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List of Products Used - script [Commercial]
Linwelly said:
Richard Haseltine said:
barbult said:
Linwelly said:
ok I don't seem to get any further with this, might have to return the product then
I could never get it to work either. I even reset the database and reimported metadata, but it still didn't work. I did return it.
I saw the link in the thread further up, I'm not sure how I apply that, do I download and place it in scripts in DAZ like products from offsite?
Yes, that's right.
List of Products Used - script [Commercial]DoctorJellybean said:
barbult said:
Linwelly said:
ok I don't seem to get any further with this, might have to return the product then
I could never get it to work either. I even reset the database and reimported metadata, but it still didn't work. I did return it.
I got it to work by using Connect and updating the Metadata. Others got it to work without doing that, so your mileage may vary.
I do not want to use Connect. I gave up on it after it caused me so many problems, like updates that broke previously working products. I only use DIM now. I did spend quite a bit of time trying to get the "show products used" to work, including resetting the database and updating metadata. No luck. Some people get it to work; other people do not.
List of Products Used - script [Commercial]Richard Haseltine said:
barbult said:
Linwelly said:
ok I don't seem to get any further with this, might have to return the product then
I could never get it to work either. I even reset the database and reimported metadata, but it still didn't work. I did return it.
The sample script used to work for me, a long time ago, but not during the same time I tested the commercial product.
List of Products Used - script [Commercial]barbult said:
Linwelly said:
ok I don't seem to get any further with this, might have to return the product then
I could never get it to work either. I even reset the database and reimported metadata, but it still didn't work. I did return it.
I got it to work by using Connect and updating the Metadata. Others got it to work without doing that, so your mileage may vary.
List of Products Used - script [Commercial]Richard Haseltine said:
barbult said:
Linwelly said:
ok I don't seem to get any further with this, might have to return the product then
I could never get it to work either. I even reset the database and reimported metadata, but it still didn't work. I did return it.
I saw the link in the thread further up, I'm not sure how I apply that, do I download and place it in scripts in DAZ like products from offsite?
List of Products Used - script [Commercial]barbult said:
Linwelly said:
ok I don't seem to get any further with this, might have to return the product then
I could never get it to work either. I even reset the database and reimported metadata, but it still didn't work. I did return it.
List of Products Used - script [Commercial]Linwelly said:
ok I don't seem to get any further with this, might have to return the product then
I could never get it to work either. I even reset the database and reimported metadata, but it still didn't work. I did return it.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)Possibly.
It might be working in Daz Studio, but not in Carrara, if within Daz Studio the clothing is using the Smoothing Modifier
(with item selected in Scene pane > General > Mesh Smoothing)
If there is Not as Mesh Smoothing listing under General, then that's not the problem - but it likely is.
I really Wish that Carrara had that same modifier - maybe it does and I don't know about it? In DS, it works So Well for So Many Things. And many things - especially tight-fitting clothing (and clothin in general, for that matter) rely upon it.
The only possible solution for this for Carrara that I can think of is to reshape the mesh to fit the Semi-Realistic morph, export that as an OBJ. The import that into the original item in DS using Morph Loader Pro as a new morph. We'd likely have to dial it ourselves in Carrara manually, but it should would - albeit not neccesarily with all poses.
V4 clothing is a nightmareWhen I use V4 clothing, I will autofit it to G8, and then export as obj, and in blender adjust the fit of the clothing, export from blender, and in DS update base mesh.
Then save as a G8 item, which comes into my content library and with basic metadata.
If I want materials in Smart Content I will resave the materials for G8, but I seldomly do that.
Transferring Genesis 8 morphs to Genesis 9 using clonesgibrril_fa945a6cee said:
Hi all,
I'm trying to transfer some genesis 8 morphs to genesis 9 using clones:
My idea wold have been to apply a genesis 9 clone to a zeroed genesis 8 and then dial in the morph I want transfered. Export genesis 8 to obj and then import that to genesis 9 as a morph using morphloader pro.
But... How does that work with the eyes and mounth and such? Do I need to delete the eyes, mouth, tear, eyelashes, brows, etc of any figure? Or do I keep them in? Is there any tutorial available on how to do this given the differences in "structure' between genesis 8 and genesis 9?
Thanks a lot!!!Both G8 and G9 at base resolution ... no attached geografts, yes for G9 to remove all the additional parts. Dial G8 shape into G9, export out G9 obj [no groups, making morphs] [might need to hide G8 and anything else in scene]. Then bring back into D/S the shaped G9 .obj which must be landing exactly on G8. Make clothing out of it. Save it [esp if planning to use again, save some time]. Then in G8 with the G9 clothing "fitted" to it, dial in the morph that you want. Hide G8 and export out the G9 clothing [again no groups]. Using Morph Loader pro, select the shaped G9 clothing to make the morph. If you like the morph [i.e. it took], then zero that morph and save it. I would suggest clearing the scene and reloading the scene with a fresh G8 and G9 [both set to base resolutions, and no extra parts or geografts on G9].
