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dForce how to fix points ?

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Hi,

In DazStudio, contrary to Poser, there is no possibility to fix points before a simulation.
In Poser, I used to fix points for the belt so that they are not modified by the simulation.
In Cinema 4D, there is also a Fix points option, in a simulation tab.

In the image above, we see that the part corresponding to the belt (in yellow) is very modified.
I would like this area to remain horizontal.

In a forum, this question had already been asked. It was advised to modify the Friction in the Surfaces panel, for the part that should remain fixed. 
So I did this but this problem was not resolved.

 

 

 

 

 


Bug Report: Animators Beware, DS 4.12.1.117 deletes values keyframes en masse

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Example of how to reproduce the issue:

1: In a blank scene, open up keyMate and load in an instance of Genesis 2 Female.
2: Set keyMate to TRSV, Select the root node of Genesis 2 Female, and then make a keyframe every 5 frames.
3: in keyMate click the dropdown arrow next to Genesis 2 Female, then click the dropdown arrow next to values and you should see something like what you see on the left image.
4: Save the scene and then close daz studio and then reopen it and open the scene
5: Open up keyMate and set to TRSV and then go through the dropdowns back to the Genesis 2 Female root node values. 

Scroll Down and you'll see now that half of the keyframes in the values dropdown have been scrubbed from the scene. 

So, for example, if you did an animation with a lot of keyframes related to, a lot of facial expressions, all of that data gets lost as soon as you close DAZ Studio.

looking for this hat and hair - can pay to create

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I am wanting this Japanese biker hat, glasses and hair from this movie - Ballad of Yokohama Hoods - want the short hair under it as well. Want to make some Japanese biker gang fight scenes.  I know there are other motorcycle hats but was hoping to get this exact one. I can pay something to commission it if possible for genesis 3 and 8 together, female.

Thanks!

Error opening files

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Hello I do not know if this problem has already been seen but no matter what files I install (hair, clothes ...) I put them all in the same folder, Daz Studio gives me an error message "Error Opening Files" I may download absolutely anything I'll always have this message.  

Wanted: Resting animation for speaking characters

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I'm not even sure what this is called. I'm looking for procedural animation for the head and upper body appropriate for a talking head (AniLip). What I'm after are the semi-random movements we all make while we're talking. I don't even really need waving hands or lower body right now, but I'd be happy to know what this sort of thing is called and where I might find such a product.

Thanks!

Simulation of breathing

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I use Blender, Cinema 4D and Maya, which can import DazStudio files in DAE, FBX or Alembic format.
There are also tools that build bridges between DazStudio and 3D softwares.
We can quote DaztoMaya and DaztoBlender to do this kind of work, as well as other tools that I will not talk about.
I will start testing DaztoMaya to work more easily on the character animations.

Looking at the description of DaztoBlender, I found this video on Youtube, who interested me:

https://www.youtube.com/watch?v=4TGyeXwcxnU

This work is very beautiful !

In fact, it isn't the animation that is ordinary, but it is a detail that we see at the end of this video.
I quite liked the breathing of the dancer with the sound effects.
I think we can do this breathing in DazStudio, but as I am not a DazStudio expert I would like to know if there is a simple method (or methods) to get there.

In addition, it would be interesting if a content creator of DazStudio offer a tool to simulate the breathing of a character.

 

Selbsthilfegruppe DAZ Studio - Beispiele, Fragen, Diskussion und sonstiges Gequatsche

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Um nicht im FAQ-Thread ( http://www.daz3d.com/forums/discussion/35040/ ) diskutieren zu müssen, habe ich hier einen neuen Thread aufgemacht.
Thema: alles rund um DAZ Studio, Rendern, und sonstiges Gemüse - für Leute, die besser Deutsch als Englisch können. ;-)

Ein paar Infos zu mir: Man nennt mich Bee, ich bin weiblich und 44 Jahre alt, aus dem Raum Stuttgart.
Ich bin noch sehr neu auf dem gesamten Themengebiet Rendern, habe aber sehr viel Spass dabei, das Programm und auch die 3D-Komposition zu erlernen. Mein Nahziel ist erst mal, das Programm und die Techniken vernünftig zu beherrschen. Fernziele habe ich auch, aber von kleinen Animationsfilmchen und so was bin ich noch Lichtjahre entfernt.
Zur Zeit befasse ich mich mit Shadern, Licht, "etwas in Szene setzen", Fragen wie "Warum ist da schon wieder so ein "%§$%§$!" Loch in der Kleidung?!?!", und was man noch so alles als DAZ Studio Nutzer erleben kann. :-D
Daneben beschäftige ich mich auch noch mit Carrara 8.5. Hexagon, Blender, und Poser habe ich auch noch auf meiner Liste... irgendwann mal. :-)

Does DS render GPU and CPU in tandem?

