Genesis 4 wishlist!

13

Comments

  • kitakoredazkitakoredaz Posts: 3,526

    Change rig system.   eg User can edit rig (eg just add ponyitail rig to head,, accessory rig for neck ,,etc,,) and save it as new rig. then can exchange rig when we need, with keep compatibility.

    those new user added node may not need to color weight map for genesis4 skin mesh.

     (because it is just for pose , items which parented or fited to genesis rig)

    DAZ genesis family are  difficult to csutomize rig and exchange as we like.  we have only one rig for one Figure mesh, at current.  

    hope Genesis 4 can choose rig. 

     

  • ToyenToyen Posts: 1,906

    Adding a ponytail bone to the head would be kind of pointless since the conforming hair has it's own skeleton so that's where the extra bone should go if it were needed I think.

    I'm all for better, animation friendly UI and rig controls though! This is so needed!

  • kitakoredazkitakoredaz Posts: 3,526

    Hi Toyen, I know. but  when we use character morphs, we need to re-arrange those ponytail bone position of each hair rig, then will set  ERC to pose correctly for all character by each hair.

    (though I am lazy man, then usually just set ERC for controll bone position, to one or two character shape, which I really often use)

    But If I can add pony tail rig o Actor rig,  or there is rig (for attach pony tail) template,  I may set ERC  for Actor pony tail rig, then make hairs  which will fit to Actor rig (those include same name rig (aka pony tail) and weight map for pony tail, and fit to the rig position)

    then pony tail rig controlled by Actor rig, as same as other node.  it is same about long skirt etc. or I may hope to add tail bones to make geo grafted tail item easy, or wing bone too.  then keep them as each rig template. (or I must plan to add many rig for attach and controll)

    though it may not work about all pony tail hair, or all skirt,,  but usually I believe, those ghost bone positoin are almost same with each type clothing or items. (twin tail hair, pony tail hair, long skirt  controll bones etc,,) then Once I can make template rig for Actor,  I may only need  adjust  node position for zero pose zero base,,  I think, make items correspond to "rig template" seems more easy, than make clothing with controll bones, for all character. though it is not so usful for vendor, (because vendor need to make item for template), but I like the way.  

     

  • marblemarble Posts: 7,500

    I'd like to see a DAZ range released that didn't require a dozen "fix" products. There are always bend fixes or zone smoothers or such like which also tend to be expensive and should not be required. The same goes for auto-fit - the cling-film effect where cloth disappears underneath the breasts or between the glutes. Last (for now) the texture stretching which means that plaids or spots on clothing become ridiculously distorted when fitted over - yet again - breasts and glutes.

  • nicsttnicstt Posts: 11,715
    marble said:

    I'd like to see a DAZ range released that didn't require a dozen "fix" products. There are always bend fixes or zone smoothers or such like which also tend to be expensive and should not be required. The same goes for auto-fit - the cling-film effect where cloth disappears underneath the breasts or between the glutes. Last (for now) the texture stretching which means that plaids or spots on clothing become ridiculously distorted when fitted over - yet again - breasts and glutes.

    +1

     

  • Richard HaseltineRichard Haseltine Posts: 102,464
    marble said:

    I'd like to see a DAZ range released that didn't require a dozen "fix" products. There are always bend fixes or zone smoothers or such like which also tend to be expensive and should not be required. The same goes for auto-fit - the cling-film effect where cloth disappears underneath the breasts or between the glutes. Last (for now) the texture stretching which means that plaids or spots on clothing become ridiculously distorted when fitted over - yet again - breasts and glutes.

    The fixes aren't "required", they are options. The figures are not made deliberately defective, but there are limits - especially with the need to make them content creation friendly (the more JCMs, the harder it is to make clothes etc.). The shrink-wrap from morph projection could be addressed to an extent with using projection morphs, which are different from the actual shape and used for geenrating morphs in fitted items, which has been done with soem of the Genesis 3 iconic shapes. Beyond that, however, it would be a DS feature not a figure feature.

