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That's what Powerloader is for, so you can easily have just the morphs you want injected on each load.
But in DS, the best way to avoid bloat is to load all the morphs and save in DS format.
Easier weight mapping.
Love to see this happen..
Click on a joint,
It's selected,
Right click and tell it to weight map that area with calculated fall off.
There would be options to include X,Y,Z and Scaling...
That's what Powerloader is for, so you can easily have just the morphs you want injected on each load.
But in DS, the best way to avoid bloat is to load all the morphs and save in DS format.
...I just load the ones I need by hand. Especially important when transferring morphs to Genesis with GenX.
The blue highlight on the new content is very helpful but for the love all that is holy, please move the 'Mark everything as seen' option far away from the 'Mark Children as Seen'. Putting the one right next to the other on a UI is much like make the 'Save' similar to the 'Quit' on a UI.
http://jollyjack.deviantart.com/art/Adobe-Hates-You-398425747
If you don't want to move it, how about simply having a pop-up confirmation (with the option to turn it off) asking if you want to perform a global action like removing all of the blue highlights? Again, this is like having a 'Quit' function without a confirmation which this really needs.
When one is organizing content you often run into folders with dozens of materials or such that you don't want to click individually to remove the 'new'/blue highlight. The 'Mark Children as Seen' is a very helpful shortcut but not when it is right next to another option that will instantly remove all of those helpful blue highlights! Right now a simple bit lag or slip of the mouse can destroy the highlights obliterating this much needed help when organizing content.
I'd like to be able to designate anything as floor and have my character in his or her boots grounded on it.. I do seem to spend a lot of time checking feet that they aren't clipping the ground.
One post-render , post-render , post-render, post-render ,post-render.......
Would be great if the view port had an 'area zoom' feature.
The best way I can explain this, is to compare it with the selection feature of 'Spot render tool'.
Where instead of rendering a selection, it would zoom in on it.
To zoom out, a user will have to use either the 'Dolly Zoom' or the 'Frame' options.
I often find it frustrating zooming into a certain section of a large scene and believe this feature would definitely shorten the required time spent on scene setup.
Hmmm The last post reminded me of a desire I had regularly in the past...
I always set up my scene with a view in my mind of where I want the camera to be set up and how its framed, So I will always have those cameras set up rather early. I navigate with perspective view while refining things and tend to find that "I really like that shot!" So in an effort to capture the current framing of the perspective view I must get a new camera and constantly swap views between perspective and the new camera to try to get it as close as possible. It would be awesome if there was an option to tell a selected camera to automatically match the current view of "Perspective View".
What I originally set out to say,
It would be so awesome if it were possible to have the ability to live paint diffuse on 3d models (Largely for cleaning up seams) in Daz, similar to the feature of painting weight maps in DS. I know its a feature usually only found in modelers/sculptors but is one of those things that can be out of reach cost wise for many hobbyists, not only that but its the hassle of export/Import. Some apps are more friendly than others lol Creating custom textures for characters is a real nightmare with seams. Such a feature or plug in would also make Tattoos/body art/wounds etc much easier and inviting to aspiring artists looking to add a personal touch.
- And yes LIE is helpful for some of the later, but remember I'm talking 'painting out' seams, and painting original tattoos directly on a model, (for some time now, Ive actually used Garibaldi paint room to get a basic idea for tattoos etc alignment and position to minimize distortion)
When you load a new camera in doesn't it give you the choice to copy viewpoint or something similar which places your camera in the same position, I know I get this choice if I'm in top view or default camera, I don't really use Perspective view so don't know if this happens. I'm rendering at the moment so can't check.
That's it - couldn't remember the actual wording.
Ah its in an extension "show options"! Why I never seen that? LOL Guess I stuck in habit of entering cam name and pressing enter, thats it... I feel so dumb
Many thanks guys, daz just got better for me :P
How about the ability to pin a hand or foot to be 100% certain that it does not move.
