What features would you like to see appear in dazstudio 5?

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  • KeryaKerya Posts: 10,943
    edited December 1969

    cbinne said:
    ...

    2. wish - maybe the cloth from V4 and M4 can be wear by genesis 1 and 2 by autofit.

    cheers

    Genesis1 can wear V4 and M4 clothes with autofit.
    Genesis2 needs these
    http://www.daz3d.com/michael-4-for-genesis-2-male
    http://www.daz3d.com/victoria-4-for-genesis-2-female

  • edited January 2014

    My big suggestion fixme12, for daz studio 5 (and preferrably sooner) is a few bug fixes. I know this is more a feature request thread, and I would report these bugs or issues, but as far as I can tell, everyone knows about them and apparently daz isn't, or can't do anything about them..

    In particular, the two big things I'd like to see addressed or fixed are:

    1. The 3delight engine rendering issue - when rendering virtually anything which uses the Deep Shadow map on a light, the render has spots or glitches in it. The solution at the moment is to use raytracing instead, but, and many would agree with me, this is fine if you are only rendering a single image. But many of us are trying to work with animation and I have found that even with every setting I can find, rendering with raytracing on results in practically impossible (weeks worth) render times. I know from what I have heard, that this is a known problem with the 3delight render engine, but if daz studio can get or broker a deal with 3delight, then why can't a resolution to this be found? I have halted all work on a music video I have spent months working on, and it is incomplete because of this issue! No offense, but if I were a big company hired to do an animation for some large film studio, I am sure there would be a solution.
    2. The second issue is related to the first - as far as I can tell, the exporting to rib option needs fixing. I have spent a fair amount of time on the 3delight forums, and the members there assure me that my issue with rendering a rib file that is an animation sequence is an issue with daz studio's rendering of the rib. In short, I am unable to render an image sequence using the standalone 3delight engine, and it does look like the issue lies with daz studio not rendering the rib file correctly.

    To be honest, whilst new features are great, I'd like to see these and a number of other niggling bugs or problems with daz studio fixed first. It reeks of lazy programming to always look to add new features when existing codebases are in need of improvement. Plus, I know from my days as a C++ programmer, you add more features to a code base that has bugs or issues, and I guarantee you you will end up with a mess and a big headache.

    Cheers.
    Justin

    PS...

    Without a manual, with high noise to signal ratio all over this forum, this discussion is an alternative way for noobs to find out what Daz can or cannot do.

    Haha.. that sums it up... to be honest, the forums are almost my only way to find out how to do something in daz studio.. so, I will 897th the suggestion: a manual, or video tutorials, and/or both that are actually really helpful would be great. It has become the norm with software companies to skimp on documentation, yet I know from what we were taught in IT, that documentation is considered by software experts as MORE important that the actual software. It does take a lot of work to produce good documentation, and that is why many companies don't put much effort in to it, but companies go under due to lack of documentation. Please: give us a reference to learn how to use the software. I am tired of endless hours googling and re-googling and constantly trying to tweak my search terms to try and learn how to do the simplest of things in daz studio (and many other software as well)..

    Post edited by justin.s.leary_ce9e349747 on
  • RCDescheneRCDeschene Posts: 2,800
    edited December 1969

    Here's one:

    Duplicate Option: Sometimes when I'm making scenes that involve basic more than one quantity of a shape, I always find myself wanting to duplicate it like in Autodesk Maya. I'm sure this would be something more appropriate for Hexagon, but it's just a small thought that would be helpful.

  • KeryaKerya Posts: 10,943
    edited December 1969

    Are you talking about something like "Send In The Clones"?

  • nowefgnowefg Posts: 557
    edited December 1969

    When changing the parent of a scene element, which I often do, the window should show scene items "nested," instead of broken out into their myriad sub-parts.

    Maybe Studio 4.6 already does this, but I haven't found the way to do it.

    In any scene with multiple figures and props, when I want to change the parent of something, I get this break-out list of every item and sub item in the scene, up to hundreds of lines, and have to scroll up and down and up and down to try and find my new parent. It's a major time waster for me, especially as so many elements have the same "group" names like hip, abdomen, etc. Drives me nuts.

