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

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  • Eustace ScrubbEustace Scrubb Posts: 2,698
    edited December 1969

    #10 is done with what's called "Joint Controlled Morphs" or JCMs. They've been around longer than DAZ|Studio itself (first betas of D|S were 2004/2005) and you used to be able to get JCM packages for the Poser 4 figures, even. It's now standard in most figures.

  • hilguhilgu Posts: 37
    edited December 1969

    #10 is done with what's called "Joint Controlled Morphs" or JCMs. They've been around longer than DAZ|Studio itself (first betas of D|S were 2004/2005) and you used to be able to get JCM packages for the Poser 4 figures, even. It's now standard in most figures.

    So ... this is part of DAZ Studio already? And how do I use it? If it is not part of DAZ Studio, it would be nice to add it.

  • Richard HaseltineRichard Haseltine Posts: 100,952
    edited December 1969

    hilgu said:
    2. POSE BATCH SAVING: After having created an animation, it is nice to save the poses of ALL frames. Right now, this is tedious: one has to save each pose, one at a time. Why not some feature, that saves all of them, as separate files (not one long animation pose). There, it would be nice to be given the option to save "all transforms" or "all morphs" or "all", frame-by-frame. Often, when saving a single pose from an animation, one ends up saving only the changes to the figures that have been made at that particular frame. So, when one inserts that into some other scene, the rest has been lost.

    That would be eminently scriptable.

    4. PARTIAL POSE SAVING: Saving the pose for, say, just the head (the expression) or part of the body right now still seems to mean to click through the various pieces of the choices, when selecting save-pose. That could be made simpler (or, if simpler already: more transparent), for some standard parts of the body.

    It should already be possible to select which body parts and properties you want to save in a pose preset, though it doesn't take the scene selection state as a guide it's true

    8. ANTI-COLLISION: relatedly, then, why not work on some anti-collision feature? If I use a clothing item on a figure, isn't it clear that the clothing should always be on the outside of the figure (but very close to it)? At least for clothing, this does not strike me as a very difficult problem.

    This can be done already with the Smoothing Modifier - apply from Edit>Figure>Geometry, then set the collision target to the wearer (only one target per item) and adjust settings as needed.

    9. COWL WITH HAIR: so, there are superheroes who were a mask or cowl, which covers most of the head, but nonetheless, hair is spilling out (imagine Catwoman, for example). You cannot take the two items separately and combine, too much poke-through. That would be a suggestion for someone willing to create some novel content, I guess. But it could also be something for DAZ to work on, to combine various items on a figure in a collision-free way more easily.

    That's more a content than an application issue. You could do it with Garibaldi Express or Look at My hair.

  • Richard HaseltineRichard Haseltine Posts: 100,952
    edited December 1969

    hilgu said:
    #10 is done with what's called "Joint Controlled Morphs" or JCMs. They've been around longer than DAZ|Studio itself (first betas of D|S were 2004/2005) and you used to be able to get JCM packages for the Poser 4 figures, even. It's now standard in most figures.

    So ... this is part of DAZ Studio already? And how do I use it? If it is not part of DAZ Studio, it would be nice to add it.

    JCMs can link a morph, such as muscle flexion, to a joint, such as a bend. However they wouldn't be able to tell which way the joint was bending (even if there was a way to get the direction of movement in an animation, the flexion would still be wrong if the limb was being force to move despite resistance). Having morphs for flexion and an easy to use set of controls seems better than trying to automate it.

  • hilguhilgu Posts: 37
    edited December 1969

    Another wish:

    13. NATURAL HAIR MOVEMENT: right now, hair may look good, when the person is just standing ... but how about, when moving? Bending backward, bending forward, bending sidewards? Turning quickly? Or when wind is blowing? Especially longer hair would have some obvious movements here ... and it is nearly impossible to generate that in DAZ, even if the hair comes with a generous set of morphs. What is worse, it is very easy to get the hair collide with the body and disappearing into it. It is often hard to fix manually, if at all, and certainly painful in animation. One can use very short hair, of course, but that is severely limiting the options. So: nice, straight, long hair, that allows for plenty of natural movements without colliding with the body would be great addition. And, given that the content suppliers haven't created it, I imagine that this requires features which the DAZ programmers need to work on.

