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...DSON in reverse basically. Would solve a lot of issues with one particular character.
...oh, and it would be so nice if, when starting a new scene and loading content of the first time, the viewport background colour that I originally set and saved wasn't overwritten. Hate it when the rest of the viewport suddenly turns white or black. I use a neutral grey similar to Poser's viewport as it is easiest on the eyes and provides the best level of contrast.
Edit / Preferences / Scene ... the options are all there.
It would be nice if we could combine Poser and DS Content. As an example, V4 and Dawn both have a lot of content in Poser and DS Formats. It would be nice if they could all go under one sub-folder, instead of a separate Poser and DS areas. In a Content Folders, all loadable content should be displayed, whether it be for Poser or DS.
You can do that with categories, or by using a loader script with a dummy Poser file(for DS content in a Poser content directory) or a plain loader script (for Poser content in a DS directory).
How about a direct export/import to MudBox.
Vertex modeling (tweaking vertex points without having to go into a modeling program.)
Selective importing/merging; like Max has, where you can pick the parts of a scene without having to bring in the whole scene.
Copying models by click/dragging, unless I missed how to do this, and I would sure like to know how in 4.6.
GPU rendering. I'm dreaming here.
More render options other than default and Cartoon. I would like to see a grayscale shader mix, line, and contrast render capability, where we can output in parts then strip these together in an image editing program as layers.
More accurate D-formers, more options.
Deeper integration of animation features.
I'd really like to see more mocap aniblocks built in so they actually work with the latest figures. I've yet to find any quality quadruped animation so we can animate animals. I realize this is part of the sales of some suppliers, but it would be nice to have some base animations that we could start with.
Just some ideas...
I would like the ability to categorize content from within Product View easier. I'm in the process due to problems with DAZ of reinstalling it all.
Right clicking and making a product of 2000+ products is a major pain, especially if something goes in two categories.
Would love the ability to:
1. Drag content directly from product view into a category in a separate window.
2. If not the above, allow me to multiple select and make more than one thing a product at once. I can then drag it out of a created folder and into it's proper sub category.
3. Also would like the ability not to have to file stuff under default. I was told to do this to avoid database corruption, but seems kind of strange we can't file at root level and is just an extra step.
4. Also would like to better be able to parse content that vendors make. If they include a weapon or piece of jewelry, would be awesome if those could be labeled in some way or flagged.
Daz Studio been done with QT and python... A GNU/Linux version :)
Thank you, Frank, for posting that.
I usually don't read the development notes until I aquire a new release. Some good things going on with the coding for the next release.
Yay! They finally fixed the halo in alpha renders.
Let's see... What do I want to see in DS5?
* Better UV module/plugin. Would like to select by islands using Polygon Editor Tool, and Surfaces Tab. Also, would like to see it more tied in with UV switching, and the possibility to save out templates (I know I can do it outside of Studio, but would like the ability within Studio).
* A high-functional morphing tool based off of, or a continuance of Casual's morphing plugin.
* A 3D painting plugin working in conjunction with above said requests.
* Better vertex manipulation on the singular vertex level with modifiers of influence that works in conjunction with the D-Form Tool.
* And... An IPR renderer. Oh, wait... That's coming soon in the next major 4.6.4.x update release (after beta, of course).
1) If it is not practical to create a native Linux version, it would be great if DAZ were to be modified to allow it to work with WINE easily, including fixing Content Manager and Installer to run on WINE as well.
2) Clear instructions on how to make all the DAZ software and plugins run on WINE would also be exeedingly helpful.
3) A reasonable way to run DAZ, the plugins, and all the models, etc., on any hard drive or folder on ones system. This would include an option to use a folder based way to organize all the data, instead of what I am guessing is a data base based way of keeping track of all the data.
The reason for this last point is because I am new to DAZ and am trying to install it on Kubuntu and though I can run DAZ in WINE, I can't get the Genesis or Victoria or any of the other features to install or run right. I don't want to put all that graphics data in the WINE folder of my main drive because space is tight.