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from the image below, I have all cores on the CPU running, and my GPU load is 98%

DS is the only thing running and I was well into a render when I looked at this.

It looks like GPU and CPU are both calculating the render? Is this correct?


dForce UI feature request

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If you were to ask the average software developer whether or not it's a good idea to have a button that deletes the user's work without confirmation and without the ability to undo that deletion, I'm sure most of them would state rather emphatically that it isn't.  Just about every user interface element I can think of that has the potential to erase work comes with some kind of dialog either asking you if you want to continue, or allowing you to continue but with at least some sort of undo functionality.

However, in the dForce editor pane, there is one such button: "Clear".  "Clear" deletes all simulations on all objects in the scene, regardless of whether or not the object is visible or frozen.  Now, if you use dForce to simulate one small item in a scene, rerunning it over and over probably wouldn't be too time consuming.  But the number of dForce garments and hair available is growing steadily, and it's now possible to create a scene in which every single element that is not a character uses cloth simulation in some way.  In addition, because dForce isn't perfectly deterministic, the same simulation run multiple times can result in different results, which can wreak havoc with scenes relying on seams and folds for the overall look.  (I'd imagine this randomness is what give dForce the ability to look more realistic, and what also makes undoing a simulation reset impractical.)

With that in mind, my request is to either:

  1. Make "Clear Non-Frozen" or "Clear Selected" the default function for the "Clear" button.  (I know those are available in the options menu, which means that changing the button function to one of them would be fairly trivial).
  2. Give the user the ability to change the function of the button or remove it entirely, or,
  3. At the very least, provide at least some sort of confirmation or clarification before the simulation is reset for every single item in the scene.

Of course, I apologize in advance if one or more of those options is present already.  I looked around quite a bit for them and couldn't locate them, and there isn't really anything in the way of documentation about it.

Does DAZ Studio recognize edited Normals?

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Hi all, total noob to DAZ Studio, so please forgive me. Asking this question for a friend. smiley

The goal: Import geometry into...that smoothie app that starts with a 'B' and use one of two Modifiers (Normal Edit or Data Transfer), then export using any of the three file format options that DAZ allows to import, and hope the edited Normals are not recalculated upon import.

I can do this in Carrara by exporting my edited Normals geometry as an OBJ, then importing into Carrara and, from the WaveFront OBJ import dialog box, selecting 'Facet Meshes'.
I see no such option in DAZ Studio when importing an OBJ file, even after clicking 'Show Individual Settings'.

Curiously, the screen display of the geometry as a DAE file in the file browser looks like it is displaying the edited Normals, yet upon import into DAZ...no dice.

There are many uses for this that go way over my head, but one use is to create a stylized look and uniformity of edited normals for foliage. This is used a lot in video games (another area I have no knowledge unless we're talking 80's / 90's arcade games...)

Here are some pictures which I hope can clarify.
These first two are renders from Carrara:

 

 

Here is the 'Leaf' object:

 

 

Here are my imports into DAZ Studio...I don't think it recognizes edited Normals...

Screen shot of file browser from computer...looks like edited Normals still

 

 

Screen grab of unedited Normals in 'B'

 

 

After applying Data Transfer Modifier, using an enlongated sphere. You can see the Normals popping out as if they were part of the same sphere.

 

 

 

 

 

Missile Launcher SA-6

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I just saw this pop up on Daz. Is there any adjustment for the track suspension?

Cheers!

iray previews shows only big pixels

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after a while iray preview looks like the attached image.

only program restart fixes this.

This is new, same hardware. weird.

Moving content to a new PC...How??

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Hi all

I have my original DAZ studio 4.12.086 installer 64 bit


If I do a vanilla Daz studio install on my new Ryzen rig (win 10 pro)
is it possible to manually copy over my old content data
base ,across my network ,from My old (win 10 home) toshiba and REPLACE the Default base content that installs
with DS 4.12.blush

FYI I dont care about any Application plugins I am only using Daz studio to morph ,dress,& export Characters out.