  • hilguhilgu Posts: 37
    edited December 1969

    hilgu said:
    #10 is done with what's called "Joint Controlled Morphs" or JCMs. They've been around longer than DAZ|Studio itself (first betas of D|S were 2004/2005) and you used to be able to get JCM packages for the Poser 4 figures, even. It's now standard in most figures.

    So ... this is part of DAZ Studio already? And how do I use it? If it is not part of DAZ Studio, it would be nice to add it.

    JCMs can link a morph, such as muscle flexion, to a joint, such as a bend. However they wouldn't be able to tell which way the joint was bending (even if there was a way to get the direction of movement in an animation, the flexion would still be wrong if the limb was being force to move despite resistance). Having morphs for flexion and an easy to use set of controls seems better than trying to automate it.

    Yeah, they could do the trick. And I agree that it wouldn't be good to ALWAYS have the biceps flex, if the forearm is at 90 degress, say. What I am suggesting, though, is some feature like the morph deformers: attach an arrow (invisible in the render), which tells in which way the bodypart is being pulled, with the muscles offering the appropriate counter-resistance. Seems programmable ... and perhaps hard to guess for the average user.

  • hilguhilgu Posts: 37
    edited December 1969

    hilgu said:
    2. POSE BATCH SAVING: After having created an animation, it is nice to save the poses of ALL frames. Right now, this is tedious: one has to save each pose, one at a time. Why not some feature, that saves all of them, as separate files (not one long animation pose). There, it would be nice to be given the option to save "all transforms" or "all morphs" or "all", frame-by-frame. Often, when saving a single pose from an animation, one ends up saving only the changes to the figures that have been made at that particular frame. So, when one inserts that into some other scene, the rest has been lost.

    That would be eminently scriptable.

    4. PARTIAL POSE SAVING: Saving the pose for, say, just the head (the expression) or part of the body right now still seems to mean to click through the various pieces of the choices, when selecting save-pose. That could be made simpler (or, if simpler already: more transparent), for some standard parts of the body.

    It should already be possible to select which body parts and properties you want to save in a pose preset, though it doesn't take the scene selection state as a guide it's true

    8. ANTI-COLLISION: relatedly, then, why not work on some anti-collision feature? If I use a clothing item on a figure, isn't it clear that the clothing should always be on the outside of the figure (but very close to it)? At least for clothing, this does not strike me as a very difficult problem.

    This can be done already with the Smoothing Modifier - apply from Edit>Figure>Geometry, then set the collision target to the wearer (only one target per item) and adjust settings as needed.

    9. COWL WITH HAIR: so, there are superheroes who were a mask or cowl, which covers most of the head, but nonetheless, hair is spilling out (imagine Catwoman, for example). You cannot take the two items separately and combine, too much poke-through. That would be a suggestion for someone willing to create some novel content, I guess. But it could also be something for DAZ to work on, to combine various items on a figure in a collision-free way more easily.

    That's more a content than an application issue. You could do it with Garibaldi Express or Look at My hair.

    On "2. POSE BATCH SAVING": perhaps I do not know how to create such scripts, my fault! Any hints here?

    On "8. ANTI-COLLISION": well, in "7.", I describe how this still really isn't working as well as it should. It is a great addition, yes, I applaud it. I have just been repeatedly frustrated with it. Poke through still happens. Or features of the original clothing disappear. Lots of trial-and-error. Another issue that arises: sometimes, the autofit will the FUSE clothing items that shouldn't be fused. Say, someone holds the arm close the body. Typically then, the sleeve gets merged with the body of the clothing. Not good at all. So ... still full of problems and bugs, which may be fixable, IMHO.

    9. COWL WITH HAIR: someone could indeed create that content, that would be cool Then, not a DAZ task. I just do not know whether this may require new features in DAZ, since it is odd that no content creator has tried yet. Either way, let me throw out that gauntlet!


  • SpitSpit Posts: 2,342
    edited December 1969

    I have two requests, both having to do with the Content pane and requiring Studio to know where I am at within my content....

    (1)I'd like to be able to order content by 'last modified' at the current level the content is on, ie, if my current level is runtime:libraries:character just allow me to have those folders sorted by 'last modified' or 'alphabetical', or, for example, if I'm at content:people:genesis:characters order the displayed items as well as the folders. Whether the sorting option remains until I switch it back, or lasts only until I click another folder, I don't care.

    (2)The second also depends on the level I'm currently at. As of now I can search using either the database or files, but the search searches absolutely everything. When searching by files I'd like the option to search from my current position and below only.

