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3D printing license (Carrara users)Yeah it gets weird in Carrara, if you start out with V4 and do some minor geometry modification, is it still V4 and does it still need a 3D print license? Then you can import V8 in Carrara with major modifications, is it still really V8 with a license need?FBX from TurboSquid 'explodes' on import
FSMCDesigns said:
in my experience, the only import option that works is .OBJ unfortunately
Fbx import perfectly fine in DAZ. Not sure why you're having trouble with that.
@Ptrope I'd advise you to open that in an all-in-one 3D app such as Blender, to see how it goes. If it opens fine then you'll have to work on the model (maybe exporting it from Blender as fbx or obj will be enough). But it could be worse thant that. Turbosquid models "look" ok but often have terrible topology.
If you don't know much about 3D, upload the model with sendgb (just the fbx, textures aren't necessary) and PM me the sendgb download link, I'll have a look. If there's an easy fix I'll write here the necessary steps to export it properly from Blender. Or I'll send you back a .duf if the object is not too messy (dozens of textures) and conversion to DAZ doesn't take me hours.
FBX from TurboSquid 'explodes' on importFSMCDesigns said:
in my experience, the only import option that works is .OBJ unfortunately
The latest comments on the Change Log are saying that they have been doing something with the FBX importer and exporter
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log
FBX from TurboSquid 'explodes' on importin my experience, the only import option that works is .OBJ unfortunately
RedactedThis should be the job of an automated testing system for quality control — preferably using machine learning based on artificial neural networks — that has been trained on files and folder structures that follow best practices for every product type. It should learn from every file it processes and be able to correct issues before a product is released, or even after it is released (to make corrections to older products, and provide compatibility updates for the latest version of Daz Studio).
When new kinds of issues are identified by customers that it didn't catch, additional training could be added to its model to help it identify and correct these new types of issues for all products from that point forward.
With such a large volume of old and new products in the entire Daz 3D catalog, there is a massive amount of data — Big Data — full of complex data sets and data sources that an A.I. system could be able to sift through and recognize patterns, perfect for deep learning and natural language processing to be used, and train the system to identify common file format patterns, proper file paths, proper file naming conventions, understand various data models and syntax, and even be able to make predictive changes and make generative output. It could make automatic corrections to typographical errors, make corrections to miscategorization of items, automatically generate all required metadata on the fly, produce more accurate product descriptions and file lists of what's included and features.
An artificial intelligence that could sense, reason, act, and adapt using machine learning algorithms whose performance improves as it is exposed to more data over time, and use deep learning with a multilayered neural network to learn from vast amounts of data — a system like this would be so much faster and far more thorough than any human or group of humans; it would be instrumental in providing quality products and maintaining a library of content as massive as the Daz 3D catalog.Merging Geograph from Daz character with DiffeomorphicHere's the tutorial for how to use Diffeomorphic and HD Morphs plugin to merge geograft, generate HD mesh, and transfer geograft shape keys to HD mesh:
Tutorial: https://streamable.com/pdj3b3
( Blender version: 2.93LTS / Diffeomorphic version: 1.6.1 stable / HD Morphs plugin: Blender 2.93 branch downloaded here: https://gitlab.com/x190/daz-hd-morphs/-/branches )
Instructions:
-> Install Diffeomorphic and run the scripts in Daz to save the Daz file path.
-> In Blender load the Daz file path in Diffeomorphic Global Settings. Import base Daz mesh with Diffeomorphic importer Import DAZ, select the geograft, Import Custom Morphs, then Save Favorite Morphs, and then discard the current blender file and start a new file, this step is just to save Favorite Morphs.
-> Import base Daz mesh with Diffeomorphic importer Easy Import DAZ.(both body and geograft should be subdivision 0 in Daz, must not have multires modifier when exported) Using Easy Import DAZ to merge rigs, import morphs with Favorite Morphs checked, but don't merge geograft yet. (Because vertex order must be intact for use with HD Morphs plugin)
-> Create a copy of the base body mesh and base geograft meshes just before merge.
