Stop genesis from loading morphs
refsocrd1_aefdbd2b3a
Posts: 0
Ok, so my genesis has gotten a bit BSC at this point with way too many morphs dials to really be usable in most instances.
Is there a way to stop genesis from loading everything that i have installed, or just turning off/on certain dials?
Basically i want to turn off say AIko 5, or Kimberly, unless i'm wanting to work with those specific characters.
Thanks in advance.
Comments
That's the big problem with Genesis, if you buy all of the morph packs and character sets you end up with one bloated figure, fortunately those are all just "place holder" dials, if it was the full morph then Genesis would eat up a crap load of RAM.
Sadly the only way to remove them is to physically remove the morph asset files from the "data/DAZ 3D/Genesis/Base/Morphs" folder.
no,, at default daz do not plan user use genesis with separate morph.
but actually there is some way.
1. now we can save all duf dsf file in other directory. but need to keep the relative path.
that means,,
eg you have many morphs for genesis,
in your defulat daz contents directory/data/genesis/morphs/AAA.dsf etc
so that you make new directory which you saved for morphs which you do not use many.
eg newmorphs/data/genesis/morphs/
you need to keep relative path from root directory, as same as before.
after that you drug your morphs which you need not use to the new morph directory.
then do not tell the path to daz studio.
it meand you do not use directory manager and mapping the directory.
but when you need these moprh you apply the directory to daz directories by directory manager.
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or you just drug and drop moprhs which you need not,, and keep it on another folda.
ds can not find these morphs, so that when you load genesis.duf it can not load them
(if you used the morph,, you may get erroer message ^^; when you load the scene, or character preset etc,
but it is unreasonable. simply because you hide morphs)
and when you hope to use these morphs, you may need manually drug and drop, or copy and paste again.
I sometimes try this way about my handmade test morphs,
but not recommend. if you try them,, plase do them with your responsibility, I think.
and hope, daz offer such flexibiity about morphs as you said.
Now,, I seldom hope to tweak property editor,, and when I set animation with morph value in key mate,
it is too difficult to serch morph what I want to modify,,,
there are too many morphs already,, i do not hope show all morphs with genesis ,everytime.
(eg I try to create cute female character, I never think I may need monster morphs,, )
Toggle off the Show Sub Items box. It is a matter of categorizing the morphs better IMO. Click the cog on a morph dial to bring up the Parameter Settings. The 'Path' shows where the morph will appear in the list, this can be changed either clicking on the drop down arrow at the end or clicking in the box and typing a new location. For example Stephanie 5 came with two character morphs that are located in Actor/Female/Real World. As I have alluded to, in mine mind theses are more character morphs then general shaping morphs so I moved them by typing Actor/Female/ Real World/Characters to there Path. Of course the next time Genesis is updated they may all change back.
Totally agree that the layout of dials really needs some work.
Just started messing with property editor/parameter settings due to some pbmcc morph issues i started running into on a vicky 4.
Thinking this may be the only real option at this point, to just relayout the stuff to a more logical setup.
I'll try to test to see if updating genesis erases the customization or not on my test computer, since i just downloaded the 4.6/G1.13. currently have 4.5.0.137 on laptop(needed to upgrade for a bit on this one.)
RAM gets used when you apply morphs, so a character will use more RAM than default Genesis.
d'oh
I didn't realize that mike.
Thanks mr. obvious
If I'm reading this right, it means there are 2 issues here: Paramenter pane bloatedness, and RAM cost.
- If I make new Actors for Genesis and save them as Morph Assets (Parameter sliders), in the future my entire 264 actors + their 3839 movement Morphs get loaded every time I load every single base Genesis ???!!!!
- If I save my new Actors as the "Tobi" type, which is a Shaping Preset, will it help reduce the inevitable Genesis Paramenter pane bloatedness?
In terms of RAM saving, Tobi Shaping Preset also loads every time I load Genesis, so is there any real speed saving?
