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GENESIS 3 Iray Smart Converter And Advanced Managers (Commercial)
Hello
From what I see, it seems that their is no textures on the genitals. Is that the case?
First you must apply on the genitals the material of the genitalia you have in your content for your current figure. Then you apply transfer utility.
So the steps are :
1. Load G3M + G3M Gens
2. Apply Genitals materials to genitals
3. Apply Iray Main converter to G3M
4. Apply transfer Utility : the transfer will transfer the settings of the skin to the genitals.
Your mistake is that you need to have a mapped material on the genitals;
The transfer utility will copy all the settings used for material of the torso of the figure to the material of the genitalia, but preserve all the image maps used for the genitalia. In your case, you had not loaded the genitalia material, so the genitalia surface had no color, bump, specular, etc, maps. So the transfer occured, but the maps slots were left empty.
I just re-tested it and it works, the only thing is that I have not been able to find the G3M genitalia material on my computer, so I decided to use M7 instead, and no issue, but you have to load the genitalia material before the transfer. Then the transfer will ensure the material settings (except the maps) is the same on torso and genitalia in order to have a perfect matching between both.
Is it ok for you? Let me know if you still need help.
GENESIS 3 Iray Smart Converter And Advanced Managers (Commercial)I have problems using the Transfer Anatomy utility to G3M Gens.
1. Load G3M plus G3m Gens
2. Apply Iray main Converter to G3M
3. Apply Transfer Utility - nothing happensWhat am I doing wrong?
The I Wanted Mousse But Got A Moose Instead Complaint Thread.But isn't there a DAZ morph to thin or thicken the lips?
There is. But unless I buy it and later shrink the lip it's hard to tell whether the modified "thin lip" version will suit personal taste.
I can paste a layer of thin lip previously made above the promo image and imagine what it would look like but sometimes the result looks hilarious.
Just need a place to complain. Sorry if it's not in the relevent post.
Relevant post!???
Does this thread look like it has any relevancy to anything???
And even complaints pop in here only once in a blue moon despite my careful attention to being perpetually grumpy. (that's a complaint)
What is the best proper tool for easy editing DUF and DSF material files?A little question about Dimension3D and other possible DUF\DSF editors. Is there any tool, suitable for lazy persons like me :-) to edit DUF and DSF files easy and fast - I mean if I need to replace 3-4 links to texture maps in, say, Genesis material preset files. And the same problem with references in any morph and character DSFs. Yes, I know, it might be done in a plain text editor, but when the file is large and look entangled, I often make a heap of mistakes when doing Find\Replace and miss many important details. For example, I converted G3F texture maps to G2F (had such a strange idea) and need to convert G3F material preset to G2F now and their surfaces differ very much - G3F's Eye socket (Face Map) correspond to G2F Lacrimals (Eyes Map) and Arms\Legs need to be replaced with a single map for Limbs and all links to the maps must be replaced too. I tested a straightforward way - to apply G3F preset on her and replace links within DAZ Studio, but it won't work on G2F. The file when opened in a text editor look very long and complicated and contain important shader information, so I hate to spoil it accidentally (made it several times) and have to scrutinize it for long. So far results of such manual editing are not very nice for me.
I feel I need a tool like Dimension 3D, but there are a bunch of tools (never used them before) - do I need DSON Editor of File Reference editor, are they capable of such a task? Generally speaking, it should be a well-known problem already - people learned how to convert texures, but material and shader presets must be converted too.The I Wanted Mousse But Got A Moose Instead Complaint Thread.But isn't there a DAZ morph to thin or thicken the lips?
There is. But unless I buy it and later shrink the lip it's hard to tell whether the modified "thin lip" version will suit personal taste.
I can paste a layer of thin lip previously made above the promo image and imagine what it would look like but sometimes the result looks hilarious.
Just need a place to complain. Sorry if it's not in the relevent post.
I don't think this thread has a "topic".
A new UHD line of characters with 800'000+ vertices at base resolution?just my two cents here.
I think the first problem is peole confusing vertices and polygons.
Vertices are just points, i could easily put a million verts on a line, and have no polygons.
Polygons are collections of vertices, either in triangles(tris) or Quadlaterals(quads).
So even with 1,000,000 verts i could have 250k polys(quads, just quick division, not real numbers as the actual poly count could be higher or lower)
About 3 times as many polys as v4(77k estimated)
The discussion regarding poly counts is also fairly irrelevant, for one simple reason,
You aren't discussing distribution of those polys.
