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Crashing while posing character
Ok, let me re explain, it seems some go off on a tangent on forums. I realise the XP limits of RAM, I run 4gig, yes, the word on the street is confusing to say the least about what XP handles, if you Google it, and the /3gb switch, you will be even more confused, lol.
I do run a /3gb switch on the Boot.ini, despite the fact that Microsoft in some pages say it only works for Sever 2003, ect, and then has a page to enable it for XP, go figure MS at its best. Granted some of these may be the date to which they were posted. But it does not say it only works for PRO edition, if I am correct. Here is some confusing reading on the subject:http://msdn.microsoft.com/en-us/library/ff556232.aspx
http://social.technet.microsoft.com/Search/en-US?query=/gb switch for windows xp&Refinement=19&ac=8
http://msdn.microsoft.com/en-us/library/windows/desktop/aa366778(v=vs.85).aspx
Anyway, to get back to the specific problem, let me explain. I first loaded DAZ3d 4.5 a few days back, the overall experience was extremely confusing when I purchased the $125 Victoria Pro Bundle, and saw the myriad of files to load, w/o proper documentation as to which file to load. After some digging, I loaded the DS files, and ignored the legacy and Poser files. Started DAZ3d 4.5, dug around and explored, ran fine, NO crashing, poses, adding textures, clothing, ect. But I noticed, as to I see others have noticed the Content Manager failed to show icons in the pane. I figured it was because I selected another drive location when installing. I don't want it on my C drive. Tried the rebuilds, ect, still failed, so uninstalled it all, with the uninstall files, reloaded ALL to another drive location. AFTER this is when the problem started, it seemed it was when I moved an arm in Animate2, the character disappeared off the screen, and the hour glass icon appeared, and DAZ went "Not Responding" . Today while checking it happened when I just rotated the Gabi character I made, just genitals add on, and Bubblegum hair on her. I now get an missing file error window when loading Gabi saying:
"Somae assets needed to load the file are missing. The content may not work as expected.
The following files could not be found. "/data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Evolution/PHMLipTopPeak.dsf
(and others, too many to list here, in this missing directory)There is no EVOLUTION folder at the loacation described above.
So I am not sure what is causing this, but I suspect it is a poorly coded Content Manger possibly, install exe's, ? if not, I don't know, what then could it be?
Let me further say, I run Maya 6.0, Blender 2.63, Sketchup 8.0, and several resource hogging programs for years with out very much trouble.
Sorry for the lengthy post, but it seems it is hard to tranfer the knowledge through these posts, and some don't see the facts.Physical Memory (K) Running DAZ3d (crashed state while just rotating character)
Total 3668396 same
Available 2602372 2078204
System Cache 1113132 1679820Kernal Memory (K)
Total 185128 191656
Paged 137284 143040
NonPaged 47840 48616Commit Charge (K)
Total 1255672 1912608
Limit 18178184 same
Peak 1569900 2002000Totals
Handles 12378 13260
Threads 497 501
Processes 30 32compatibility with DAZ 4.5Szark said:Yes you don't that is correct...you have the freedom to put them where you want them when just saving as OBJ's.
Well that's very practical especially that I downloaded from Sketchup a whole bunch of roman addons. Things begin to clarify a little. By the way Pete is there a way to know what is the precise measure of a wall for instance so as to be able to adjust its scale to the proportionate measures? Of course I can always put a figure besides as to find the actual proportion but if there is a way to know another way that could be great.compatibility with DAZ 4.5Richard Haseltine said:The folders inside Runtime are mostly hidden inside DS - only the actual Poser library folders in \Runtime\Libraries show - though you can reach them using the vrowse... button for textures or File>Import. As Jimmy says, you would be best off saving the things as a DAZ Studio Sceen Subset, or even as a Figure/Prop asset (File>Save as>Support Asset) as that saves embedding the geometry in each scene you use the item in. Using the native format will also do a better job of preserving material settings than exporting to OBJ or to a Poser file.Thanks Richard and Jimmy. Then if I get it right, I should not use the export obj option in Bryce when I transfer the files after I have ungrouped the elements of the sketchup initial object? Or is it once I've imported the files inside DAZ that using the Figure/Prop asset (File>Save as>Support Asset) that the transformation will occur. Does it mean that I should change manually the place I put the folders? If so where should they go?
Those questions may seem awkward to you but I really I'm a beginner and learn on the spot the basics without any knowledge of the way those things developed as far as programing is concerned. Sometimes when I read some of the tutorials here i have the impression to read chinese!:-) so be so kind as to be very basic in your explanations, the only way for me to get it rignt and retain the method is to get the basics of the operation I should do. Sorry to bother you like that.
