUnreal Engine 5 & Photoshop - Packing PBR texture maps to RGB channels for Unreal Engine 5:
[Released] Content Wizard [Commercial]SofaCitizen said:
OK, done some more testing and have the following updates:
Editor:
I have the following value set in data/RiverSoft Art/Common/RSSmartContentConstants.dsa:
var sEditor = "/Applications/Visual Studio Code.app"
Obviously this will only work if you have VSCode installed at this location but if not then atleast this gives you a format that SHOULD work. Note, if you are looking in the Terminal in your Applications folder you will notice that Apps are actually folders but don't put the trailing slash in variable value. With this value set I was able to double-click on the File Type column to open the duf file in VS Code - not sure how useful that is but it demonstrates the setting is understood.
Multi-Select:
I just removed what I typed earlier as I realised I mis-read what you said the first time. I can now confirm I have the same issue in that I cannot originally select multiple items in the Smart Content tab window - as soon as you click the first item then all the other items dissapear. Shift-Click and Apple-Click have no effect, Ctrl-Click does not do anything and Option-Click says it will remove the item from the category.
I can confirm this. Multi-Select works in Content Library tab though.
However - after poking about and switching between the Smart Content and Table View a few times the behaviour changed. At some point when I started clicking the items they did not disappear and so I could click multiple items and when shift-clicking another category they all were added to it. However, there was no indication of which items were selected (e.g. no yellow border like in table view) and I have no idea what I did to make the behaviour change :/
Save Button:
I have some-what figured out what is causing this by tailing the Daz log. When I was opening Content Wizard there was a whole bunch of spam about images from a product that it was looking for in the temporary folder that were obviously no longer there. While this situation was in place, hitting the Save button resulted in a ~3min lock-up/beachballing while it was doing the "SaveInfoToSettings" function.
I was able to "fix" this by loading a mostly-empty configuration file using the "Load Configuration file" button and then clicking Save - this then beachballed for 1 or 2 seconds before giving back control of Daz Studio.
It seems like the "New Product" button is not correctly clearing the '<Setting Type="SubSetting" Key="Product Files"/>' value (as I would assume it should do) and so the file metadata for this is Saved when you hit the Save button - not sure why it takes so long to parse them tho. You can check this by loading up Content Wizard and clicking "Save Configuration File" before doing anything else. If you save the file to your hard drive and open it in a text editor you will see all the data that is being parsed at launch and when you hit the Save button. In my case I had 1,670 lines of configuration data for the last product I imported before hitting Save.
I will investigate.
Those are just my observations/testing as a fellow Mac end-user.
Virtual Reality and DAZ StudioFSMCDesigns said:
Expozures said:
There's one I've been following on Steam for a while...development is super slow on it, almost to the point of being vapourware. But, developer says that soon(TM) you'll be able to export your scenes back into Daz.
Right now, it's pretty much just a porn VR game, but he's releasing the importer soon(TM) for Genesis 3, and 8/8.1 shortly after, then claims that he'll have an exporter as well.
Would be cool to be able to import characters and scenes into a VR world, pose things life-sized, then export back out and render up the image.
What is the game? Mirage??
That's the one. I'm holding my suspicions on it. Developer seems to be taking a very long time with releasing the importer alone, dragging his heels and coming up with several excuses as to why it's delayed. Been delayed for a couple of years now with excuse after excuse. But, I also want to give him the benefit of the doubt since he's only one guy programming.
iray shader presetIt won't affect the file-based views (Daz Studio Formats, Poser Formats, Other Import Formats) beyond adding the metadata tags. Reimporting metadata won't remove exisiting metadata, you need the Reset Database option for that.
iray shader presetThe Presets tabs all use the Content Management System - if you install manually but using the original locations within your content directory then you need to reimport metadata to populate the database (Content Library pane option menu - the lined/hamburger button in the top corner or right-click the tab - select Content DB Maintenance, seelct all in the next dialogue), if you change the locations within the content directory (not just the location of the content directory) then you will need to set up new metadata (categories, compatibility, and content types).