Puttin a high number in the head would be a good idea, the eye, not so much, the shoulder area meh, the collar area definitely.
The size of those poly is also an issue. You don't use the same size poly for a nipple as you would for the leg. it wouldn't make sense.
The next problem will be diminishing returns.
So you've got a super high poly model, How many can you put in a scene before the system gaks on ya?
Also how high poly count do clothes have to be to look as good or even work?
Now figure that a victoria 4 takes about 300mb presently to load(a bit high really for the base mesh) And triple that, so for one character you are already at one GB, without any morph dials, textures, clothes, hair, props, sets etc.3
Now you're looking at several GB or ram just for that. I've actually had scenes like that with over 4gb of ram taken up by the time a render was started. and that was with "low" poly stuff.
I've actually created a custom v4 with around 1k morph dials in it. converted a bunch of the pbmcc/dc stuff over via the version 3 script, as well as using poser to create a few more. That sucker, without any additional polys, takes1.5GB of ram to load.
Take a look at the difference between a base G3f, about 200-300MB base, now add in various character morphs, add on morphs etc, and she quickly balloons to the 1gb level before adding a specific character and skins.
On aveage these days my g2f takes about 1.5-2Gb to load. So even on my 32GB work station, i can only get about 16 total, unclothed and no hair with just the base texture.
In reality i did a smoke test and after 8 g2f, 5 g3f, 3 g1, and one vickie 4, all clothed and with hair, as well as 4 mid poly vehicles, and a set piece, a couple mesh lights i was over 24.5 GB, and basically the graphics card wasn't having none of it past that.
If you did a poly count on that, it's easily over 1million total.
There's a lot more than just poly counts to figure in.
Really the biggest problem is that most users of daz studio don't even have the system to use it well to begin with.
They might have a dual or quad core processor, an average of 8gb of ram and maybe a half descent graphics card(2gb of ram).
I speak from experience on this one.
Used a dual core athlon 3ghz with 6gb ram and a 512mb graphics card for years.
Heck i learned zbrush, 3ds max, keyshot, and a few others on that thing and after a certain point the system would just stall.
Frankly i'll just boil it down to this
If you want an insane poly count figure, then go make it and see if it sells.
Stop whining for somebody else to do it for you, and just do it.
Creature Creator ProblemsI just recently bought the Creature Creator morph pack and I'm having some issues. I want to create hybrid people (part human, part animal) so I don't want to use the entire body morph - just tail and ears for the most part - but whenever I use the ears morph on a child, the ears are positioned way too high above where the top of the head would be and it makes the head look really big. Everytime I try to move the ears down to the right place it just messes everything up, does anyone have any suggestions?
My other question is that I'd like to use other body parts to make the human-animal hybrid more pronounced, but the morphs are in huge sections (like if I want feet/paws then I have to change the entire legs) and it's either "go big or go home" - can I break this up into smaller sections somehow?
Edit: Here's an image to give you an idea of what's going on.
A new UHD line of characters with 800'000+ vertices at base resolution?Genesis 3 I cannot help you but for Genesis 2 and below there is always the option of using another software like Poser or Carrara (or even FBX export to one of the big guys like Max, Maya, C4D etc) and subdivision with sculpting with morph brush in the first and all the pro tools in the later to create subdivided mesh with detals for your own renders, of course this cannont be then used in DAZ studio or shared as becomes a new figure based on DAZ mesh but unlike obj can still be posed in the software of choice.
A new UHD line of characters with 800'000+ vertices at base resolution?I was toying with another idea. Take a G3 and subdivide and export her as an .obj out of DAZ. Bring her back into DAZ and use the trasfer untility to "remake her" using a standard rez G3 as the donor. There are some problems....the bones from the G3 when transferred to the new subdivided G3 .obj does not bring all the bones over. You have to keep the standard G3 character invisible in the backround to keep decent bending. If you delete the regular rez G3 then you have to fix all the joints and bends since the new SubD G3 becomes like a rubberband. Seams look real bad with the new SubD G3. This all might be able to be fixed since I have limited knowledge about rigging in DAZ.
What if DAZ3D would sell a 4'357'308 vertices version of Genesis 3 female and male?
- the UV would be the same -> all G3 textures maps can be used
- the rigging and bones could be the same -> all G3 poses could be used
That way DAZ3D would not have to support two completely different lines of figures but two similar lines of figures that share some traits.