    I want to select the single line scene elements, like, say, V4, or Genesis, and pick the one I need, and then scroll to the specific part of that figure or element that I want to parent to.

  • Serene NightSerene Night Posts: 17,647
    edited December 1969

    I'd love an improved smoothing feature. Something that can work without so many iterations, and something I can turn off for everything in a scene- since sometimes something will load and start smoothing and basically kill my capacity to use my machine.

    Would love a genesis 2 starter essentials which included a basic child like genesis 1 starter essentials.

    Morphs organization options.

    Still want to be able to move both eyes simultaneously. By selecting them both. Can't seem to do this anymore.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Still want to be able to move both eyes simultaneously. By selecting them both. Can't seem to do this anymore.

    In Genesis2? I can select both eyes and see the Up-Down and Side-Side controls in the Parameters tab, General>Transforms.

    Also, there are posing controls; don't select the eyes, select the head and in the Parameters or Posing tab go to Pose Controls>Head>Eyes and scroll the list down till you come to the Eyes Side-Side and Eyes Up-Down controls. Note that this one also tweaks the eyelids when you use Up-Down, which you might or might not want.

  • Serene NightSerene Night Posts: 17,647
    edited December 1969

    Still want to be able to move both eyes simultaneously. By selecting them both. Can't seem to do this anymore.

    In Genesis2? I can select both eyes and see the Up-Down and Side-Side controls in the Parameters tab, General>Transforms.

    Also, there are posing controls; don't select the eyes, select the head and in the Parameters or Posing tab go to Pose Controls>Head>Eyes and scroll the list down till you come to the Eyes Side-Side and Eyes Up-Down controls. Note that this one also tweaks the eyelids when you use Up-Down, which you might or might not want.

    Yeah, I know there is an eye side to side pose control. =-) But I would prefer the option be fixed so that I can manually select both eyes and move them side to side like I can with gen 1. Not sure why it doesn't work the same when I multiple select the eyes. Works fine in gen 1

  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    Still want to be able to move both eyes simultaneously. By selecting them both. Can't seem to do this anymore.

    In Genesis2? I can select both eyes and see the Up-Down and Side-Side controls in the Parameters tab, General>Transforms.

    Also, there are posing controls; don't select the eyes, select the head and in the Parameters or Posing tab go to Pose Controls>Head>Eyes and scroll the list down till you come to the Eyes Side-Side and Eyes Up-Down controls. Note that this one also tweaks the eyelids when you use Up-Down, which you might or might not want.

    Yeah, I know there is an eye side to side pose control. =-) But I would prefer the option be fixed so that I can manually select both eyes and move them side to side like I can with gen 1. Not sure why it doesn't work the same when I multiple select the eyes. Works fine in gen 1

    It seems to be working as expected for me - are you sure it's working for oen figure and not the other? There are some newish options in the Parameters pane that can stop multiple item selection from working if the wrong combination is set*, but that should affect all figures equally.


    * in the Parameters pane option menu the options are Display Separate Items and Consolidate Properties - if both are on then only one item will change even if you have multiple items selected.

  • Serene NightSerene Night Posts: 17,647
    edited December 1969

    I see what I have done wrong. even though I may select both eyes in scene view if it is still on currently used instead of all, it only selects one eye even though two are actually selected. Sorry, seems to be my error.

  • PatroklosPatroklos Posts: 533
    edited December 1969

    I would like see an autosave feature, or some sort of crash recovery.

  • MattymanxMattymanx Posts: 6,908
    edited December 1969

    Patroklos said:
    I would like see an autosave feature, or some sort of crash recovery.


    What did you have in mind for crash recovery?

  • jonathanokelley81jonathanokelley81 Posts: 60
    edited December 1969

    I would like to see more bridges besides GO-Z and Photoshop maybe one Maya and or 3dmax, and some exportable rigging so you could fit items in another program and just import them right into Daz like purchased content. Backwards compatibility is always nice too, I know Daz is already good about this but there are still some of my older models that I would like to us that are not compatible with Daz-4-4.6. other than that Daz is my favorite 3D software keep up the good work.

    Resources on coding to help with some of the ends and outs is something that would be nice at anytime.