Diffeomorphic DAZ Importer version 1.6.0 releasedHi again! Do I miss something or importing 8.1 genesis characters has some problems? They don't have torso and head materials. I mean they do have but they don't show up in blender. I checked their uv but it looks okay so I couldn't understand what is the problem.
Also when I import hair has some weird issue with alpha channel probably? I tried to use princpble with textures but it looks same. It looks fine in material weivport but when I switch to render wiev it is happening. How can I fix it? Some render settings? Because like I said it looks great in material weiv..
[Released] Content Wizard [Commercial]OK, done some more testing and have the following updates:
Editor:
I have the following value set in data/RiverSoft Art/Common/RSSmartContentConstants.dsa:
var sEditor = "/Applications/Visual Studio Code.app"
Obviously this will only work if you have VSCode installed at this location but if not then atleast this gives you a format that SHOULD work. Note, if you are looking in the Terminal in your Applications folder you will notice that Apps are actually folders but don't put the trailing slash in variable value. With this value set I was able to double-click on the File Type column to open the duf file in VS Code - not sure how useful that is but it demonstrates the setting is understood.
Multi-Select:
I just removed what I typed earlier as I realised I mis-read what you said the first time. I can now confirm I have the same issue in that I cannot originally select multiple items in the Smart Content tab window - as soon as you click the first item then all the other items dissapear. Shift-Click and Apple-Click have no effect, Ctrl-Click does not do anything and Option-Click says it will remove the item from the category.
However - after poking about and switching between the Smart Content and Table View a few times the behaviour changed. At some point when I started clicking the items they did not disappear and so I could click multiple items and when shift-clicking another category they all were added to it. However, there was no indication of which items were selected (e.g. no yellow border like in table view) and I have no idea what I did to make the behaviour change :/
Save Button:
I have some-what figured out what is causing this by tailing the Daz log. When I was opening Content Wizard there was a whole bunch of spam about images from a product that it was looking for in the temporary folder that were obviously no longer there. While this situation was in place, hitting the Save button resulted in a ~3min lock-up/beachballing while it was doing the "SaveInfoToSettings" function.
I was able to "fix" this by loading a mostly-empty configuration file using the "Load Configuration file" button and then clicking Save - this then beachballed for 1 or 2 seconds before giving back control of Daz Studio.
It seems like the "New Product" button is not correctly clearing the '<Setting Type="SubSetting" Key="Product Files"/>' value (as I would assume it should do) and so the file metadata for this is Saved when you hit the Save button - not sure why it takes so long to parse them tho. You can check this by loading up Content Wizard and clicking "Save Configuration File" before doing anything else. If you save the file to your hard drive and open it in a text editor you will see all the data that is being parsed at launch and when you hit the Save button. In my case I had 1,670 lines of configuration data for the last product I imported before hitting Save.
Those are just my observations/testing as a fellow Mac end-user.
Daz to Unreal Bridge Issue: No materials mapped / Body UVs mergedHi all,
I'm trying out the Daz to Unreal bridge, but any figure I bring over comes in gray without any of the materials mapped (though they are in the materials folder). Some I can manually apply, but the body of the figure has been merged into one UV using just the torso (see image). There are no geografts on the figure (though some LIE makeup). The hair and clothing UVs seem to work fine manually applying the materials (though it would be great if they imported already mapped).
A manual FBX import worked for the textures, though that also requries a lot of manual work (textures don't come in with the right settings).
I'm using Daz 4.20 and Unreal 5.03
Any ideas on what I could be doing wrong?
Thanks!
cms not bringing in my contentAs I said, once the database is gone/reset there is not record of the instalaltion. In principle you could take all the G:/My Daz 3D Library/Data/Cloud/1_SKU/ folders' contents and merge them into G:/My Daz 3D Library/ to make them look like regular installs, then reimport the metadata from those to repopulate the database, but that is definitely the nuclear option.
Free Software that Makes Life EasierCrios said:
WendyLuvsCatz said:
huge heavy set
been trying all day to import it into Carrara
at 100% now hours later but hanging
DAZ studio imports it untextured which while better not much so given the number of textures
First free kitbash kit that i've purchased, are almost simply to retexture, but this https://kitbash3d.com/products/mini-kit-neo-city?_pos=1&_psq=neo+city&_ss=e&_v=1.0 is impossible to add surface in DAZ, almost for me.