Maybe DAZ3D could even find a way that morphs of the 17'418 standard Genesis 3 female figure could be used on the 4'357'308 vertices version of Genesis 3?
Maybe it would even be possible to create a version of Genesis 3 at each subdivision level from 1-5 and sell them in a bundle.
- - -
This approach would solve three issues:
- The technology would not rely on sharing access to a HD morph tool.
-> The technology would only work with figures that share the Genesis 3 UV layout and bones.
- Published artists would not have to support a completly new line of figures
-> UV maps, pose products are shared between different subdivision level versions
- Users can use that version of Genesis 3 subdivision level to create their own morphs that their system can handle.
-> Users can create high resolution morphs at the subdivision level of their choice without loosing weight maps and rigging
It' is difficult to weightmap high poly figures, that's why low poly figures are used and bend so well. The weightmapping wouldn't be the same as well as any jcms, so you would end up with 2 distinct characters, not one that would use a single set of clothing and definitely not morph. This would not work on that point alone. Two figures will split support, so this would not be a realistic solution for only a small set of people that be able to afford tools to morph this figure. All the tools for genesis still revolve around the low poly figure, so workflows still need to happen with that.
Guess that's why nobody ever tried weight mapping V4
..I actually converted Steph 4 to a Tri-X weightmapped figure after the original Genesis came out, but couldn't get any clothing to fit on her.properly.
A new UHD line of characters with 800'000+ vertices at base resolution?I was toying with another idea. Take a G3 and subdivide and export her as an .obj out of DAZ. Bring her back into DAZ and use the trasfer untility to "remake her" using a standard rez G3 as the donor. There are some problems....the bones from the G3 when transferred to the new subdivided G3 .obj does not bring all the bones over. You have to keep the standard G3 character invisible in the backround to keep decent bending. If you delete the regular rez G3 then you have to fix all the joints and bends since the new SubD G3 becomes like a rubberband. Seams look real bad with the new SubD G3. This all might be able to be fixed since I have limited knowledge about rigging in DAZ.
What if DAZ3D would sell a 4'357'308 vertices version of Genesis 3 female and male?
- the UV would be the same -> all G3 textures maps can be used
- the rigging and bones could be the same -> all G3 poses could be used
That way DAZ3D would not have to support two completely different lines of figures but two similar lines of figures that share some traits.
Maybe DAZ3D could even find a way that morphs of the 17'418 standard Genesis 3 female figure could be used on the 4'357'308 vertices version of Genesis 3?
Maybe it would even be possible to create a version of Genesis 3 at each subdivision level from 1-5 and sell them in a bundle.
- - -
This approach would solve three issues:
- The technology would not rely on sharing access to a HD morph tool.
-> The technology would only work with figures that share the Genesis 3 UV layout and bones.
- Published artists would not have to support a completly new line of figures
-> UV maps, pose products are shared between different subdivision level versions
- Users can use that version of Genesis 3 subdivision level to create their own morphs that their system can handle.
-> Users can create high resolution morphs at the subdivision level of their choice without loosing weight maps and rigging
It' is difficult to weightmap high poly figures, that's why low poly figures are used and bend so well. The weightmapping wouldn't be the same as well as any jcms, so you would end up with 2 distinct characters, not one that would use a single set of clothing and definitely not morph. This would not work on that point alone. Two figures will split support, so this would not be a realistic solution for only a small set of people that be able to afford tools to morph this figure. All the tools for genesis still revolve around the low poly figure, so workflows still need to happen with that.
Guess that's why nobody ever tried weight mapping V4
They weightmapped it, but then iit's not a 800K figure. Also the weightmapping had some issues, including in the elbow area. I would suggest being less adversarial in this conversation; I'm only stating how this tech works.
Also keep in mind that just because V4 was weightmapped, it didn't mean there were lots of vendor support for it. The support was nonexistent and there were basically no custom morphs available for it because the market still didn't want to support one native figure for each platform.
Pose to hide body partI may make and save property preset,, to easy hide some nodes only.
load figure, (with no morph no pose, ) then hidden parts,, then save as property preset.
uncheck "shape", "morph" "material" section, but go to "others" then check "include others settings in preset"
usually it only record "un-visible" about nodes which you set. (not change pose,, or shape)
(untill save it,, check again,, you only check which you need to record in the preset,, to avoid,, the preset change mesh resolution etc without intention ^^;)
And you may hope to make another property preset,, , to visible all nodes.