  • LintonLinton Posts: 542

    marble said:

    I'd like to see a DAZ range released that didn't require a dozen "fix" products. There are always bend fixes or zone smoothers or such like which also tend to be expensive and should not be required. The same goes for auto-fit - the cling-film effect where cloth disappears underneath the breasts or between the glutes. Last (for now) the texture stretching which means that plaids or spots on clothing become ridiculously distorted when fitted over - yet again - breasts and glutes.

    I second this! To improve on a generation, the former issues should be fixed, not just better looking.
    I also second the auto-fix issues, and would like to see a new generation of the Auto Fit Product that moves into the realms of G2 to G4 and beyond, as the Auto Fit as it stands allows for items from as far back as V3M3. Old model meshes don't translate well to the newer figures. If we have the option for Auto Fit 2.0, that does the more modern ones, that would be great, and to add to that include better options for connecting it correctly, not just generic area placement (boots, chest, full body etc).  

  • LintonLinton Posts: 542
    marble said:

    I'd like to see a DAZ range released that didn't require a dozen "fix" products. There are always bend fixes or zone smoothers or such like which also tend to be expensive and should not be required. The same goes for auto-fit - the cling-film effect where cloth disappears underneath the breasts or between the glutes. Last (for now) the texture stretching which means that plaids or spots on clothing become ridiculously distorted when fitted over - yet again - breasts and glutes.

    The fixes aren't "required", they are options. The figures are not made deliberately defective, but there are limits - especially with the need to make them content creation friendly (the more JCMs, the harder it is to make clothes etc.). The shrink-wrap from morph projection could be addressed to an extent with using projection morphs, which are different from the actual shape and used for geenrating morphs in fitted items, which has been done with soem of the Genesis 3 iconic shapes. Beyond that, however, it would be a DS feature not a figure feature.

    Is there a shrink wrap option that allows for a 'relaxed' fit instead? If not, could there be? Have the option for skin-tight and for relaxed fit would be great. A tight wet-suit, vs a relaxed fit pair of jeans, or a heroic sci fi suit vs a tailored business suit are examples. Yoga pants vs pyjamas etc.

  • Singular3DSingular3D Posts: 543

    Genesis 3 took the right direction, but Genesis 4 should even focus more to be used in other applications like Max, Maya, Cinema 4D and Unity. Native content for these applications cost a lot more with sometimes less quality and so this would open up a huge world for Daz content. Genesis 3 still provides some limitations and without proper documentation, it is hard to solve that.

    I also would like to see some content transfer utilities, as I'd love to use my Genesis 3 content with Genesis 4 as well.

    2018 is definitely prefered to 2017. I think a lot of people just discover the potential of Genesis 3 and a Genesis 4 at this stage would only confuse users and content providers.

  • marblemarble Posts: 7,500

     

    2018 is definitely prefered to 2017. I think a lot of people just discover the potential of Genesis 3 and a Genesis 4 at this stage would only confuse users and content providers.

    Indeed. Today I bought mmy first Genesis 3 Male character - M7 in the sale at 70% off plus my 10% bonus discount. I'm not sure how much he will get used because I have very few clothes for him although I do have Wear-it-All so I will see how G2M clothing transfers.

  • I want to scream... I can't keep up with all these Genesis upgrades!

    Can you please make all compatibility built in? And consolidate your models. Only Genesis Androgynous with built-in comprehensive morph systems that allow you to dial in the gender, face/body attributes, age and ethnicity. don't require a new model for each new fantasy or ethnicity morph. That way we can just buy textures, wearables/attachments and theme-based bundles, etc.

  • wolf359wolf359 Posts: 3,836

     

    "

    "The same goes for auto-fit - the cling-film effect where cloth 

    disappears underneath the breasts or between the glutes"


    This is why I only use Dynamic clothing particularly on females.

    Since I started making my own clothing content I not only 

    became painfully aware of the limitations of DAZ,s current 

    system but also how limited many of the clothing products in 

    the store actually are.
     