The above is "off the top of my head" -- hopefully didn't miss any super important steps.
n.b. depending upon which morphs are being transferred over, some will require extra morphs to make them work nicely with G9.
Off Topic Thread #23deedlin said:
Both are good. Vue and plant factory also work well in Blender. Haven't tried the plants in C. Really amazing what an allrounder C was for it's time. I got the 8.5P on a recent sale just in case. Carrara wiggles it's way into your heart.♥ Wanted the 64bit version. It totally choked on a LAMH OBJ model though.It's weird cause after 100% import, which took foreeever. It reached it, but just stared blankly back. Lol. Then the other attempt ended w/ the rest of the OBJ coming in as some kinda blob. Probably, coulda converted it. I did get it to work okay in Blender though.
Yes, Carrara has become second nature to me, I don't have to think how to do something, just what I want to do, especially for animation. And I've pretty much learned what will import and what to avoid (DAZ Studio files are iffy). One of my alltime favorite VUE model vendors switched to Blender a while back, but I just can't get my head around it and do not (yet?) have the incentive. Happily I have a good collection of his earlier VUE models. I used one in this animation done mostly in Carrara (one of the VUE scenes attached, the yacht is imported from a Poser format model which Carrara also handles nicely):
Off Topic Thread #2Both are good. Vue and plant factory also work well in Blender. Haven't tried the plants in C. Really amazing what an allrounder C was for it's time. I got the 8.5P on a recent sale just in case. Carrara wiggles it's way into your heart.♥ Wanted the 64bit version. It totally choked on a LAMH OBJ model though.It's weird cause after 100% import, which took foreeever. It reached it, but just stared blankly back. Lol. Then the other attempt ended w/ the rest of the OBJ coming in as some kinda blob. Probably, coulda converted it. I did get it to work okay in Blender though.Whats it gonna take?wolf359 said:
I have seen all of those years ago.
I suppose I should have clarified that I meant examples of how poser is
"so unique and powerful as an animation tool in ways industry standard 3D software is not.”
Those animations you showed, have terrible foot sliding which is why so many of the shots are framed above the knees with very rapid camera cuts whenever the feet are shown.
While the RWBY stuff is "well done" (for poser animation)
it is no where close to what cna be done in Reallusion Iclone or
“industry standard 3D software “ such Max or Maya or even Blender.
particularly with Foot contact IK animation and motion retargeting from various sourcesI heard iClone is good but i'll probably never touch it due to that high price.
Maybe i'll be alone on this hill unless I can come up with something good down the road. Poser is amazing it comes to mocap editing though. Esp if you have access to OptiTrack...but that's like $20,000 more than most people can afford. I was using AxisNeuron suits for a while but they are so fragile and break easy. Its just nice ot be able to import the data right onto the character and start editing. no transfer rigs or retargetting. but rarely use any mocap as is. Still takes a lot of manual work. But the fast efficient workflow comes with practice and learning the hotkeys. And this is not something you can do very well if using a Mac. I also really like how "hackable" things are. and being able to animate fx on cards and custom geometry sequences with a single dial. Its possible to do that in other software too but not an easy setup. I'm not going to convince anyone by talking about it though. I guess if I can ever manage to get around to making something cool then maybe someone will wonder. but till then, :should shug.gif:
[RELEASED] CC Talan for Genesis 9 [Commercial]Elor said:
Sorry, I should have clarified that I copy-pasted that list of six files from the readme:
http://docs.daz3d.com/doku.php/public/read_me/index/104755/file_list
The six of them are also all included in the archive downloaded from my product library on Daz3D.com.
So while someone did something leading to Talan having two sets of metadata files, I'm not responsible :)
I'll add the situation to my to-do list of tickets to open regarding problems related to metadata.
It causes no issues with metadata. It's just a couple extra files. It won't affect the install at all unless you specifically tell it to import user data. The categorization data is identical.
Transferring Genesis 8 morphs to Genesis 9 using clonesHi all,
I'm trying to transfer some genesis 8 morphs to genesis 9 using clones:
My idea wold have been to apply a genesis 9 clone to a zeroed genesis 8 and then dial in the morph I want transfered. Export genesis 8 to obj and then import that to genesis 9 as a morph using morphloader pro.
But... How does that work with the eyes and mounth and such? Do I need to delete the eyes, mouth, tear, eyelashes, brows, etc of any figure? Or do I keep them in? Is there any tutorial available on how to do this given the differences in "structure' between genesis 8 and genesis 9?
Thanks a lot!!![RELEASED] CC Talan for Genesis 9 [Commercial]Sorry, I should have clarified that I copy-pasted that list of six files from the readme:
http://docs.daz3d.com/doku.php/public/read_me/index/104755/file_list
The six of them are also all included in the archive downloaded from my product library on Daz3D.com.