Only morphs that have a non-zero value setting for the character and its pose get loaded. A Preset is just a file that saves the non-zero dial setting so they can easily be applied to a 'blank' Genesis. A Preset does not load with Genesis nor does it create a new character dial for Genesis. If you have a character or characters you use a lot it is possible to add it/them as new morph assets but I don't know if it would save much memory.
GenX if you have it allows you to turn off morph channels that you don't want in the morphs list.
just open the folders and declick the morphs(Daz or any others).
As far as Genesis2 female, those have to be removed by hand, creat a new folder outside the data folder as a backup and load files to the morph folder as needed.
Sorry stumpc, this is not a viable option.
Just tried it, broke previously made scenes, and couldn't load any characters, due to missing dials.
Had to reenable, and reload genesis.
The whole process of having to find, disable/enable dials, and reload genesis, and a need to keep track of what is or isn't on for a certain scene is way too time consuming.
It's not a bad idea though, just needs some refinement of either genesis, or GenX to act more like "powerloader" for the gen4 characters.
Turn on and off dials as needed at character load, and no impact on previously created scenes or characters.
Or being able to create a new DUF/Cr2 variant of the character, with or without the particular dials.
LIke we're able to do with Version 4/3 characters.
maybe we'll get a viable option some day.
As far a as the genesis2 idea, yikes, sorry moving files back and forth just to deflate genesis2 is, frankly, a bit masochistic.
And you still wind up with the same problems.
For now i'll keep trying different things, and deal with the memory hog that is genesis.
Mine takes upto 1.2GB, with all dials at 0. just base grey genesis.
Daz needs to come up with something to take care of this situation, or some enterprising programmer(hint, hint).
Think they'd make buck on that one.
If I'm reading this right, it means there are 2 issues here: Paramenter pane bloatedness, and RAM cost.
- If I make new Actors for Genesis and save them as Morph Assets (Parameter sliders), in the future my entire 264 actors + their 3839 movement Morphs get loaded every time I load every single base Genesis ???!!!!
- If I save my new Actors as the "Tobi" type, which is a Shaping Preset, will it help reduce the inevitable Genesis Paramenter pane bloatedness?
In terms of RAM saving, Tobi Shaping Preset also loads every time I load Genesis, so is there any real speed saving?
since we're necroing an old thread, i can better answer at this time(amazing what a bit of time does).
As far as the two issues, you are dead right. As you add more dials, you get more disorganized, and the ram jumps significantly.
Since my original post, a base genesis, no dials spun has gone from 300MB to over a gig per genesis.
That comes from adding dials not only from daz, but also rendo, sharecg, and a few others.
A bit of standardization would help significantly, so dials don't just get placed where ever the PA, decides.
TO your questions:Yes to the first one. No to the second and third.
refsocrd1 thanks for the tip.
I'm currently at the stage of adding morph dials to Parameter>Actors. Only made a few GoZ morphs so far. Trying to imagine your problem. Are you saying
1. Even when all your custom actor morph dials are set at zero, even if they are mere "deltas", as long as new morphs (and pose controls) get added to dials pane, Genesis will STILL become a huge bloated file, and take longer and longer time to load.
2. And the time cost increase is exponential. Say you have about 120 dials. So loading 5 Genesis Actors into the same scene will have (120 dials x 5) time cost. The same applies for a hair prop with many custom pose control and shape dials.
3. Loading time cost above is in addition to typical total polygons in the scene + total surfaces + total delta calcuation Preview Lag cost.
So Daz dials are gluttons, basically? :gulp:
Thanks for responding jestsmart. Presumably by "the character" you mean Character Preset? So a "Mary the Character preset" plus her unique morph dials and pose control dials saved with Mary will get loaded with Mary only, and not Tom Genesis Character Preset or base Genesis?
Anything to do with applying custom Shaping preset instead of Shaping dials on Mary? Or a separate matter?
I hope time saving and clutter-free organization could be achieved by saving my entire casting department as Character Presets, and Clothing morphs/poses as Shaping/Posing Presets.
Dialing stuff is sexier and fancier, but if its a workflow killer and resource chomper then it should be deem a fail and need to go back to drawing board.