I only want all of my current genesis1,2,3,8  figures&morphs clothes etc
as they were on the old machine.

How to get my daz content ready for future windows re-installation

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Recently I've updated to a new PC and that means I have to download and install daz and it's content again even though I still have a folder containing all my daz connect files.
this time I've tried the new daz central and it was yet another install manager that just makes a bigger mess of installation folder instead of making it simpler.
luckily I've noticed the daz studio stand alone installer and it was what I hoped for, simply gave it a directory to install the software and another directory to store the content. it was a joy to open daz and see it isn't trying to fill my OS drive full of downloaded content.
There is still a DAZ3D directory in my roaming folder that worries me what would happen next time I change my ssd that is my windows drive or when for some reason I have to re-install it. Do I have to download and install all of my content because of whatever it is that this folder holds?
 

Some questions about skeleton and weight.

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Hello, I have some trouble. In ZBrush, Goz returns to DAZ model and finds that the bone and body can not be aligned due to too large deformation. I want to know how to adjust the bones and make them work correctly. Thank you very much.


Seeking insight/opinions on Hexagon vs other 3D Apps

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Hi all,

Been debating endlessly with myself over which tool to focus on to create content for DAZ Marketplace. I keep changing my mind between Blender, Hexagon, or Lightwave.

I'm not looking to do any kind of animation. Just modeling and texturing of props, perhaps clothing (I haven't ventured into that yet).

Blender I know is very powerful, has a lot of tools and features, and is free of course. I've used it, very "hobby level", since its 1.6 era (the days of no undo.. Fun!). These days I feel like it's gotten super bloated with a ton of features and new workflows that seem superfluous; a bit like taking a sledgehammer to a thumbtack for my purposes. Do I *really* need to learn Blender's material/node system to produce good results for DAZ Studio? Is all that interface and all those extra tools, which tend to "get in the way" for me, really necessary if a more streamlined, purpose-built tool can do the job just fine?

Hexagon seems to fit that more purpose-built, and more streamlined element missing in Blender (for me). Its UV and texturing tools aren't as advanced as Blender's, but then do they really have to be? There's lots of very useful and intuitive tools in Hexagon. And, of course, it seems to have received DAZ's full endorsement as they've begun updating it, improving its interfacing with DS, etc.  I already have and am fairly familiar with Hexagon, so I'm not sarting from scratch.

Third option is Lightwave. After SoftImage (RIP), I've always liked Lightwave's set up. It's more robust than Hexagon, not as much as Blender, and has things organized in a very "task-focused" way, which I like. However, it's $1000, and may be overkill.

I'm leaning most toward Hexagon. Or at least I'd *like* to use it over the other two. It seems to check more boxes than not for me. But then I've not ever done any serious work with it, so I don't know what shortcomings might crop up.

I guess what I'm wondering is if anyone can provide any definitive drawbacks to using Hexagon, or would otherwise recommend against it? For example, I know its UV tools aren't as robust as Blender's (not sure about LW), but if they get the job done, then it's really a non-issue. I've seen people recommend external tools for UV mapping, and so that would always be an option. 

And so on.

Any insights or opinions on this are much appreciated.

Thanks!

BVH import broken ?

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It looks like BVH import is broken these days (correct me if I am wrong), I tried to import a G3 BVH from iClone to DS, this worked fine before with G2 and a previous version of DS (not sure what version), as far as I remember it worked fine with G3 also but I am not 100% sure, the BVH is fine, importing the rig to anything else animates perfect, nothing wrong with it, but the BVH importer maps a lot of the bones incorrect (really messed up), even correcting all the wrong mapped bones does not help, the imported animation is wrong (and it usually crasch anyway if I try to load a saved mapping later on)

Am I correct that this worked before ? if so what version do I need to restore to for it to work ?

I have not tested yet so does anyone know if it works ok with G2 or G8 ?

(The test file was a mixamo animation, mapped to an imported G3 character in iClone and exported out as a BVH from 3DX, the worst part is the left shoulder for some reason the shoulder twist bone is going wonky, but there are other bones that end up wrong also, the left shoulder twist bone has a check box that it is mapped to a bone in the figure but nothing is selected in the figure bone list, a nose bone is mapped to a bone in the left hand!!)