    I for example prefer the sci fi genere that of involves 

    Characters with extreme body morphs& shapes.
    Now yes, the original Genesis 1 had issues with a puffed 

    "doughy" look at time.
    However it has been my personal observation that the original 

    genesis 1 figures & content were the best at maintaining the 

    clothing fits with extreme morphs & shapes.

    It seems the further we got away from genesis 1, the more 

    content became less able to handle shapes outside the default
    particularly for the females.
    When I make a new clothing outfit for one of my figures the first thing I do,after running the transfer utility,  is load an extreme body morph ,

    If the clothing falls apart or, has major poke through,
    ( like many store items)I consider it a failed effort and trash it.

    I am really thankful I have the modeling skills to make my own content both conforming & Dynamic
    this is why any new content incompatibilities with G4 will not be relevant to to me as I will continue to use G2 and Always have new ,custom unique one-off clothing items for them.


    My advise ..liberate yourself...LEARN TO 3DMODEL.  

    dune 1.jpg
    673 x 864 - 45K
  • wolf359wolf359 Posts: 3,836

    here is an example of one of my custom peices that passed my extreme morph test....Default G2 male

    default.jpg
    2300 x 3200 - 547K
  • wolf359wolf359 Posts: 3,836

    ...and  with extreme morph

    ectreme.jpg
    2300 x 3200 - 621K
  • Fixme12Fixme12 Posts: 589

    as G3 was released in june2015..., any news about G4?

    will daz make the model more friendly for animators and more compatible with other software? and unreal friendly..?
    more face control and animation with realtime collision,deformers straight in daz without humping over to Maya...

     


     

  • ChoholeChohole Posts: 33,604

    Threads merged.

     

  • Rashad CarterRashad Carter Posts: 1,803
    wolf359 said:

     

    "

    "The same goes for auto-fit - the cling-film effect where cloth 

    disappears underneath the breasts or between the glutes"


    This is why I only use Dynamic clothing particularly on females.

    Since I started making my own clothing content I not only 

    became painfully aware of the limitations of DAZ,s current 

    system but also how limited many of the clothing products in 

    the store actually are.
     
    I for example prefer the sci fi genere that of involves 

    Characters with extreme body morphs& shapes.
    Now yes, the original Genesis 1 had issues with a puffed 

    "doughy" look at time.
    However it has been my personal observation that the original 

    genesis 1 figures & content were the best at maintaining the 

    clothing fits with extreme morphs & shapes.

    It seems the further we got away from genesis 1, the more 

    content became less able to handle shapes outside the default
    particularly for the females.
    When I make a new clothing outfit for one of my figures the first thing I do,after running the transfer utility,  is load an extreme body morph ,

    If the clothing falls apart or, has major poke through,
    ( like many store items)I consider it a failed effort and trash it.

    I am really thankful I have the modeling skills to make my own content both conforming & Dynamic
    this is why any new content incompatibilities with G4 will not be relevant to to me as I will continue to use G2 and Always have new ,custom unique one-off clothing items for them.


    My advise ..liberate yourself...LEARN TO 3DMODEL.  

    I think the biggest limitation on clothing and fits on different shapes is the ideal of trying to keep clothing as low poly as possible. Typically the cloth is a mesh that may have sub division capacities, but it will not have an hd morphing capacity in the way the figures have. Thus cloth creators are stuck in the middle, needing enough polys to cover the model while not overcooking the memory. Fear of adding in extra polys is probably what prevent vendors from testing and ensuring their items fit shapes other than the skinny girl.

    What I'd prefer even more was an Autofit Tool that was capable of transferring all morphs to a cloth, not just the ones the vendor included. Basically, why do we need vendors to incldue morphs when we could simply create a tool that transfers all the necessary morphs to the item. I almost cannot blame vendors for not wanting to include the hundreds to thousands of morphs that are on the market for the various figures.