    If I can have only one of the above I'd choose (2) because it would help alleviate the problem (though not entirely) of not having (1). When searching you have to know the name of what you're searching for.

  • alexhcowleyalexhcowley Posts: 2,386
    edited December 1969

    It's been a while since I last posted to this thread so here's my current wishlist:

    1) Faster renders
    2) Fewer render crashes
    3) No more brick yard shader errors (you should have fixed this by now, guys)
    4) No more changes to the user interface. (It's not broken, guys, so don't fix it.)

    Cheers,

    Alex.

  • kyoto kidkyoto kid Posts: 41,057
    edited December 1969

    ...+1 to all four.

    ...particularly #3 and #4.

  • Stryder87Stryder87 Posts: 899
    edited December 1969

    Gedd said:
    Better content management. DS has a unique position of being the best content manager for 3d on the market if they could clean it up. Separate areas for Poser, DAZ native, DAE content in the tree rather than the mixed bag it is atm. File structures should remain clean and true to it's base format imo, with catagories and smart content allowing cross format search and organization.
    .

    I can't +1 this enough. I have so much 3rd party content (plus some content through the DAZ store) that doesn't show up in the Smart Content tab. I've managed to 'trick' it into showing a few characters, but props, scenes, lights... this stuff disappears into the Content Library tab and is never seen again. It's absolutely brutal to try to find anything in there... and I absolutely hate the idea of buying similar items two or three times simply because I couldn't find it after it was installed the first time!

  • Eustace ScrubbEustace Scrubb Posts: 2,698
    edited December 1969

    stryder87 said:
    Gedd said:
    Better content management. DS has a unique position of being the best content manager for 3d on the market if they could clean it up. Separate areas for Poser, DAZ native, DAE content in the tree rather than the mixed bag it is atm. File structures should remain clean and true to it's base format imo, with catagories and smart content allowing cross format search and organization.
    .

    I can't +1 this enough. I have so much 3rd party content (plus some content through the DAZ store) that doesn't show up in the Smart Content tab. I've managed to 'trick' it into showing a few characters, but props, scenes, lights... this stuff disappears into the Content Library tab and is never seen again. It's absolutely brutal to try to find anything in there... and I absolutely hate the idea of buying similar items two or three times simply because I couldn't find it after it was installed the first time!

    I second this, and would add a request for (optionally) an auto-icon function for the raw OBJ files I download, at least as soon as the first time I load the mesh into D|S. Just grab and shrink an OpenGL screenshot: it doesn't have to be pretty.
  • KaribouKaribou Posts: 1,325
    edited December 1969

    I haven't read all 61 pages of this, so pardon me if it's been covered. Something tells me these must be scriptable. If Firefly can be scripted to do this, 3Delight must also have the capability...

    1) Depth map render pass that accounts for transparency -- I'm currently using AoA's fog camera for this. (White fog, no ambient/reflective/highly specular materials, lights out.)
    2) Occlusion render pass.

  • LeanaLeana Posts: 11,720
    edited December 1969

    hilgu said:
    6. GRAPHICS-CARD ENABLED SOFTWARE RENDERING: many DAZ users probably have a powerful machine with a fancy graphics card. That card can run instructions in parallel, which is useful even for a software-based render engine. I know one can buy such an engine, but it would be worth it for DAZ to enable that feature within its base software render. It could save tons of time!
    DAZ doesn't develop 3Delight render engine, they simply use it in DS. So they can't do anything about that, you'd have to ask the creators of the render engine.
  • wubbaldowubbaldo Posts: 3
    edited December 1969

    Animation - STAIR CLIMBING - Unless it is in 4.7 and where to find references to it.

    Explanation (tutorial) how to make characters climb stairs. Either winding stair cases or just ladders. :coolsmile:

  • hacsarthacsart Posts: 2,025
    edited December 1969

    Just came across this thread, and if this has been mentioned, I apologize. Would love to see a resume render option - much like Bryce, where one can stop a render, save the file, then at a later time re-open the file and resume the render. For those really long renders that would be a godsend for those of us who have slower systems or cannot leave them running for long periods of time..

  • almahiedraalmahiedra Posts: 1,352
    edited December 1969

    hacsart said:
    Just came across this thread, and if this has been mentioned, I apologize. Would love to see a resume render option - much like Bryce, where one can stop a render, save the file, then at a later time re-open the file and resume the render. For those really long renders that would be a godsend for those of us who have slower systems or cannot leave them running for long periods of time..