Thanks again.
Yes a preset only loads/apply morphs defined in the preset. You can save often used characters as Character Preset (saves both shape and material settings), Shape Preset (saves only shape) or as a Scene Subset. Scene Subset save everything in the Scene tab just like saving as a Scene does, unlike Scenes, Scene Subsets are set to merge with current scene.
A warning about Character and Shape Presets: If you 'unlocked' a morph parameter's limits the setting will be recorded but won't apply correctly to a fresh 'blank' Genesis (which will have the limits still locked) as there is no option to allow the preset to override limits. This is another advantage to saving as a Scene Subset.
So saving a "character shape" morph as a Scene Subset has its own advantage. Good to know.
Testing the new understanding... Thanks again jestsmart.
Here is how I use Scene Sub Set; I design my figure fully as it will be used the most often, think Super Hero in his Suit with hair and everything. Then I'm ready to just Merge that Full figure into my next scene. A Character Preset can not do that for me.
Thanks Jaderail.
Hours of testings later I managed to work out
--Scene Subset saves selectable objects in the scene, including Characters, and as you said, hair shoes etc, all "merge-able"
--Character Preset saves shaping and material preset. As jestmart said, it will not save limit unlocked dial info.
--Shaping Preset saves shaping dials, including custom dials at 50/100%.
So far it seems there's no way to save a Character Preset and keep his/her own corrective dials TO HIM/HERSELF, rather than the specific Named actor dials spawning in Parameter pane whenever a base Genesis is loaded.
This sucks. Because this means loading every Genesis into the scene will be like loading a whole master program.
The following pic is asking, is this the inevitable way my Parameter pane is going as I create new projects?
If it's true, Genesis is not a actor type, but a new default master program somehow cramped inside an old program.
Corrective Movement Dial? As in WHAT?
I meant "Corrective morph dials". The Shaping dials, Posing dials, Shoulder Fixing dials for each character.
As in Lara Character Preset's own "Shrink Lara ankles + ribcage + add wrinkles" morphs. These shouldn't be loaded with base Genesis.
Well, it seems to me IF the files are saved and INDEXed properly as the Below shows. "AGING morphs" then you CAN group morphs.
Jaderail,
I know I can group morphs. As shown in my pic. I prefer to bypass the Actor tab and have my own top level hierachy to reduce future index figure clicking pain.
I just want to confirm if it is inevitable that Genesis characters PER PROJECT are organized as shown in my pic?
I plan to have UNIQUE morphs for each character. I don't want Lara's fix morphs to load with base Genesis. I want Lara's morph dials to load only with Lara the Character Preset. Is that even possible? It doesn't seem possible from my testing so far.
Which brings us to
Is there a way to not have to load ALL projects plus ALL characters dials everytime I load a Genesis into the scene?
That was my key question all along.
No it is not, not as a character preset. What you want is a Stand alone Figure based on Genesis with only the morphs you want in it. That is possible for your own use. And even then All the base Morphs you included would List as they do on the Base figure, not in the order you wish.
Then Again I'm not fully sure Now that I look at your image again. Maybe saving JUST the genesis morphs you need and then grouping your custom morphs as a New figure will work. Then that Figure would only have What you saved in it at load.
Thanks Jaderail. I will test this.
I came across a lot of complaints from Daz3 users re loading multiple Genesis for interactive animation slow things to a halt, compared to the ease of previous Gens. I suspect this 'Every-Genesis-Is-All-Genesis' issue is the culprit.
I'm beginning to see why a lot of Daz vets stick to Gen4.
My testing shows a base Victoria 4 with no morphs or textures requires just as much memory as Genesis. Because Gen 4 models have a higher polygon count once you start adding morphs to them they will use still more memory compared to Genesis. I believe most of the slow down or lag users are seeing with Genesis is due to most Genesis clothing having a Smoothing Modifier applied.
For animation purposes yes that IS a big issue. Also the fact Genesis is Rigged different than the Gen4's, most pre-built animation files just do not work properly on Genesis at this time.