  • murgatroyd314murgatroyd314 Posts: 1,542
    wolf359 said:

     

    "

    "The same goes for auto-fit - the cling-film effect where cloth 

    disappears underneath the breasts or between the glutes"


    This is why I only use Dynamic clothing particularly on females.

    Since I started making my own clothing content I not only 

    became painfully aware of the limitations of DAZ,s current 

    system but also how limited many of the clothing products in 

    the store actually are.
     
    I for example prefer the sci fi genere that of involves 

    Characters with extreme body morphs& shapes.
    Now yes, the original Genesis 1 had issues with a puffed 

    "doughy" look at time.
    However it has been my personal observation that the original 

    genesis 1 figures & content were the best at maintaining the 

    clothing fits with extreme morphs & shapes.

    It seems the further we got away from genesis 1, the more 

    content became less able to handle shapes outside the default
    particularly for the females.
    When I make a new clothing outfit for one of my figures the first thing I do,after running the transfer utility,  is load an extreme body morph ,

    If the clothing falls apart or, has major poke through,
    ( like many store items)I consider it a failed effort and trash it.

    I am really thankful I have the modeling skills to make my own content both conforming & Dynamic
    this is why any new content incompatibilities with G4 will not be relevant to to me as I will continue to use G2 and Always have new ,custom unique one-off clothing items for them.


    My advise ..liberate yourself...LEARN TO 3DMODEL.  

    I think the biggest limitation on clothing and fits on different shapes is the ideal of trying to keep clothing as low poly as possible. Typically the cloth is a mesh that may have sub division capacities, but it will not have an hd morphing capacity in the way the figures have. Thus cloth creators are stuck in the middle, needing enough polys to cover the model while not overcooking the memory. Fear of adding in extra polys is probably what prevent vendors from testing and ensuring their items fit shapes other than the skinny girl.

    What I'd prefer even more was an Autofit Tool that was capable of transferring all morphs to a cloth, not just the ones the vendor included. Basically, why do we need vendors to incldue morphs when we could simply create a tool that transfers all the necessary morphs to the item. I almost cannot blame vendors for not wanting to include the hundreds to thousands of morphs that are on the market for the various figures.

    Autofit does transfer all morphs. This was probably the biggest advance Daz made with the release of the Genesis line. The catch is that while making a morph in the clothing to follow the body morph is mathematically simple, making a good morph is a Hard Problem. It requires human artistic judgement, and can't be readily automated.

  • Rashad CarterRashad Carter Posts: 1,803
    wolf359 said:

     

    "

    "The same goes for auto-fit - the cling-film effect where cloth 

    disappears underneath the breasts or between the glutes"


    This is why I only use Dynamic clothing particularly on females.

    Since I started making my own clothing content I not only 

    became painfully aware of the limitations of DAZ,s current 

    system but also how limited many of the clothing products in 

    the store actually are.
     
    I for example prefer the sci fi genere that of involves 

    Characters with extreme body morphs& shapes.
    Now yes, the original Genesis 1 had issues with a puffed 

    "doughy" look at time.
    However it has been my personal observation that the original 

    genesis 1 figures & content were the best at maintaining the 

    clothing fits with extreme morphs & shapes.

    It seems the further we got away from genesis 1, the more 

    content became less able to handle shapes outside the default
    particularly for the females.
    When I make a new clothing outfit for one of my figures the first thing I do,after running the transfer utility,  is load an extreme body morph ,

    If the clothing falls apart or, has major poke through,
    ( like many store items)I consider it a failed effort and trash it.

    I am really thankful I have the modeling skills to make my own content both conforming & Dynamic
    this is why any new content incompatibilities with G4 will not be relevant to to me as I will continue to use G2 and Always have new ,custom unique one-off clothing items for them.


    My advise ..liberate yourself...LEARN TO 3DMODEL.  