I don't know how come out this Minerva this time. I hope are comung back to old surfaces models.
I imported the set Minerva (FBX) into Blender then the individual objs are exported again, now I can import them into Daz studio or into Carrara. It takes some work but it works. :)
Free Software that Makes Life EasierCrios said:
WendyLuvsCatz said:
huge heavy set
been trying all day to import it into Carrara
at 100% now hours later but hanging
DAZ studio imports it untextured which while better not much so given the number of textures
First free kitbash kit that i've purchased, are almost simply to retexture, but this https://kitbash3d.com/products/mini-kit-neo-city?_pos=1&_psq=neo+city&_ss=e&_v=1.0 is impossible to add surface in DAZ, almost for me.
I don't know how come out this Minerva this time. I hope are comung back to old surfaces models.
well Neocity imports into Carrara just fine and that is how I broke it up and exported obj's for DAZ studio if I recall but I also could have used Blender
Free Software that Makes Life EasierWendyLuvsCatz said:
huge heavy set
been trying all day to import it into Carrara
at 100% now hours later but hanging
DAZ studio imports it untextured which while better not much so given the number of textures
First free kitbash kit that i've purchased, are almost simply to retexture, but this https://kitbash3d.com/products/mini-kit-neo-city?_pos=1&_psq=neo+city&_ss=e&_v=1.0 is impossible to add surface in DAZ, almost for me.
I don't know how come out this Minerva this time. I hope are comung back to old surfaces models.
Free Software that Makes Life Easierhuge heavy set
been trying all day to import it into Carrara
at 100% now hours later but hanging
DAZ studio imports it untextured which while better not much so given the number of textures
Clothing Morphs appear under G8F ActorPendraia said:
I do it all the time. Generally I'll resend it from zbrush if I think I've mucked up. It's very easy to do. I'm not sure how easy it is to do from Blender as I can't wrap my head around the program.
Unfortunately I don't have the funds for ZBrush so Blender it is. There's so much I don't know about Blender but I've got used to using the sculpt tools to make morphs and I've learned how to make multiple morphs in the same Blender scene where they can each be an individually exportable shape key. A Blender equivalent of the ZBrush GoZ export/import tool would make the workflow quicker and easier though.
Why is dForce so slow?marble said:
ZombieLove said:
Gotcha, it makes a difference for me, sorry it doesn't for you. Another thing that thing that helps me is having the models at base resolution with 0 subdivides, that usually speeds up the animated dforce. But as you say, you don't use the timeline so that won't make much of a difference for you. Also, I don't apply textures to my genesis figures until I am done with all the dforce shenanigans. This helps the speed too. The best results I have seen (outside of just not including genesis in my dforce renders or static simulation) is with genesis 8 female at base resolution and no subdivide, very little morphs active, default texture, no other smoothed clothing applied, no hair and very minimalistic scenes (floor and some other furniture). That still takes 10-15 min to get 30 frames.
I have been contemplating just exporting to blender and handling it that way but I hate that workflow.
It sucks that we have to be reduced to this just to get dforce to give us results in a reasonable time.
Just for full context, static simulations, with no genesis figures present is measured in seconds for me.
I have Blender and Marvelous Designer 8 (before they added GPU simulation) but I can't bring myself to work in two applications at once. I know that exporting to MD (even if it is CPU only) and simulating there would be faster than waiting for dForce but I have to export as an OBJ and import back as an OBJ which loses any rigging or morphs and doesn't allow for little corrections. So I'm living in hope that DAZ will find a superstar developer or that some Open Source alternative to DAZ Studio will suddenly appear.
Having said that, 10-15 minutes for a simulation seems excessive even to me. Mine tend to average around 5 minutes (in scene) and about 2.5 minutes as a stand-alone figure in a scene subset. That's for a single garment on a single figure. I tend to simulate each item of clothing individually.
Absolutely agree, 10-15 min is excessive :) I get similar performance as you if I don't use the timeline with my Genesis figure present. Hopefully, they figure this out and improve the performance. I doubt that is their focus right now, or for the near future :(