 

help

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hello buy this product Merchant Resource Genesis 2 Female Starter Suits, here in this video I saw that I have to have ZBrush, do I need to have this ???

Why Does It Take So Long To Load Figures?

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Hi everyone!

I've measured how much time my Daz takes to load each figure, here are the results (in seconds, for base figure, bought character and custom ones with around 40 morphs active):

G8M
33 base
55 character
70 custom

G8F
136 base
207 character
218 custom

G3F
8 base
6 character

G3M
9 base
6 character

Genesis
3 base
3 character

My whole library is on a fast SATA III SSD (560MB/s sequential read, 33-396MB/s random).
I have a Ryzen 5 1600 and 16GB of RAM.

I have checked the log, and there are no errors.

The loading times of entire scenes without characters are crazy fast, in the order of 10 total seconds.
I guess you can imagine, then, what a huge impact loading Genesis 8 figures has on my workflow.

I have bought many G8 figures, and 3 more times G8F than G8M, so this is the value that corresponds more to the loading time. But I'd prefer to not uninstall anything, I like them all.
While I never use other generations of figures, and I have almost no characters for those.

Is there any way to speed up these loading times?
What is the bottleneck?

Thanks in advance for your help!

GUIDE: How To Reduce Figures Loading Time (A Month-Long Experience)

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FINAL CONSIDERATIONS ON FIGURES LOADING TIMES

 

Why are figures loading times important?

 

Your Daz3D library is installed on an SSD, so you load entire apartments in less than 10 seconds, and poses in a fraction of a second, but loading a single G8F takes an eternity? And even deleting the scene makes you want to switch to cave painting? Then you have the same problem I had, when waiting for figures to load, or for a scene to clear, used to take a huge part of my workflow.

 

What influences loading times?

 

  1. The most important factor, by a long mile, is the number of the morphs you have installed. A G8 figure, indeed, has those morphs loaded all the time, and it has to build the relationship between those morphs, even if they're not currently used, and so each morph slows down both the loading and the clearing times.
    1. Morph Packages: you probably found yet another morph package for $1.99, that you've never used. Uninstall it. Many morph packages have hundreds of morphs, so they're way worse than single characters.
    2. HD morphs: I think they're worse, regarding loading times, than standard morphs.
    3. Characters: don't buy figures that are similar to other ones you already have. Most of the time t's not even worth keeping them installed for hair, dresses or tattoos that come with them.
  2. CPU and RAM. They work together, so I don't know what had the biggest impact. But I have seen a 25% improvement in loading times, with a 50% improvement in CPU performance.
  3. Storage. It's fundamental. Whether to navigate your content faster, to apply poses, or to load either figures or environments/props. The difference between SSD and HDD is huge. There is yet another difference between NVME and SATA SSDs, but it's not as big as the previous one.

 

Was I able to improve loading times?

 

In my tests, I've gone from 136 seconds of loading time for the basic Genesis 8 Female figure, down to 29 seconds (-79%).
I hadn't tested that, but the 136s already were with an SSD, they were surely even slower with an HDD. Probably almost double than that.
So I'd say I reduced the loading times by around 90%.

 

What have I changed to get that improvement?

 

  • I have uninstalled almost 2/3 of my figures, and the vast majority of my morph packages.
    I know, it hurts a lot to let products you have bought take dust, but, if you don't desperately need them, having them installed is a huge malus for how Daz works.
    (Some people install the products they need each time they need them. That's not viable for my workflow, because I make comics with Daz, and so I need a dynamic creative process that's not compatible with browsing DIM every time I need to do anything).
  • I have upgraded my PC, from a Ryzen 5 1600 with 16GB of 2400MHz RAM, to an overclocked Ryzen 5 3600 with 32GB of 3800MHz RAM.
  • I have upgraded my storage first from HDD to SATA III SSD, then to an NVME SSD PCIe 3.0. They got really cheap these days, and, since once installed your library you won't touch it much, for this use cheap QLC will do the trick.

 

This has been a month-long experience, that has taught me a lot, and that has changed my style of purchasing: now, in order for me to buy a morph package/figure, it must be really worth it.
Here is the discussion with the whole experience, step-by-step: https://www.daz3d.com/forums/discussion/411446/why-does-it-take-so-long-to-load-figures/p1

I hope my experience will be helpful to you!
LenioTG.

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