    I think the biggest limitation on clothing and fits on different shapes is the ideal of trying to keep clothing as low poly as possible. Typically the cloth is a mesh that may have sub division capacities, but it will not have an hd morphing capacity in the way the figures have. Thus cloth creators are stuck in the middle, needing enough polys to cover the model while not overcooking the memory. Fear of adding in extra polys is probably what prevent vendors from testing and ensuring their items fit shapes other than the skinny girl.

    What I'd prefer even more was an Autofit Tool that was capable of transferring all morphs to a cloth, not just the ones the vendor included. Basically, why do we need vendors to incldue morphs when we could simply create a tool that transfers all the necessary morphs to the item. I almost cannot blame vendors for not wanting to include the hundreds to thousands of morphs that are on the market for the various figures.

    Autofit does transfer all morphs. This was probably the biggest advance Daz made with the release of the Genesis line. The catch is that while making a morph in the clothing to follow the body morph is mathematically simple, making a good morph is a Hard Problem. It requires human artistic judgement, and can't be readily automated.

    There are many times that I will discover that Autofit failed to translate a breast morph to an outfit. I've also seen times whne morphs from other figures created using genX and the like will not translate. Or if they did translate, I cannot tell because I end up with poke throughs. I will also look for certain morphs on the list for the item and see that they are not there, but are present in the figures morph listing. I would agree that Autofit comes close, but I often find myself restricted in morph ranges due to having issues fitting clothes onto the shapes.

    Admittedly I use Carrara much more often than DS, and there could be some differences in the way the Autofit behaves.

  • ADAD Posts: 396

    I would like to use all my genesis figures with the actual newest genesis (also for Genesis 4) figures. I want to mix and match all the clothes, hairs,skins and morphs to all figures without any special tools and workarounds. Please make this all easy to use for everyone - also for newbie's and non native language speaker.

  • j cadej cade Posts: 2,310
    edited March 2017

    I think the biggest limitation on clothing and fits on different shapes is the ideal of trying to keep clothing as low poly as possible. Typically the cloth is a mesh that may have sub division capacities, but it will not have an hd morphing capacity in the way the figures have. Thus cloth creators are stuck in the middle, needing enough polys to cover the model while not overcooking the memory. Fear of adding in extra polys is probably what prevent vendors from testing and ensuring their items fit shapes other than the skinny girl.

    What I'd prefer even more was an Autofit Tool that was capable of transferring all morphs to a cloth, not just the ones the vendor included. Basically, why do we need vendors to incldue morphs when we could simply create a tool that transfers all the necessary morphs to the item. I almost cannot blame vendors for not wanting to include the hundreds to thousands of morphs that are on the market for the various figures.

    Actually Its somehwhat the opposite. Bit of an oversimplification, but lower poly stuff tends to autofit, and autofollow morphs signifigantly better than dense meshes (the other important element is having the topology follow the flow of the clothing, rather than match the topology of the underlying figure)

    Also I have never had a problem with aoutofollow not transferring morphs in DS

    Post edited by j cade on
  • wolf359wolf359 Posts: 3,836
    edited March 2017

    "I think the biggest limitation on clothing and fits on different shapes is the ideal of trying to keep clothing as low poly as possible. Typically the cloth is a mesh that may have sub division capacities, but it will not have an hd morphing capacity in the way the figures have. Thus cloth creators are stuck in the middle, needing enough polys to cover the model while not overcooking the memory. Fear of adding in extra polys is probably what prevent vendors from testing and ensuring their items fit shapes other than the skinny girl."

    Hi I certainly agree that 900,000 poly oufits along with a absurd 4k textures would be a problem for those who do not have uber hardware. 

    It is my personal opinion ,however that having 3D modeling skills should be accompanied by good clothing design skills
    to bring more efficiency while presenting good surface detail to clothing content.
    Here is an example NOT MEANT TO DISPARAGE SARSA& DAZ.
    https://www.daz3d.com/espionage-for-genesis-2-male-s

    Not counting the night vision goggles there is no logical reason for there to be ELEVEN peices to this outfit.

    Most of that Detail could have been added to a full "neck to wrist" body suit and save a lot of system resources in Daz studio from having to calculate collissions, projections etc on eleven conformers when morphs are applied.