A new UHD line of characters with 800'000+ vertices at base resolution?I was toying with another idea. Take a G3 and subdivide and export her as an .obj out of DAZ. Bring her back into DAZ and use the trasfer untility to "remake her" using a standard rez G3 as the donor. There are some problems....the bones from the G3 when transferred to the new subdivided G3 .obj does not bring all the bones over. You have to keep the standard G3 character invisible in the backround to keep decent bending. If you delete the regular rez G3 then you have to fix all the joints and bends since the new SubD G3 becomes like a rubberband. Seams look real bad with the new SubD G3. This all might be able to be fixed since I have limited knowledge about rigging in DAZ.
What if DAZ3D would sell a 4'357'308 vertices version of Genesis 3 female and male?
- the UV would be the same -> all G3 textures maps can be used
- the rigging and bones could be the same -> all G3 poses could be used
That way DAZ3D would not have to support two completely different lines of figures but two similar lines of figures that share some traits.
Maybe DAZ3D could even find a way that morphs of the 17'418 standard Genesis 3 female figure could be used on the 4'357'308 vertices version of Genesis 3?
Maybe it would even be possible to create a version of Genesis 3 at each subdivision level from 1-5 and sell them in a bundle.
- - -
This approach would solve three issues:
- The technology would not rely on sharing access to a HD morph tool.
-> The technology would only work with figures that share the Genesis 3 UV layout and bones.
- Published artists would not have to support a completly new line of figures
-> UV maps, pose products are shared between different subdivision level versions
- Users can use that version of Genesis 3 subdivision level to create their own morphs that their system can handle.
-> Users can create high resolution morphs at the subdivision level of their choice without loosing weight maps and rigging
It' is difficult to weightmap high poly figures, that's why low poly figures are used and bend so well. The weightmapping wouldn't be the same as well as any jcms, so you would end up with 2 distinct characters, not one that would use a single set of clothing and definitely not morph. This would not work on that point alone. Two figures will split support, so this would not be a realistic solution for only a small set of people that be able to afford tools to morph this figure. All the tools for genesis still revolve around the low poly figure, so workflows still need to happen with that.
Guess that's why nobody ever tried weight mapping V4
The I Wanted Mousse But Got A Moose Instead Complaint Thread.But isn't there a DAZ morph to thin or thicken the lips?
There is. But unless I buy it and later shrink the lip it's hard to tell whether the modified "thin lip" version will suit personal taste.
I can paste a layer of thin lip previously made above the promo image and imagine what it would look like but sometimes the result looks hilarious.
Just need a place to complain. Sorry if it's not in the relevent post.
A new UHD line of characters with 800'000+ vertices at base resolution?I was toying with another idea. Take a G3 and subdivide and export her as an .obj out of DAZ. Bring her back into DAZ and use the trasfer untility to "remake her" using a standard rez G3 as the donor. There are some problems....the bones from the G3 when transferred to the new subdivided G3 .obj does not bring all the bones over. You have to keep the standard G3 character invisible in the backround to keep decent bending. If you delete the regular rez G3 then you have to fix all the joints and bends since the new SubD G3 becomes like a rubberband. Seams look real bad with the new SubD G3. This all might be able to be fixed since I have limited knowledge about rigging in DAZ.
What if DAZ3D would sell a 4'357'308 vertices version of Genesis 3 female and male?
- the UV would be the same -> all G3 textures maps can be used
- the rigging and bones could be the same -> all G3 poses could be used
That way DAZ3D would not have to support two completely different lines of figures but two similar lines of figures that share some traits.
Maybe DAZ3D could even find a way that morphs of the 17'418 standard Genesis 3 female figure could be used on the 4'357'308 vertices version of Genesis 3?
Maybe it would even be possible to create a version of Genesis 3 at each subdivision level from 1-5 and sell them in a bundle.
- - -
This approach would solve three issues:
- The technology would not rely on sharing access to a HD morph tool.
-> The technology would only work with figures that share the Genesis 3 UV layout and bones.
- Published artists would not have to support a completly new line of figures
-> UV maps, pose products are shared between different subdivision level versions
- Users can use that version of Genesis 3 subdivision level to create their own morphs that their system can handle.
-> Users can create high resolution morphs at the subdivision level of their choice without loosing weight maps and rigging
It' is difficult to weightmap high poly figures, that's why low poly figures are used and bend so well. The weightmapping wouldn't be the same as well as any jcms, so you would end up with 2 distinct characters, not one that would use a single set of clothing and definitely not morph. This would not work on that point alone. Two figures will split support, so this would not be a realistic solution for only a small set of people that be able to afford tools to morph this figure. All the tools for genesis still revolve around the low poly figure, so workflows still need to happen with that.