CAR AND BIKE LOVERS THREAD - MARK IImusic2u4u said:Today I took a few real nice Sketchup models and put together a nice hot rod. I used the Ford body you were working on Betsy, put a 32 Ford frame under it, loaded up the highly detailed 427 SOHC Ford motor and tranny, added disc brakes and my own American mags and treaded tires I made. No white letters on the tires as I have recently been told by a custom car avocate that white lettered tires are now considered OUT in custom cars, added headlights I made myself and a hurst four speed in the floor shifter mounted on the tranny with linkage even. The hood side panels are removable. The detail here is stunning. Every nut and bolt accounted for. It was hard to find just the right stuff to use, I must have gone through 20 body styles trying to decide what year I wanted...lol. I think it turned out pretty good.:-)
Looks darn good to me! Need to change the steering wheel, I can tell you for sure stock steering wheels aren't in in the custom cars either!
CAR AND BIKE LOVERS THREAD - MARK IIToday I took a few real nice Sketchup models and put together a nice hot rod. I used the Ford body you were working on Betsy, put a 32 Ford frame under it, loaded up the highly detailed 427 SOHC Ford motor and tranny, added disc brakes and my own American mags and treaded tires I made. No white letters on the tires as I have recently been told by a custom car avocate that white lettered tires are now considered OUT in custom cars, added headlights I made myself and a hurst four speed in the floor shifter mounted on the tranny with linkage even. The hood side panels are removable. The detail here is stunning. Every nut and bolt accounted for. It was hard to find just the right stuff to use, I must have gone through 20 body styles trying to decide what year I wanted...lol. I think it turned out pretty good.
:-)
compatibility with DAZ 4.5Szark said:I will tryI take it the the Walls etc are one model, meaning when selected in the Scene Pane it doesn't have a tree of bones that can expanded?
If it is one model/mesh and you want to split parts then option 1 is to take the model in to a modeling program eg;Blender and do it manually.
Option 2t can be done inside Daz Studio 4.5 but is not so much splitting and removing parts but a case of Hiding want you don't want via the use of the Polygon Group Editor Tool http://www.daz3d.com/forums/discussion/14082/#204267
Option 1 gives you the freedom to move the separated parts individually
Option 2 does not. :)
Yes it's only one model , that's the first thing I checked. On one of my attempts to convert the collada file from Sketchup , I had a series of mesh shown after the import in DAZ. Could that be a solution if I am able to identify which mesh relates to?compatibility with DAZ 4.5Now that the scene is approximately ok, I have to set part of the walls of the pool around the mosaic. I've found in Sketchup warehouse a set of roman ruined walls which could be used. I have succeeded to transfer them to DAZ but the result is a global prop as you can see in he picture below. What I'd like to do now is to disassemble the different elements of the object as to keep only the 2 curved yellow elements which are the actual walls I'd like to use. I need those 2 elements also to be individuals as to be able to position them separately and properly around the mosaic. In fact the wall around the pool as it is today is not complete. Only three sides remain.
Is this possible, and with which tool can I do that?
CAR AND BIKE LOVERS THREAD - MARK IIOkay, sorry I didn't get back to ya earlier, but I had to go back to work last night, had last week off for staycation, on the Model A, I looked closely at the car, the detail as has been said is fantastic, however, there were a couple of glaring details that I had to do something about, partly because I have the parts necessary to be able to do this.
The stock model is fine on its base level, however, the radiator shell, and radiator is really a very lousy model in and of themselve's, while not bad considering that the model came out of sketchup, considering the detail and incredible work that went into the car, the artist could have made a better looking radiator shell, as well as a more detailed radiator, I fixed this by using the radiator from my 1929 Ford Woodie, the overall effect is much more realistic.
I also was not satisfied with the tires/wheels, not that they are bad tires n wheels, as models to fit a Model A Ford, they are fine, for a 1930 and 31 model, in 1928 and 1929, Ford used a different wheel, which measured out to 21 inches, they changed both the style of wheel and the size to 19 inches starting with the 1930 models, so again I wanted more accurate wheels that would look right on a 1929 model, which this coupe represents, also, I had separated the bumpers from the car in Blender, as the material zones were somehow connected with the fenders, which would be correct for a truck, but certainly not a car, the cars in 1929 would have left the factory with nickel plated radiator shell, all the brightwork would be nickel plated, especially on a Deluxe Coupe, so after a number of hours working with this car after I got home from work this morning, I was able to put it all back together in DS, added the bumpers, parented everything that needed parenting, then exported the obj, then re-did all the materials, then duplicated the car, it all works now, now one of these days I will pull it all into Blender again, and actually rig the doors, hood and trunk.!
CAR AND BIKE LOVERS THREAD - MARK IImusic2u4u said:Now...how's this for detail in a Sketchup model? This is rendered straight out of the box. 45 megs.The only change I made was the color of the engine. It was orange. I ripped this one apart and saved a ton of parts as seperate objects for use on other models. I am going to use this frame, running gear, and maybe the engine, along with the blue 32 coupe roadster body. This should be fun.:-)
I already showed you guys this car, weeks ago! It is a nice 32 Chevy for sure.