  • MistaraMistara Posts: 38,675
    edited December 1969

    did anyone mention like a clothify room, where we don't need expensive s/w to clothify an object and add wind?

  • RCDescheneRCDeschene Posts: 2,800
    edited January 2014

    Kerya said:
    Are you talking about something like "Send In The Clones"?

    I wouldn't know. I don't have that product. Does it allow one to select a figure or object and duplicate it with options for translation, rotation and scale?

    For example, in Maya, you can turn a simple sphere into a ring of spheres or a cube into an ascending staircase with the "Duplicate Special" option from it's ability to dial/type in a set number of copies and determine their placements, all before clicking the "Accept" button to do the magic. It saves a lot of time when you need a large number of items in a scene, especially if these items are supposed to be positioned in a certain pattern or formation.

    If "Send In The Clones" does all of that, then I refrain my suggestion and will look into investing in the product.

    Post edited by RCDeschene on
  • QuietrobQuietrob Posts: 361
    edited December 1969

    Kerya said:
    Are you talking about something like "Send In The Clones"?

    I wouldn't know. I don't have that product. Does it allow one to select a figure or object and duplicate it with options for translation, rotation and scale?

    For example, in Maya, you can turn a simple sphere into a ring of spheres or a cube into an ascending staircase with the "Duplicate Special" option from it's ability to dial/type in a set number of copies and determine their placements, all before clicking the "Accept" button to do the magic. It saves a lot of time when you need a large number of items in a scene, especially if these items are supposed to be positioned in a certain pattern or formation.

    If "Send In The Clones" does all of that, then I refrain my suggestion and will look into investing in the product.

    I know that Send in the Clones can do both props and figures in a rows, columns or a matrix. It also allows for translation, rotation et al that good stuff. At least it does in the Poser version.

    What I would like is ease of use regarding other figures and todays outfits. A lot of us have Generation 3 and Gen 4 characters that have become our favorites. Every month I buy one more package that will get me to my goal of turning those favs into Genesis so I can keep using them for my projects. However, it isn't easy and doesn't work as well as I had hoped.

  • jonathanokelley81jonathanokelley81 Posts: 60
    edited December 1969

    I would like to see more versatility in the over all content. I know that is what Genesis is supposed to accomplish this in bridging some of the gap in poser and Daz. Being able to use older content on newer figures would be nice. Also the actual posing of a figure has a great number of holes in Daz. more options as far as posing goes, like being able to have more control of the figure. there are to many things that you cant pose on a figure such as pelvic movement. I was trying to mimic a specific walk not to long ago and the limited ability of posing made this imposable. I had to go into Maya and make a rig for a different character I would have liked to use the V6, but this was not possible. I know in poser the controls are there so I know it is not of the realm of possibility. I am just not a fan of poser I like using Daz or Carrera better.

  • ChromaDrakeChromaDrake Posts: 288
    edited December 1969

    Patroklos said:
    I would like see an autosave feature, or some sort of crash recovery.

    Yes! The auto-save can be optional but it would be great to have. Even Photoshop finally got autosave a while back. This really should be something that every program with any artistic purpose needs. You get into that 'zone' doing something creative and time starts to fly by, and that's when Windows decides is the perfect time to destroy your work.

    A morph loader would be nice. I very much preferred how I could load which morphs I wanted into M4 and V4. I never need every single morph I own for every character in any scene. The way Gen2 loads every morph into V6 and M6 just clutters up the UI needlessly with morphs that I don't use.

    I would also like to see a way to customize morph positioning in the UI. Currently I have to change the text in the .dsf file if the creator of a morph decides to place it somewhere inconvenient. Also an option to turn off those silly morph icons, I can remember what a morph is by the name, I don't need pictures.

    I hope Daz5 continues to have all the tutorials in ready, optional access the way they were with Daz4. That was very helpful. Keeping gender specific characters like V6 and M6 is also something I'd like to see. The Smart Content is bit weird but the search function is very useful. A less helpful feature with Smart Content is only showing content that it thinks applies to a character, there are either way too many icons displayed in a random way or nothing shows up at all. Neither is very useful. Applying the search doesn't make it any m ore functional. Perhaps getting away from the use of oversized icons and using some method of text/directory organization of the content that applies to a figure would be better.