I have spent the last few hours trying to figure out how to set things up so I can follow the tutorials, but they all assume that I have Genesis and I don't know what else already installed.
I have tried moving everything to the DAZ folder on my secondary drive, and though I can see some parts of the data in the program via the Content Library, I can't figure out how to make my screen look like the start screen on the tutorials I have been trying to follow.
This is not a gripe, just an opportunity to make this program more usable to a broader range of people.
(I have searched the forums for "linux" and though I have found some helpful things, I have not found what I need to get to first base with this program.)
Thank you.
...did I mention having the programme remember your location in the content tree when switching between tabs like Loading/Posing and Surfacing/Rendering? Same with the Camera you are viewing through as well.
Dynamic Cloth creation - like in Poser.
- If it had that, the only reason to ever buy Poser would be to get its unique models.
Sky Creation
- Ability to set a sun, cloud layer, etc... This would move Daz Studio in the direction of Vue/Bryce/Carrara - in terms of rendering.
Drag - Drop runtime editing.
- Maybe this is there, maybe I just don't know. Let me drag items and even whole folders from one part of my runtime into another, and it moves them and their files.
Smart Runtime Rebuilding.
- Let me run some process that works through all of my runtimes and finds all items tagged for something, and moves them to a folder tree relevant to that.
For example: find all of my genesis stuff and put it into genesis folders.
- Or... find all of my things that change a texture, whether they are materials, poses, or whatever... and move them all into materials folders.
- This one is probably beyond reasonable in terms of the complexity it would need in scanning through files to determine what they work for, and as such where to put them... So its on my "pipe dream fantasy" list...
Automatic Icon remaking - with some rather old runtimes, I've noticed some of my icons show up in Daz as fuzzy messes of random pixels rather than an image. I'd love for it to just remake the icon if the image doesn't load right. Make this an option in case somebody has a reason for not wanting it redone.
Better integration with Carrara...
- Fix whatever causes some items to change position / pose a bit when sent into Carrara.
- Ensure shaders save better.
- Redo whatever it is about geographing that makes Carrara freak out.
- Import Carrara format - will load in anything in a Carrara scene that has an equivalent in Daz3d: models, lights, cameras, shaders.
- Export save in Carrara format. Compares your scene to any identically named .car file in the same directory... and if there is one, the export composes a file that is a 'diff and merge' of the two: puts your Daz3D items into that .car, and removes from it everything that has an identically named equiv in the daz file... and saves the result as a new .car.
The first one, especially if it came with multi-target collisions for conformers, would make many folks willing to throw money down to buy DS5 right away, no matter how buggy the rest of the build is.
The Drag-drop runtime's been there since DS2, or maybe before. Copy-Paste as well, but they kinda broke it with DS4 because one cannot move content anymore by Drag & Drop: it now just populates a Copy and leaves the original right where you started and didn't need it. Meh!
The first one, especially if it came with multi-target collisions for conformers, would make many folks willing to throw money down to buy DS5 right away, no matter how buggy the rest of the build is.
There are only so many hours in the day...
Kendall
If you don't want it to leave a copy then don't COPY & PASTE, instead CUT & PASTE (I 'M NOT SHOUTING, I'M JUST EMPHASIZING!).
I missed this by a few years, lol. How about something kind of simple.
Smart Tab, in List view option, rather then just Big thumbnail view.
Also Possibly a second line for text under the Big thumbnails, for longer names?
"O" well, guess I missed the opportunity to make a suggestion here.
No, you are shouting. There's a row of buttons up top for emphasis. Trust me: I'm an expert at shouting (just ask Facebook).
In DS3 and below, when one performs a Drag & Drop, it executes a Cut & Paste to Move the file (as Windows Explorer does between folders on a single drive) to the new directory. In DS4 (all editions), the same Drag & Drop results in a Copy & Paste with a redundant file. This is well and good in the SmartContent database when one needs to reference one file under four headings, but a blasted nuisance when it gives one (as it does in the Content Library tab) four copies of the same dang file.
This is a broken feature.