CAR AND BIKE LOVERS THREAD - MARK IINow...how's this for detail in a Sketchup model? This is rendered straight out of the box. 45 megs.The only change I made was the color of the engine. It was orange. I ripped this one apart and saved a ton of parts as seperate objects for use on other models. I am going to use this frame, running gear, and maybe the engine, along with the blue 32 coupe roadster body. This should be fun.
:-)
Getting the young interested in 3D artGoogle Sketchup!
cannot get any tamer than THAT making buildings mostly!
lots of plugins at Sketchucation too.
http://sketchucation.com/resourcesCAR AND BIKE LOVERS THREAD - MARK IIbetsy662 said:I understand that, however, in this case, the whitewalls were joined with the body, and the radiator, the fenders were tied to an inner part of the tire, just below the treads, I can understand tieing all the chrome together in one mat zone, but the whitewalls on the tires shouldn't be the same color as the body!I used the method I just explained to you, with the model in Sketchup. It took about ten minutes to do and it all exported fine as a whole car, and as individual parts. Both.
So, are you saying that you can redo material zones on a model in Blender? If so...THAT is way too cool!!!!!
:-)
CAR AND BIKE LOVERS THREAD - MARK IIHere is what I have found working with sketchup models. Each face of a series has two sides. If you group the faces together making an object, then you color it, it will apply the color to the entire object, both sides of the faces. If you do not group them, then you have to color both sides of the faces. If you do not do that, sometimes the faces flip during exporting the item, and it takes on the color of the back side of the face. This is what has happened with the tire whitewalls. It took on the lavender color that is on the back side of the face. If you go real close in Sketchup with the camera, you can go inside the tire and see the color is lavender. So, just keep opening the edit up until you get down to one strip of the tire (it is duplicated many times to make the tire) and color it white, all the other strips will color with it. Then when you export it, the whitewalls will be white...simple! Same with the radiator...go up close, go inside the radiator and see the back side of the front part is lavender (or white...I can't remember) then just select it and edit it down and color it black. Then the entire car will be the correct color on export. I have to do this a lot in Sketchup. Many do not know this. They just color the outer face and don't know why it comes back with no color! Group...then color. I do that and have never had a single complaint on any of my models I make and give away. Tons of them.
Just a tip for ya.
:-)
CAR AND BIKE LOVERS THREAD - MARK IIOkay, found it, downloaded it, and worked it in Blender, that car is about 46 MB right out of Sketchup, so loading it in blender takes a little bit of time, the material zones are a mess for sure, so I've had to separate the wheels/tires from the car, and the bumpers from the car, as well as the radiator front from the car, and had to load those parts separately in DS in order to get a decent halfway materials set up on it, the detail is staggering for a model out of sketchup, but is very nice to be sure, from the looks of how the materials are set up, I will have to separate the whitewalls from the wheel backs, the hubcaps from the wheels, and so on and so forth, but overall, this car is worth the extra effort for sure!
CAR AND BIKE LOVERS THREAD - MARK IImusic2u4u said:simpleplanning said:i havent been doing any renders or modeling lately but came across what could be a killer backdrop for a classic car render and had to play with it
its for blender 2.63+ and is very high poly but i think i can use the basics to make a low poly scene that can be used in poser and studio in short while
the renders i did are realy gariny because they were done in cycles with the integrator set at 50 but tonight ill rerender it at 2000
but heres the resultsThe 50s diner...I have that model. It has been around for years. I think the one I have was originally done in Bryce, then converted to .lwo and .obj files.
That looks pretty good Betsy. The shader I used is by Lakeworks...it is just called a mirror shader. Yours looks just as good. I love the trees behind the patio.
I found this Ford at the sketchup warehouse. It is very detailed. Best I've seen yet. I ripped it apart and saved many parts as .obj files to use on different cars. The motor is just a small 4 cylinder, but I plan on dropping a big one in it. Gonna make a hot rod from it too. I got another one also, a 1934 Ford Sedan Hot Rod. Chopped and channeled. The detail on it is incredible. I think the guy who is making the blue 32 Roadster made this one too. The detail on the engine is fantastic. Every nut and bolt is there. I am gonne use the frame and engine, the 32 Roadster body, and pick some tires and wheels for it.
:-)
What you have there is a 1929 Ford Model A coupe, done up bone stock, it looks like a nice model, I can't seem to find it at the warehouse, you wouldn't happen to know where the link to it is would you?