Jestmart, re: clothing Smoothing Modifier slowing things down - if that's the case there should be an option to temporary turn off smooth modifier/collision globally when animating. A Per Scene item/ Global Lowest SubD button and hotkey shortcut option would be nice too I reckon.
Jaderail, yeah I read about the feet and hip issue. As I plan to hand craft animation by keyframe it may be overcome...so I hope.
Recap on topic - now that the saving format issue is clearer, I'm basically trying to create a Shaping Preset from a GoZ/Imported Obj Morph. It seems, so far, not possible.
My test - Import new shape Genesis Obj. Transferred - Source:Genesis and "Preset/Morph/Body/Apply". Save as Figure Asset, Save as Morph Asset, then Shaping Preset, will create a Shaping Preset indeed, but has no morphing effect when applied.
It seems that Shaping (and Posing) PRESETS have to consist of at least one morph/pose control dial.
My intention to not overload the Parameter>Actors or Parameter>Pose Control with custom dials in the future remains elusive...
If anyone is still following this thread. . . .
I have two systems: old and new. I have DAZ Studio 4.12 on both. The old one I use for internet etc and the new one I use for 'using' DAZ Studio. It has a number of runtimes and lots of content. It also has way more juice (32GB RAM) and a couple of Video Cards. It also has a lot of morphs for G8F. Zeroing figures, loading figures, simulations, saving a keyframe all seem to take a long time. A long time and longer than the old system. I watch animation tutorials and they are click click click and mine take hours to set up. I have read this thread and a number of others about what is a long time. Maybe I'll ask a different question or a different angle because some of that seems relative or open to interpretation.
When I load Dayton by 3DU on my old system it takes about 18 steamboats and DAZ, according to Task Manager, is using 736.6 MB of RAM when complete. When I load Dayton by 3DU on my new system it takes about 34 steamboats (ie longer by any metric) and DAZ, according to Task Manager is using in this case 2,736.6 MB of RAM. Or 4 times as much. I am not sure I am buying that the morphs are only loading the dials. Even when I check out 'Currently Used' on the new system there is nothing much there. Resolution and SubD is not different. Simlarly when I set up a 30 frame simulation with one pose and two zero poses at either end, it is much faster to zero and save keyframes on the older system. It might be possible to explain some of this with content spread over multiple drives but some of it cannot.
Any thoughts are appreciated. Best
The morphs still have to be read, even though the deltas are not retained, and when posing or morphing the links between properties have to be followed to make sure that everythign that should change does change. That is why the number of morphs has the performance impact that it does. As for memory, is that absolute (the amount used) or relative (the change before/after)? The latter would be the more illuminating value.
Create two versions of your genesis X figure. One for setup of new characters, and one for posing and using it. The creation one can be the default one and stay as it is, and you just setup characters with it. And when you saved a character with it, simply copy the used morphs to your new lighter figures morph data folder.
The lighter one should only contain pose related morphs and joint controlled fix morphs, and the morphs that you actually use on your custom character(s). You can create such a custom figure by selecting "File > Save As > Support Asset > Figure/Prop Asset.
Make sure to strip out all the morphs from that figures data folder that you do not need. I would recommend taking out all those hd shapes especially since they take alot of time to load and several can really lead to insane loading times. My default g3 - g8 runtimes are massive, several gigs of morph data from stuff I bought over the years and my own morphs, so I usually look at loading times of several minutes if I would use the default figure for my characters... I could not suffer this anymore, so this is a workaround that indeed works well.
I still would like to see some system by DAZ so you can manage which morphs the figure should skip loading by default, perhaps on a global level or even per file. That way you could really get away from those insane load times once your runtime starts filling up. It is not just loading times, it also makes pose loading and saving slower, especially when youre working with the excellent puppeteer pane.
First I want to thank you for your responses. I am not sure this is a new problem but I will get to that after I try to report some results of trials. The values are Task Manager readouts. They are perhaps not the best source but they are easy to get and consistent. They are readouts - not deltas.
That's odd, you would think after deleting the figures, it would go back to around the baseline idle, but doesn't