A new UHD line of characters with 800'000+ vertices at base resolution?For people wondering about Blender, I have and use both Blender and Zbrush. Zbrush can handle up to about 6 million on my system (two GTX 980's, 64 gb RAM, 3.50 GhZ 6-core Intel CPU) before it starts to lag. Blender gets laggy before 1 million, usually it's hard to sculpt anything higher than about 600,000 polygons for me without it becoming impossible to create detail owing to mouse and viewport lag. I still use Blender to sculpt lower-rez items because I like its interface (I used it exclusively creating the sculpts on my water product that comes out the 20th), but for normal maps like the ones that sold our Beautiful Skin line, it's got to be Zbrush. No program that I know of competes with it on the capacity to sculpt past a million polys.
Thank you for expressing the ideas that I was having trouble getting out as clearly as you did. And I'd think it's going to be just as hard to work with that high poly (800k+ vert) mesh in DAZ Studio on the average user's PC as it is for you to try to sculpt a fairly high resolution mesh in Blender on the computer you have.
Nah, Studio can handle it. I've had very high poly scenes on a computer over a decade old in Studio. But Sickleyield is right about how uncommon the sculpting skills for that level of photoreal detail are.
What bugs me is that some of what I'd consider useful morphs such as wrinkling the forehead are HD and really weak even then. Displacement would be fine for age wrinkles, but it's not so useful for things like that caused by facial expressions that need to be dialed in and out. Maybe I missed one of the new bones for facial poses but the forehead wrinkle morph for G3F is almost unnoticeable no matter how high I set things. While I don't make morphs I have to wonder if there's a lack of polys even subdivided that leads to these poor morphs. (Or maybe they're just badly done.)
help with v7 paramtersI think, if i'm guessing correctly, is that you are wanting to modify the toes, without modifying the rest of the body?
Kinda like we are are able to do with the version 4 characters, where you can modify the toe shape(amazon toes on a sylph body) for instance, unfortunately genesis figures don't work that way.
Even with access to the morph dials under the shaping tab, the morph dial(s) present are an overall dial and not a part specific dial.
Like richard said.
A new UHD line of characters with 800'000+ vertices at base resolution?I was toying with another idea. Take a G3 and subdivide and export her as an .obj out of DAZ. Bring her back into DAZ and use the trasfer untility to "remake her" using a standard rez G3 as the donor. There are some problems....the bones from the G3 when transferred to the new subdivided G3 .obj does not bring all the bones over. You have to keep the standard G3 character invisible in the backround to keep decent bending. If you delete the regular rez G3 then you have to fix all the joints and bends since the new SubD G3 becomes like a rubberband. Seams look real bad with the new SubD G3. This all might be able to be fixed since I have limited knowledge about rigging in DAZ.
What if DAZ3D would sell a 4'357'308 vertices version of Genesis 3 female and male?
- the UV would be the same -> all G3 textures maps can be used
- the rigging and bones could be the same -> all G3 poses could be used
That way DAZ3D would not have to support two completely different lines of figures but two similar lines of figures that share some traits.
Maybe DAZ3D could even find a way that morphs of the 17'418 standard Genesis 3 female figure could be used on the 4'357'308 vertices version of Genesis 3?
Maybe it would even be possible to create a version of Genesis 3 at each subdivision level from 1-5 and sell them in a bundle.
- - -
This approach would solve three issues:
- The technology would not rely on sharing access to a HD morph tool.
-> The technology would only work with figures that share the Genesis 3 UV layout and bones.
- Published artists would not have to support a completly new line of figures
-> UV maps, pose products are shared between different subdivision level versions
- Users can use that version of Genesis 3 subdivision level to create their own morphs that their system can handle.
-> Users can create high resolution morphs at the subdivision level of their choice without loosing weight maps and rigging
Saving head morph made with dials and dformshow do i save a morph made from multiple dials and dforms? i want to save it so that its all on one character dial that i can turn up quickly
Inject PMD into character in Daz Studio 4.9The script still exists, but has never been updated to the 4.5 sdk.
http://www.4shared.com/dir/4851309/fc76215/DS_Plugins.html#dir=E03-3f7D
Really what it boils down to is differences between poser and daz studio.
Ostensibly daz studio has to have all the information in certain files to use them.
As an example, Victoria 4.