CAR AND BIKE LOVERS THREAD - MARK IIsimpleplanning said:i havent been doing any renders or modeling lately but came across what could be a killer backdrop for a classic car render and had to play with it
its for blender 2.63+ and is very high poly but i think i can use the basics to make a low poly scene that can be used in poser and studio in short while
the renders i did are realy gariny because they were done in cycles with the integrator set at 50 but tonight ill rerender it at 2000
but heres the resultsThe 50s diner...I have that model. It has been around for years. I think the one I have was originally done in Bryce, then converted to .lwo and .obj files.
That looks pretty good Betsy. The shader I used is by Lakeworks...it is just called a mirror shader. Yours looks just as good. I love the trees behind the patio.
I found this Ford at the sketchup warehouse. It is very detailed. Best I've seen yet. I ripped it apart and saved many parts as .obj files to use on different cars. The motor is just a small 4 cylinder, but I plan on dropping a big one in it. Gonna make a hot rod from it too. I got another one also, a 1934 Ford Sedan Hot Rod. Chopped and channeled. The detail on it is incredible. I think the guy who is making the blue 32 Roadster made this one too. The detail on the engine is fantastic. Every nut and bolt is there. I am gonne use the frame and engine, the 32 Roadster body, and pick some tires and wheels for it.
:-)
compatibility with DAZ 4.5FelixFFDS said:jvdesuit1 said:
I found around 10 elements of the ruins of Pompei; in fact I should have one on my disks as I have their use in one of FlightSimulator addons.Out of curiosity, and maybe off topic - which of the add-ons, for what version?
I came to Poser 4/DAZ trying to get a good low-poly "pilot" for my aircraft models ....
Felix/FFDS
(Freeflight Design Shop)This one Felix; "pompeii_italy.zip" it has been uploaded quite recently December 12/2012 in the Library of AVSIM.com. It is a photorealistic addon using those models with the author's permission. Link here http://sketchup.google.com/3dwarehouse/details?mid=c43d601ca42af553dfd89dd71a555b12&ct=mdrm
compatibility with DAZ 4.5Hi Pete and Shohole.
I'm trying to follow your advices and after a good lot of time searching with google I looked into the Google Sketchup 8 folders and in the wharehouse! Hurrah! or I should say mini-Hurray!
I found around 10 elements of the ruins of Pompei; in fact I should have one on my disks as I have their use in one of FlightSimulator addons.
I found also a video tutorial explaining how to transfer the object from Sketchup to DAZ via Blender . It took time as of course none of the 3 programs mentioned were used, with their actual version and lot of changes occurred in the meanwhile since the demo was made.
Nevertheless my wits improving thanks to you guys, I succeeded at last to view the object in DAZ! Again Hurrah!.....but there is a but... which you'll see in the following picture in the scale parameters: THEY ARE HUGE!!!! So huge that the Y coordinate is at its maximum in the translate set and can't go up further. After being under ashes for 2000 years my Palestra is well under the floor of DAZ Studio! One reason perhaps is that in reality the Pompei Paslestra is really huge. Pompeians used to come here for athletic games and sports. The area is 130 by 140 m and had a pool surrounded by two rows of trees which provided relief from the sun.See also the picture below. I noticed when I imported the final obj file, that the scale factor in the DAZ import options was already at 5000 and the palestra looked very small so.
If I reduce the scale to a normal 100% I would get something like a pin!
What should I do????? Is there a solution to the damn exasperating problem?
I'll check your replies when I come back this late afternoon. Thanks in advance.
CAR AND BIKE LOVERS THREAD - MARK IImusic2u4u said:I debated on bumpers also. I tried a tube bumper, a flat bumper, a wood bumper, a brush guard, etc. None of them looked as good as it does without one. So, lets just say, it has a reinforced steel one under the grill plate. Like new cars have.I took the .3ds file into Cinema4D and removed the engine top and cover. I had already made the bed for it in Sketchup earlier today. So I exported the main car out as an .obj, then exported the bed out as a .3ds, then through Poseray to .obj. Imported it into DS 3 and made the chrome bed strips. I am happy with the results. Since I have dropped a "Boss 302 cu.in." in it, I chose to paint it the well known Mustang Boss 302 Orange and Matt Black.
:-)
That bed turned out looking good.
CAR AND BIKE LOVERS THREAD - MARK III debated on bumpers also. I tried a tube bumper, a flat bumper, a wood bumper, a brush guard, etc. None of them looked as good as it does without one. So, lets just say, it has a reinforced steel one under the grill plate. Like new cars have.
I took the .3ds file into Cinema4D and removed the engine top and cover. I had already made the bed for it in Sketchup earlier today. So I exported the main car out as an .obj, then exported the bed out as a .3ds, then through Poseray to .obj. Imported it into DS 3 and made the chrome bed strips. I am happy with the results. Since I have dropped a "Boss 302 cu.in." in it, I chose to paint it the well known Mustang Boss 302 Orange and Matt Black.
:-)