  • kyoto kidkyoto kid Posts: 41,057
    edited January 2014

    I would like to see more bridges besides GO-Z and Photoshop maybe one Maya and or 3dmax, and some exportable rigging so you could fit items in another program and just import them right into Daz like purchased content. Backwards compatibility is always nice too, I know Daz is already good about this but there are still some of my older models that I would like to us that are not compatible with Daz-4-4.6. other than that Daz is my favorite 3D software keep up the good work.

    Resources on coding to help with some of the ends and outs is something that would be nice at anytime.


    ...would be nice if Daz5 could read 3DS models. Lots of nice freebie ones available but you have to first convert to .obj in another app like Hexagon, Silo, or Blender, then reset all your MAT zones and retexture them.
    Post edited by kyoto kid on
  • jdavison67jdavison67 Posts: 645
    edited January 2014

    More cross platform compatibility : 3dsMax/Bryce/Carrara/Blender/etc.

    Motion capture/ more robust Skeletal Control/ Lip Synch/etc.

    Compatibility with motion builder files etc.

    The ability to designate an advanced spotlight to render as volumetric or not, no matter where it is in a scene, independently of other lights.

    The ability to duplicate objects as new instances, for things like groups of tables and chairs...

    Grid snapping and precise location tools, buy the numbers.

    JD

    Post edited by jdavison67 on
  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    I just thought of an idea that would be helpful, I think. Have a "Go to" command. I mean, we can tell a camera to go to a certain thing but can't tell a new prop to "Go to" a particular location where another item is? I usually use Default Camera to click on the new item in the scene tab, parent te new item to default camera and then frame on the desired location but it seems there should be an easier way.

    Just sayin'.

  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    If you turn off Parent in place, in the Change Parent dialogue it's a check box or it's in the Scene pane option menu, then parenting an item will snap it to the origin of the thing it's parented to.

  • scathascatha Posts: 756
    edited December 1969

    Taper morph (been asking for it since DS2), easy smart propping...

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Taper can be created using the D-Forms. It's all in how you work the falloff.

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    If you turn off Parent in place, in the Change Parent dialogue it's a check box or it's in the Scene pane option menu, then parenting an item will snap it to the origin of the thing it's parented to.

    Did not know that! Thank you, sir. Still it would be easier if it were just a richt click option from the Scene Tab along with the Pin Translation and Pin Rotation options for limbs in the Scene tab I been wanting. *smile*

  • JQPJQP Posts: 511
    edited December 1969

    I'd like to see an Unreal Engine 4 exporter; something that will take a Genesis character and "bake" it for use in UE4, or Epic's Maya Animation Rigging Toolset.

  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    Cloth Room.

    Multiple item collisions for smoothing modifiers on one item.

    Being able to give sub-nodes of a figure individual collision modifiers that can collide with the parent figure (e.g. allow a hand node to collide with the parent figure, or hip node so I don't have to fret so much over hand-clipping when doing hand-on-hip poses)

  • JQPJQP Posts: 511
    edited December 1969

    Cloth Room.

    Multiple item collisions for smoothing modifiers on one item.

    Being able to give sub-nodes of a figure individual collision modifiers that can collide with the parent figure (e.g. allow a hand node to collide with the parent figure, or hip node so I don't have to fret so much over hand-clipping when doing hand-on-hip poses)

    Agreed, that would really be the icing on smoothing modifiers.

  • siocsioc Posts: 299
    edited March 2014

    Cloth Room.

    Multiple item collisions for smoothing modifiers on one item.

    Being able to give sub-nodes of a figure individual collision modifiers that can collide with the parent figure (e.g. allow a hand node to collide with the parent figure, or hip node so I don’t have to fret so much over hand-clipping when doing hand-on-hip poses)

    +1

    Also something like Power Loader for Genesis 2, because having to activate / inactivate morphs thru genX or genX2 is really not the easiest/faster way.

    Post edited by sioc on
  • kyoto kidkyoto kid Posts: 41,057
    edited December 1969

    ...actually, I never installed the power loaders for any of the Gen4 characters as I didn't need all the morphs bloating the base figures every time I loaded them.

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