Just had an Oculus for testing and it's a great experience (although I had some sort of "simulator sickness" which caused headache and dizziness). An "oculus" or "3D" renderer would be cool. Oculus doesn't need more than a binocular view for each eye to display a stereoscope picture. I don't know, if this can be archived with two cameras and a plugin that renders them into two blobs on one picture/video...
There is a plugin for blender's game engine that does this
http://lubosz.wordpress.com/2013/06/26/oculus-rift-support-in-blender-game-engine/
Just to give a hint how this could be done
So I am not going to read through 46 pages of suggestions, so if I'm repeating, I apologize...
But one simple feature in this day and age is a timed backup/save of your current scene. I cannot tell you how many times I've had Daz crash for one reason or another and have to start a scene all over again due to not saving it recently. Sometimes you just get "target fixated" on a scene and forget. Having a timed backup (similar to Office) that is saved every "x" minutes would be lovely...
A great idea, but there was a major flaw that, up until recent versions (not sure how much less of a problem it is nowadays) would have made a feature like this cause D|S to become almost completely useless — unpredictably long scene save times. It doesn't do much good if a scene is automatically saved every x minutes, if the act of saving itself takes twice or three times as long.
Admittedly, most of my experience working with creating big scenes dates back to D|S3 (where save times were occasionally a major annoyance). Until recently, though, it just wouldn't have been a good idea to put in an autosave feature; I think my record for an eight-character scene in D|S3 was something close to an hour. Hopefully it's a bit further up the practical-to-do list now, after the changes to scene file format allowed faster saves of large, full scenes.
They are faster, aren't they? Anyone done comparisons recently?
Scene save times should be handled by multiprocessing. Shunt that work off to another core; then it's a memory-to-disk operation.
DAZ would have to stipulate that DAZ Studio 5 will require a mutli-core system in order to take advantage of certain features.
I will second the 2+year old suggestion that Kinect operability should be standard.
Also: a way to use Kinect or something else to do mocap in water. I am a swimmer, I would love to get some swimming mocap sequences. I could use some underwater mocap to simulate a flying superhero.
Might also make me see my mechanical flaws in actual swimming so I could become a better swimmer.
some new figures that work in both DS and Poser without requiring DSON which slows everything up.
Writing a file to disc is strictly a linear function, multiple cores wont help. Even with SSDs writing to disc will be one of the slowest functions a computer will preform. New figures is a content request not a feature request.
not necessarily just content, ie they could make the content to match a new feature which allows better export of clothes and figure.
For me it's mostly making clothing collide with both the figure and their seat, instead of doing two renders and doing photoshop magic.
But yes, there has also been many a time where I have had a shirt that I want to collide with both the pants the character is wearing AND their torso. Sigh.
What would be great too would be being able to set up collision so it only works with it's polygon region.
So clothing forearm mesh only smooths with the figure's forearm mesh and clothing torso mesh only smooths with the figure's torso mesh. This will avoid the "cloth now turns into liquid latex and clings to any body part near it" problem that the smoothing modifier has now.
I've no idea of its feasibility, but I really like this idea. I wonder if something that fixes this would also help with the similar problem I keep getting bitten by in Optitex dynamic cloth?
A bug report about the Click-and-Drag issue has gone via Feature Complaint (yes, they changed it on purpose) to a formal Feature Request that future releases give the user a parameter option to default to Cut-Paste or to Copy-Paste when dragging and dropping in the Content Library. Advanced Drag&Drop;, anyone? Twenty-sided dice?
;)
Just had an Oculus for testing and it's a great experience (although I had some sort of "simulator sickness" which caused headache and dizziness). An "oculus" or "3D" renderer would be cool. Oculus doesn't need more than a binocular view for each eye to display a stereoscope picture. I don't know, if this can be archived with two cameras and a plugin that renders them into two blobs on one picture/video...
There is a plugin for blender's game engine that does this
http://lubosz.wordpress.com/2013/06/26/oculus-rift-support-in-blender-game-engine/
Just to give a hint how this could be doneIt is simply two cameras and mix them. You can do it with the scripted renderer or render twice. There are dozens of software packages that can do the mixing, to include Photoshop.