-> Merge one set of body-geografts meshes with import_daz, as usual. Assume the merged mesh is called “merged”.
-> Open HD Morphs plugin side panel, and generate geograft file with the Geograft operator: select the body mesh, then the geograft meshes and finally the “merged” mesh, which should be the active one. Click the button. A .json file will be generated in the working directory.
-> If you ever want to use the “merged” mesh as a “base mesh” with this addon (for example, to create a rigged HD merged mesh from it), you need to also specify the generated file above in this addon’s main settings for the morphs to work properly.
-> Select Base Mesh in the Main settings panel, and a Working directory.
-> Go to HD mesh → HD mesh generation. Select the number of subdivisions, and select either Rigged HD or Unrigged HD, then press Generate HD mesh to create an HD mesh that can have HD shape keys imported to it.
-> To import the shape keys on the newly created mesh, go to the HD shape key panel, press the + button to add morph files,
(The number in the first column in the Morph Files list is the “group”. All files in each group are imported as if they were a single morph mixture according to their weights (number in the second column). So, if you want to import 5 morphs separately, you would add the 5 files, then make sure that the group is different for each file, then make sure that the weight is 1.0 for each one. The “Component” option (third column) defines whether the base mesh deformation of the morph is imported, or if only the HD deformation of the morph should be imported (subdivisions 1+). This is useful if the base mesh already had base morphs “baked” on it upon import with import_daz, in which case you don’t want to import the base deformations of the corresponding morphs again.)
-> Finally, in “HD mesh” select the mesh created in HD mesh generation, then press “Generate shape keys on HD mesh”.(The instructions were collected and edited from Xin's posts on Bitbucket and merged into the whole process https://bitbucket.org/Diffeomorphic/import_daz/issues/357/blender-addon-to-generate-rigged-hd-meshes)
When generating HD mesh the auto transferred shape keys from base mesh genitals do not work on the generated HD mesh, but all body shape keys excluding some drivers work well on the HD mesh. The bug with HD Morphs plugin leads to array index out of boundary and not copy the geograft morphs (or it's not a bug but because that its morph transfer function only works with Daz vertex order and not have additional geograft support).
To use shape keys made for genitals currently have to use Diffeomorphic generated base mesh. I tried to manually add the genital shapekeys using the method as shown in the attached image below (change the base mesh morph applying one genital morph, then copy that morph into a new shape key for the HD mesh), but the new genital shapekeys still do not morph the HD mesh. (to solve this use the MeshDataTransfer Plugin: https://mmemoli.gumroad.com/l/tOKEh)
Switched to Diffeomorphic 1.6.2.1090 and Blender 3.21, as the new Diffeomorphic update solves Blender no responding issue when importing hundreds of morphs, new version correctly imports Genesis8.1 materials, and the Blender Send to Unreal plugin works with Blender 3.21.
Tested the new Diffeomorphic version currently does not work with HD Morphs plugin, but the Diffeomorphic generated base mesh merged with geografts and HD materials looks good enough in Unreal.
RedactedRichard Haseltine said:
Bear in mind that, as far as I ama ware, metadata is created in-house as part of the QA and package process, it isn't one person creating it and another person proofing it - that makes it much easier to miss errors /looks shame-faced at own posts/.
It really doesn't matter who is making the mistakes. What matters is that there are plenty of people who can make a checking program to catch all this kind of basic stuff at the file level before it goes onto the store. In fact, more than a few people like that sell products here. If DAZ isn't using something like that to check the metadata that they, themselves, create, then exactly what in the heck does "DAZ quality assurance" actually mean?
FBX from TurboSquid 'explodes' on importSadly there are "flavors" as you put it, the problem is the different software code the FBX files differently, as well as adding their own "twists" to the format.
With the result that the FBX import plugin can't cope with them, and explosion is normal, but partial loads also happen as well as nothing loading.