    +1

  • kyoto kidkyoto kid Posts: 41,057
    edited December 1969

    ...as well and to add to that, a "render in background" option.

  • zimzoomazimzooma Posts: 14
    edited December 1969

    I would love to see the Collada and FBX import functions of studio implemented properly, much of the data is ignored upon import. One failing is camera data. As it stands now you can export Collada with camera data. The files can be opened in other 3d packages with camera data intact. If you import the same file back into studio the camera data is not imported.

  • Eustace ScrubbEustace Scrubb Posts: 2,698
    edited December 1969


    I second this, and would add a request for (optionally) an auto-icon function for the raw OBJ files I download, at least as soon as the first time I load the mesh into D|S. Just grab and shrink an OpenGL screenshot: it doesn't have to be pretty.

    Found a script at http://www.daz3d.com/forums/discussion/52033/ that should go a long way toward fixing this issue. Can we get it integrated?
  • cwichuracwichura Posts: 1,042
    edited December 1969

    I would like a more flexible "grow selected" feature in the PGE. Right now, it grows in all four directions of a selected face. There are times where I'd like it to go just horizontally or just vertically.

  • alexhcowleyalexhcowley Posts: 2,386
    edited December 1969

    cwichura said:
    I would like a more flexible "grow selected" feature in the PGE. Right now, it grows in all four directions of a selected face. There are times where I'd like it to go just horizontally or just vertically.

    How about the ability to drag the boundary of the selected area?

    Cheers,

    Alex.

  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    I've just gotten a bit more serious into animation, and I wish there was a way to pin objects against the curve smoothing. I spent like an hour trying to make a stand-to-kneel aniblock that I had ambitions to share, but it would move the feet even though they were pinned and it was, as far as I'm aware, impossible to keep it from happening. The result was very shaky feet and I ended up scrapping the whole project.

  • cwichuracwichura Posts: 1,042
    edited December 1969

    How about the ability to drag the boundary of the selected area?

    Yes, a "fill interior" would be a handy selection option as well. But draging the boundary is still very inaccurate with the current "painting". Whereas if I could select one face in a seam/edge/etc and say grow in only one dimension, that would make it MUCH quicker and accurate for selecting that boundary to then fill...
  • MistaraMistara Posts: 38,675
    edited December 1969

    collision detection

    a trouble shooting wizard for lights,shadows, and render settings.

  • cecilia.robinsoncecilia.robinson Posts: 2,208
    edited December 1969

    Something like that TerraDome2, what do you think about that?

  • Richard HaseltineRichard Haseltine Posts: 100,952
    edited December 1969

    I've just gotten a bit more serious into animation, and I wish there was a way to pin objects against the curve smoothing. I spent like an hour trying to make a stand-to-kneel aniblock that I had ambitions to share, but it would move the feet even though they were pinned and it was, as far as I'm aware, impossible to keep it from happening. The result was very shaky feet and I ended up scrapping the whole project.

    If you mean things speeding up/slowing down and overshooting their final position before going back that's a result of the default interpolation mode. There used to be a script, by Casual I expect, that would handle that - I'm not sure if it's still available; if not then KeyMate/GraphMate will help.

  • AdemnusAdemnus Posts: 744
    edited December 1969

    I would like to see an integration of a physics-based renderer like Lux or Reality rather than using outside software / plugins.

  • AdemnusAdemnus Posts: 744
    edited December 1969

    For me, a major priority would be a streamlining of the content browser without having to swap between 2 menus, smart content and content manager, and then swap between 3 submenus in the content manager. For everything I want to use I have to remember which menu under which tab etc etc. It's crazy when you have a large runtime.

  • Richard HaseltineRichard Haseltine Posts: 100,952
    edited December 1969

    For me, a major priority would be a streamlining of the content browser without having to swap between 2 menus, smart content and content manager, and then swap between 3 submenus in the content manager. For everything I want to use I have to remember which menu under which tab etc etc. It's crazy when you have a large runtime.

    I'm not sure how that could work, given that the actual files, the categories, the product lists, and the Smart Content work in radically different ways. If you don't want to switch pick one of the comprehensive lists - Products if it's all DAZ content, or the actual files on disc lists, and use only that.

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