    Here is a peice I completed two days ago
    FOUR peices.
    body suit,headpiece, jacket & gloves.
    decent amount of detail and a polycount easily handled by even low specced machines.
     

    OUTFIT-009.jpg
    733 x 1100 - 275K
    Post edited by wolf359 on
  • wolf359wolf359 Posts: 3,836

    ..Another example, this space suit I did last week also
    again a decent amount of surface detail using ONE conformer.
    The rigid torso & helmet are smart props.

    CLAVIOUS-2-WORN.jpg
    720 x 1080 - 673K
  • j cadej cade Posts: 2,310
    wolf359 said:

    "I think the biggest limitation on clothing and fits on different shapes is the ideal of trying to keep clothing as low poly as possible. Typically the cloth is a mesh that may have sub division capacities, but it will not have an hd morphing capacity in the way the figures have. Thus cloth creators are stuck in the middle, needing enough polys to cover the model while not overcooking the memory. Fear of adding in extra polys is probably what prevent vendors from testing and ensuring their items fit shapes other than the skinny girl."

    Hi I certainly agree that 900,000 poly oufits along with a absurd 4k textures would be a problem for those who do not have uber hardware. 

    It is my personal opinion ,however that having 3D modeling skills should be accompanied by good clothing design skills
    to bring more efficiency while presenting good surface detail to clothing content.
    Here is an example NOT MEANT TO DISPARAGE SARSA& DAZ.
    https://www.daz3d.com/espionage-for-genesis-2-male-s

    Not counting the night vision goggles there is no logical reason for there to be ELEVEN peices to this outfit.

    Most of that Detail could have been added to a full "neck to wrist" body suit and save a lot of system resources in Daz studio from having to calculate collissions, projections etc on eleven conformers when morphs are applied.


    Here is a peice I completed two days ago
    FOUR peices.
    body suit,headpiece, jacket & gloves.
    decent amount of detail and a polycount easily handled by even low specced machines.
     

    I kind of disagree with this too. sure all those seperate parts may take more memory moving around etc, but suppose you like to combine parts from different outfits (as many of us do) what if you, say, wanted to add those bracers to a pair of pants you like more, in your setup not only would you have to load 2 full sets of pants, but odds are that collision would not work at all (as you would not be able to exclude the hidden pants).

    Sure, if you're making something to suit your specific needs there's no reason for a bunch of parts, but If you are making something for more flexible use, there are some pretty logical reasons for a bunch of seperate parts.

  • nicsttnicstt Posts: 11,715
    j cade said:
    wolf359 said:

    "I think the biggest limitation on clothing and fits on different shapes is the ideal of trying to keep clothing as low poly as possible. Typically the cloth is a mesh that may have sub division capacities, but it will not have an hd morphing capacity in the way the figures have. Thus cloth creators are stuck in the middle, needing enough polys to cover the model while not overcooking the memory. Fear of adding in extra polys is probably what prevent vendors from testing and ensuring their items fit shapes other than the skinny girl."

    Hi I certainly agree that 900,000 poly oufits along with a absurd 4k textures would be a problem for those who do not have uber hardware. 

    It is my personal opinion ,however that having 3D modeling skills should be accompanied by good clothing design skills
    to bring more efficiency while presenting good surface detail to clothing content.
    Here is an example NOT MEANT TO DISPARAGE SARSA& DAZ.
    https://www.daz3d.com/espionage-for-genesis-2-male-s

    Not counting the night vision goggles there is no logical reason for there to be ELEVEN peices to this outfit.

    Most of that Detail could have been added to a full "neck to wrist" body suit and save a lot of system resources in Daz studio from having to calculate collissions, projections etc on eleven conformers when morphs are applied.


    Here is a peice I completed two days ago
    FOUR peices.
    body suit,headpiece, jacket & gloves.
    decent amount of detail and a polycount easily handled by even low specced machines.
     