RedactedDoc Acme said:
Richard Haseltine said:
Bear in mind that, as far as I ama ware, metadata is created in-house as part of the QA and package process, it isn't one person creating it and another person proofing it - that makes it much easier to miss errors /looks shame-faced at own posts/.
Does that roughly traslate to "too many cooks spoil the broth"?
;)
More like many hands make light work
FBX from TurboSquid 'explodes' on importAre there 'flavors' of FBX that Studio won't import properly, or is this something I need to take back to the vendor to resolve? I purchaed a model from Turbosquid in FBX format, which generates error messages on import and 'explodes' in the preview window.
Valley of the Cliffs Village -World and Village Builder (Magix 101) - SOLVEDI did not remove the product by having DIM uninstall it. Instead, I removed it using the Delete option on the product folder in Content Library/Products. I suspect that this cleaned the product from the database while leaving the installed files in place so that all I had to do was manually create a new product from the files. Because the old information in the database no longer existed, the thumbnail in Runtime/Support that was created for the product when it was installed with DIM no longer worked because the product was no longer a DAZ product in the metadata but a LOCAL_USER item in the new metadata. I deleted the old .dsx and .dsa files for the product in Runtime/Support and changed the thumbnail name to the match that in the Support section of the metadata.
Everything is working great with the content.
XF Jane Update- What's Changed?2022-07-29 - Wrong Metadata - Skin categorized as Eye - Fixed.
http://docs.daz3d.com/doku.php/public/read_me/index/56407/start
RedactedRichard Haseltine said:
Bear in mind that, as far as I ama ware, metadata is created in-house as part of the QA and package process, it isn't one person creating it and another person proofing it - that makes it much easier to miss errors /looks shame-faced at own posts/.
Does that roughly traslate to "too many cooks spoil the broth"?
;)
RedactedRichard Haseltine said:
Bear in mind that, as far as I ama ware, metadata is created in-house as part of the QA and package process, it isn't one person creating it and another person proofing it - that makes it much easier to miss errors /looks shame-faced at own posts/.
Maybe I'm just an old frat, but it seems to me that the writer of the error should be the first to notice the error, and therefor[inject 'e' here] duty-bound to fix it. That's how it used to be back in the olden days, and since I am an old frat, I know this to be the case.
You young folks are just lazzy.
I joke when I'm serious, btw, it keeps my blood pressure down.RedactedCybersox said:
The thing that really bugs me is that some of these are so blatantly obvious, like a g8f product being in a folder labled "Genessis 8 Female" or a character being in a folder labled "character" instead of the proper "characters". I've even got a Dragon 3 product that shows up in its own folder under "people" I can understand PAs making these kinds of mistakes, but even the most rudimentary product testing should have caught stuff like that.
...this is why some like myself have taken the time to set up our own custom library/runtime structures to create a more logical organisation of items.
This was a lot worse when we still just used the old Poser runtime structure as for example, items like shaders ended un in places like the "Poses" instead of "Materials" folder. Often times product folders used the names of the creator instead of what the item was. (this latter situation still does persist).
Yeah, there is the database and smart content, but when it breaks it is a pain to deal with, and any products without metadata will not show up (particularly freebies not from here).unless you find a way to make them to. Sometimes even products from the Daz store don't show up. and end up in the "lost & Found" requiring a refresh of the database.
RedactedBear in mind that, as far as I ama ware, metadata is created in-house as part of the QA and package process, it isn't one person creating it and another person proofing it - that makes it much easier to miss errors /looks shame-faced at own posts/.
I am beginner to Daz Studio, I have tried my luck in vain...@SofaCitizen, what I can't the same results as this one
https://www.daz3d.com/dforce-miki-the-witch-outfit-set-for-genesis-8-females
if you see the pictures, the hairstyle, I have tried unsuccessfully to import to the content creation, if I load it via Daz Central (Open) it will not fit the pose, unless I can try to look into something very similar.
No luck when trying adding the hair in the Smart Content.
No other hair style is closer than that, or I am missing something else.