When ever you add in a new morph pack, Morphs++, elite, etc. that is not a PBMCC/DC injection, the CR2 has to be modified.
This is why you have to "initialize" the V4 when you add those packs.
What this does is add those channels into the CR2, and add references to the other parts that are stashed in the various folders.
If you turn "Show Hidden" properties on in parameters tab with a v4 loaded, any of the channels you didn't turn on at load, with power loader, are still there and still work, they are just "hidden" and have "empty" in the name line.
I've found three primary methods to add channels to older characters.
1. Use poser and just create a new cr2.
Back to victoria 4, i started with a base V4 with no additional channels added, just the base character, no morphs ++ etc. I actually deleted out, using edit mode in parameters to remove the base morph dials that come with v4.
Dropped in poser, 2012 version, then added in the morph packs i wanted, one set or one morph at a time, such as the i13 fantasy breasts.
Save as a new cr2, with binary morphs turned off(critical to keep from creating a new pmd file that we can't use).
open new cr2 in daz studio.
switch to Edit view in parameters, move all associated dials to a new path of your choosing, in all body parts that new channels were created in. Poser just dumps new channels into the "general" section by default. i think.
Create a new EXP file, i won't go into the insanities of that, but you wind up with a file that can add the parameters into any victoria 4 by using the Initialize script included in her installer.
The results can sometimes be hit or miss with powerloader throwing insane errors when you try to run remove scripts. Still havent' figured that one out.
2. Edit the cr2 manually. This one is a massive PIA as you'll have to scour through a few dozen tutorials, if you can find them, to learn where and what to edit and add.
I've had mixed results with this method with channels appearing and disappearing randomly on load and reload.
there when exported, not there on next load.
3. get a copy of Daz studio 3 and use the inject pmd script. The biggest problem with this, as well as the convert inject(for PBM channels) is that it just dumps the channels into a converted path, that you have to edit the paths to make sense, or you wind up with one insane path with hundreds of dials in it.
While i've used the various methods to create a massively insane victoria 4, currently at 2500 morph dials and still a stack to go. It starts to get as bad as genesis with higher load times, the massive amount of memory it uses(this v4 takes ove 1.5GB memory to load, with nothing applied) and the fact that clothes don't work with 99% of the custom morphs.
SO then you have to break out the deformers, use smoothing modifiers, and do some remodeling, weight mapping and rigging just to get clothes to fit.
i've probably spent the better part of 6 months off and on working on that V4, and at this point, i rarely use her.
She's just to heavy and too many options to be practical. Kinda like my G1, too many characters available, and too many convoluted dials.
I really need to start editing that monstrosity out.
Digital Art supporting Digital Music@fool: I'd recommend the producer edition of FL Studio which allows direct recording (though I haven't played with that yet, I do like all the filters it comes with which includes things for reducing feedback). I'm still new to the field so don't have any other programs I am really aware of yet. But as far as not being DAW savvy, if you take it piece by piece and really take the time to learn each window, it gets easy. I was overwhelmed when I first opened up the software, but now that I've created a glossary to keep track of all the new terminology, its becoming much smoother. The tutorials that Image-Line makes (the basic ones) are really helpful. I just pause it when they throw out a random term that doesn't make sense, go find out what it is, then write it down in my glossary and continue. That way confusion doesn't build up.
@Spit: The software I use is FL Studio which I recommend but the basic version (which is only $99 vs $199 for the producer edition) doesn't provide audio recording itself but you can get around that and record in audacity, then transfer the saved wave into FL studio to use as a sampled sound and arrange it in the notes entered. I found a simple tutorial on how to import the sounds: https://www.youtube.com/watch?v=gmg7-Ghz5mI but it doesn't mention how to make that into playable notes. To do that, you'd open another window called the piano roll and arrange your notes there with that channel you just imported. Then there's a mixer for adding any effects you want to that channel.
Thanks for responding. But I'm confused. Not having done anything on the PC beyond entering notes in Mozart, saving as a midi file, and using the wavetable on my soundcard for playback (and it was a long time ago) I'm totally unfamiliar with how things are being done today and what software....
Does audacity just record any output from another program (such as FL Studio) and does FL Studio let you create your own sounds?
I'm really looking for a program that does NOT use pre-recorded sounds but allows you to define them as you are entering notes. And then when you're finished doing the sounds and entering the notes you can play it and record it. In a sense like the old MOOG synthesizer.
Additional: Does producer edition of FL Studio do the recording itself?