So while someone did something leading to Talan having two sets of metadata files, I'm not responsible :)
I'll add the situation to my to-do list of tickets to open regarding problems related to metadata.
[RELEASED] CC Talan for Genesis 9 [Commercial]Elor said:
Hello,
Looking at the content of the archive, they are two sets of files related to metadata:
- /Runtime/Support/DAZ_3D_104755_CC_Talan_for_Genesis_9.dsa
- /Runtime/Support/DAZ_3D_104755_CC_Talan_for_Genesis_9.dsx
- /Runtime/Support/DAZ_3D_104755_CC_Talan_for_Genesis_9.jpg
- /Runtime/Support/LOCAL_USER_CC_Talan_for_Genesis_9.dsa
- /Runtime/Support/LOCAL_USER_CC_Talan_for_Genesis_9.dsx
- /Runtime/Support/LOCAL_USER_CC_Talan_for_Genesis_9.jpg
Can I remove the LOCAL_USER ones (who are the ones used on my installation, no idea if it's supposed to be like that or if it's because at one point, I reimported all my LOCAL_USER metadata and caught CC Talan in the process) and ask Daz Studio to reimport the DAZ_3D ones ?
LOCAL_USER is just that--stuff the local user has made. My guess is you added categories or something like that to some of his presets and exported your user data at some point for safe keeping. You can absolutely delete those and not have an issue with the character. You will lose any customization with categories you've done though if you need to import your metadata again.
[RELEASED] CC Talan for Genesis 9 [Commercial]Hello,
Looking at the content of the archive, they are two sets of files related to metadata:
- /Runtime/Support/DAZ_3D_104755_CC_Talan_for_Genesis_9.dsa
- /Runtime/Support/DAZ_3D_104755_CC_Talan_for_Genesis_9.dsx
- /Runtime/Support/DAZ_3D_104755_CC_Talan_for_Genesis_9.jpg
- /Runtime/Support/LOCAL_USER_CC_Talan_for_Genesis_9.dsa
- /Runtime/Support/LOCAL_USER_CC_Talan_for_Genesis_9.dsx
- /Runtime/Support/LOCAL_USER_CC_Talan_for_Genesis_9.jpg
Can I remove the LOCAL_USER ones (who are the ones used on my installation, no idea if it's supposed to be like that or if it's because at one point, I reimported all my LOCAL_USER metadata and caught CC Talan in the process) and ask Daz Studio to reimport the DAZ_3D ones ?
Obj imports without any textures after recent updatelilweep said:
milliethegreat said:
Ok then how come it worked perfectly before?
Just to reiterate, obj will never assign maps perfectly if your models has normal maps, to say the least.
You may say they imported "perfectly" but did you check all maps were accounted for and actually in the correct slots? If the creator of the asset took time to make a normal map and then you didnt use it, it is not perfect. If daz has assigned maps to the wrong channels then it wont be perfect.
Also they are fbx assets with embedded materials imported into blender and then imported into Daz as obj. They're not obj made in blender.
I know, as that was one of the few things explained. That does not alter anything I said.
Also manually apply the textures? You're joking right?!?!Some material names show up in Daz as complete gibberish. Some assets have a ton of textures too.
If it is a huge number of slots i wouldnt suggest to do it manually. If it were only a few material slots, then you can easily work out which maps go into which material slot, even if it is gibberish.
But again they imported just fine before
If something is working fine and then it stop working. There is usually a reason. Two very obvious reasons for why it might not be working have been mentioned numerous times already.
1. the .mtl file associated with the .obj you exported from Blender does not contain references to textures
2. you are not ticking the option for read materials when importing to Daz Studio
also as i said they're fbx format assets with embedded textures imported into blender and exported as obj into Daz NOT assets made directly in blender and then exported into Daz.
Consider the possibility that you exported the obj from blender incorrectly.
We still do not know if that's your issue as you refuse to verify by checking the mtl file or by reimporting into blender to validate it still has textures.
The assets I have that are not fbx with embedded textures first and are just obj imported into Daz to blender and/or Daz do what you're describing but that's not what I'm working with here.Also when I select stripped material paths for some things that does help for fbx and obj assets with non embedded textures.
I read this three times. Cannot make sense of this statement
perhaps before you export your obj from blender you could go to File > External Data > Unpack All Into Files.
That might encourage Blender to save out the obj and mtl file with correct paths.
Let me try to clarify my pipeline. Import fbx asset to blender and from blender to Daz as obj. Sorry for my terrible explanation. Maybe export as obj as stripping material paths might help? It worth a try. Aside from running an expensive amount of assets I can try to unpack all materials into files. And other than that i guess I'm screwed.
Need help with MD list of Products usedI tried to reimport the metadata again but the result stays the same, nothing but that replacement product for the self made surfaces come up in the list