While Daz Central did all the job installing everything I have, free and paid content, I belive the file size for the application with the installed content at the moment would surpass over 20 GB in size.
The other model not mentioned is "Ronin Warrior Outfit for Genesis 8" the face is almost same as Miki the Witch, in the store there are some more models with the same face as her as well, only the clothing is different.
Thanks for your encouraging words, it's just an experiment, I will look into the settings as Catherine3678ab said.
I think when most people try to do something it takes some time to get accustmed to that and later is like all is coming round and well.
I hope to get there, If I ever gain confidence, I will try to post to the Gallery, don't expect it to be soon because the learning curve is a totally wild journey.
Cheers!
Valley of the Cliffs Village -World and Village Builder (Magix 101) - SOLVEDI had forgotten to mention that metadata is not purged from the database when you uninstall something. In that case, look at the bottom of the list in the Content Library - Products view, and there will be a greyed-out generic DAZ Studio folder icon (also in the Smart Content - Available tab). If ever you install manually, any matches to that metadata will be used, that is why you would still see the Content Type flashes on the asset thumbnails, and perhaps some compatibilities in Smart Content. Of course, if it is not good, it will still be not good, so to get rid of it completely, it must be deleted, even if it is not installed. This will allow a fresh start the next time.
Also note that Vendor Data can only be modified using a metadata file. The Content DB Editor allows you to make changes, but they won't persist. The single-pane version from a Content Library folder will only create User Data. However, if you are using the two-pane editor (from a Product view), you can create a new metadata file with Vendor Data for the Product by exporting during the session. Even if you accept the changes but don't export the metadata, anything you tried to remove will return the next time you open that product in the editor. (Unless something has changed recently in DAZ Studio...)
A fix for stuck downloading DAZ Studio program in DazCentralI have noticed people have been having issues with downloading the Studio from DazCentral. It happened to me too and after few times on my pc it started to work so here is how:
(this is just my way of solving it - its your choice if you follow)
- Go to your daz3d account on website > MY ACCOUNT
- Select Product Library from the menu
- Find DAZ Studio 4.x Pro and download the version for your pc (for me it was the DAZStudio_4.20.0.17_Win64.exe)
- Download Install manager from the product library (for me it was the Install Manager WIN64)
- After the installation open Install manager and log into your account
- The install manager should detect DAZ Studio and offer you do download the basic assets (such as genesis 3 and g8 etc.) - select the ones you need
- There is download and install tab, make sure to install it too
-------------------------- HOW TO INSTALL ASSETS TO DAZSTUDIO MANUALLY
How to add your own materials and assets to the DAZ Studio
Because DazCentral was the main bridge to import assets you bought from the web it is no longer available if you do this method right..so you have to do it manually (sucks ik, but its simple)
- Open your DazStudio and go to Edit > Preferences > Content > Content Directory Manager
- And you should see Content Sets open Current Directories > DAZ Studio Formats
- You will see 3 directories now try to find on your pc all of these --- some will be empty and some will have content in it (mine was the My DAZ 3D Library at the very bottom)
- The content should be: data, lightpresets, People, Props, Scenes, Runtime etc. (these ones are the most common when manually transfering assets so make sure this content is in one of the 3 folders)
- On the website, the product you bought willl have a manual way to install - Download it - it should be a simple folder
- In the folder you should see another folder "Content" - open it
- Copy the folders in Content (common folders are: Poeople, Runtime, Data or else) and Paste them into your MY DAZ 3D Library folder
- Go to your DAZStudio and find your asset under Content Library>My Daz 3D Library > -your asset-
example: if you bought a G8F character, go to Content Library>My Daz 3D Library > People > Genesis 8 Female > Characters
I hope this was a bit helpful to those who struggle to download the studio
Valley of the Cliffs Village -World and Village Builder (Magix 101) - SOLVEDOdd, that first part. They could be stuck in the LOCAL USER product. If so, remove the references from there and try again.
TBH, I edited the metadata file myself, so when re-importing, I am assured it will contain what I want.