    I kind of disagree with this too. sure all those seperate parts may take more memory moving around etc, but suppose you like to combine parts from different outfits (as many of us do) what if you, say, wanted to add those bracers to a pair of pants you like more, in your setup not only would you have to load 2 full sets of pants, but odds are that collision would not work at all (as you would not be able to exclude the hidden pants).

    Sure, if you're making something to suit your specific needs there's no reason for a bunch of parts, but If you are making something for more flexible use, there are some pretty logical reasons for a bunch of seperate parts.

    Got to agree with you; I've made stuff for myself, and I can take all sorts of shortcuts that suite my own workflow (if you are prepared to be generous with terminology).

    I will agree that wolf359 does have a point, but ultimately, trying to make something as versatile as possilbe is going to require tradeoffs.

    I like large textures, and would even prefer them in .png format; even if that required a seperate download. I have the bandwidth and storage space and a decent rig, I would prefer items not to be only available for a lower common denomenator, but some versatility included. Perhaps in G4 and/or Studio 4.10/5.0

  • VisuimagVisuimag Posts: 570

    I disagree with waiting for 2018/19/20. No way! Release it this Summer with an improved version of Studio, be it DS5 or otherwise. 

    However, I do agree with most of the needed improvements mentioned, especially dynamic features and better facial expressions!

  • RAMWolffRAMWolff Posts: 10,231

    I think DAZ is trying to delay that as much as possible considering they will have to have all the makers of plugins and extentions recompile for DAZ Studio 5.  I'm not sure why the code has to be written like that in the first place.  Unless a change in the DS code will absolutely break the addon I say find a work around to prevent that from happening.  I get addons like shaders sometimes but for most stuff... shouldn't be a problem. 

  • Thursday is June first, hopefully we will have a new Victoria 8, Genesis 4 and Michael 8 next month!!!!

  • namffuaknamffuak Posts: 4,176
    RAMWolff said:

    I think DAZ is trying to delay that as much as possible considering they will have to have all the makers of plugins and extentions recompile for DAZ Studio 5.  I'm not sure why the code has to be written like that in the first place.  Unless a change in the DS code will absolutely break the addon I say find a work around to prevent that from happening.  I get addons like shaders sometimes but for most stuff... shouldn't be a problem. 

    Rob & team are doing their best to avoid breaking existing plugins - but with DS5 will presumably come QT5 (to allow font scaling for high-resolution monitors among other things) and that will break all plugins. Or - they do a hack job to provide an envelope QT4.5 to QT5 layer -- and people will complain about slow and unresponsive plugins. If you look at the update logs Rob posts you'll see "updated SDK to 4.9.x.y; minimum SDK is 4.5"; these were the issues in Studio 3, where plugins would break with a new update because the QT3 SDK wasn't as amenable to incremental updates without breaking earlier versions.

  • ebergerlyebergerly Posts: 3,255

    I'm a bit of a newbie to DAZ Studio so I've no clue of the history. But I'm just amazed at how far it's come since I last played with it long ago. Honestly, I really don't have a big wishlist. Except for ONE thing...

    Dynamic cloth. 

    I'm mean, conforming clothing with bones and stuff is 1990's technology. And the only reason it exists nowadays with clothing is due to the difficulty in doing cloth simulation software. And yeah, it's a great way to make sellable products that require a lot of work to generate. But come on, most conforming clothing looks pretty bad doesn't it? Compared to a real cloth sim with gravity and wind and stuff. Yeah, if you have tight, form fitting clothing then bones are fine, but otherwise it's just a bit of a mess. 

    Heck, I'd pay big bucks for a really nice cloth sim. 

    But other than that, the only other thing I can think of is some really good, up-to-date video tutorials on all the stuff that Studio has. Stuff like the Shader Mixer looks like it has huge potential. 

    But otherwise I'm just amazed. Heck, people talking about better fitting of clothes, but doesn't the collision detection already do that? I'm just amazed at how well 5 or 10 collision iterations makes the clothing fit really well.  

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