Over 4000 posts and you didn't know you could do that?! Dang, I bet that feels good.
As for things I'd like to see, I say it every time, but I'll say it again!
Multiple-figure collision / smoothing modifiers
Collision / Smooth modifiers based off of nodes, not entire figure (could have a diaglouge similiar to the symmetry panel, with the ability to recusrively apply the modifier if you want, say an entire arm to collide with a certain thing).
Clothify!
Had another idea about weight mapping. To me a weight map is .... a map. It would be nice if there were a way to use either the Photoshop bridge or do it natively in DAZ Studio.... tell it to flatten the map, have a line going down the center showing the symmetry, paint any areas that need fixing, copy the left or right side of the map, and mirror it over to the other and then save. Test and if you like the results save it out.
Seems like a good idea in any case.
Weight mapping should NOT be as annoyingly hard as it is currently!
...I'd vote for natively as many of us cannot afford the 700$ price tag for PS.
This is also why I would like to see Daz get in contact with either Corel (PSP) or the Gimp Community to develop a bridge to one of those applications as well.
Speaking of bridges another one to consider would be a bridge to Blender as it is still being improved (they introduced a tab system in 2.7.0) and is much more stable as well as taking advantage of 64 bit support.
Finally, it would also be nice to get .3ds format import support.
I'd like that too, but I'm not sure how good an idea it would be. Isn't 3DS MAX the one that exports meshes horribly exploded if you use the wrong (and far too easily selected) export options? I know I have a large collection of unuseable vehicle and spaceship models because of this. And the only way to fix it is to re-export from 3DS MAX.
...there are actually two different file types: .max and .3ds. .max is the one that doesn't work well outside the 3DS application. I've used .3ds files but had to set up the Mat zones and retexture them by hand as all Hexagon can do is save them as an untextured .obj. Very tedious, especially on a fairly complex model like a vehicle or aircraft.
Hmm, and I've always used PoseRay for 3ds>obj conversions. That usually works fairly well, setting aside the case of exploding meshes, and I almost always have to do at least a little materials tweaking once it's in D|S. The material zones themselves always survive the conversion, but anything beyond basic diffuse/bump/opacity just gets dropped on the floor. I know that's unfixable, it's the built-in limitation of the .obj format's materials setup.
...I could never get PoseRay to wok right, and thus gave up and just set up my own Mat zones and redid the textures. With the advent of the Polygon Selection Tool it can at least be done in Daz Studio but again can become quite tedious on a complex model like a vehicle.
I can't tell you how bad I'd want to create an amazing character in DS, then 3D print it, then paint it. That would be awesome. I'd like to see a feature that lets you export 3D models in a 3D printer-friendly format.
This could also be a huge market for DAZ to get into.
One thing I'd like to see, and I'm not sure if others mentioned it is a 'Open Recent Files' option under 'File'
This is already available - if you aren't seeing it you need to either reload your layout, assuming you are using one of the standard layouts, or run the Update and Merge Menus script in Scripts\Utilities in your default content directory.
i know this is probably asking for the moon on a stick, but a surface painting tool would be nice. trying to create custom textures in PSP and then trying to get them to match up in DS is a real trial and error pain in the ass (like trying to create a matching genital texture where the hip part will blend with the groin of the Torso texture)
This is already available - if you aren't seeing it you need to either reload your layout, assuming you are using one of the standard layouts, or run the Update and Merge Menus script in Scripts\Utilities in your default content directory.
Richard, I have the latest Beta and Public release of DAZ Studio but neither of them had the 'Open Recent' option under the File Menu. I ran the Update and Merge Menus script and I am now seeing the 'Open Recent'.
Thank you!
a fool proof subsurface shader base, no more white outs
Sadly we have to wait for 3Delight to get up to date XD
Polygon Group Editor: Loop and Ring selection (Press L for Loop, press R for Ring).
But nothing is fool proof because fools are so ingenious...