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

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  • fixmypcmikefixmypcmike Posts: 19,583
    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.

    Or do what I do, and categorize everything the way that makes sense to me. That way everything is in one place.

  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

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

    That would be a content product, rather than a feature of the software, I would think.

  • hilguhilgu Posts: 37
    edited December 1969

    Legacy Support: For those of us who have been around for while, it is a struggle to use, say, poses (static or animated) once created for M3 or V3 for Genesis 2 characters. And I have some old scenes which I would like to open, but I do not have all the old content in all the right directories any more (switching computers over time happens!) ... so then, these scenes do not load at all. It would be nice if they load at least partially: just load the content that is available, not the others (perhaps give a list for those). For example, perhaps a couple of M3 and V3 figures were in the scene and posed, but their clothing is no longer available --- fine, load the scene without it! At the very least, it should be possible to learn what is missing.

  • hilguhilgu Posts: 37
    edited December 1969

    Animated Debris: Perhaps this is a content request ... but it would be nice to be able to create animations, where a figure smashes into, say, a wall or breaks a glass, shattering part of the wall or the glass in the process, and the debris and perhaps smoke then flies through the air.

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

    hilgu said:
    Animated Debris: Perhaps this is a content request ... but it would be nice to be able to create animations, where a figure smashes into, say, a wall or breaks a glass, shattering part of the wall or the glass in the process, and the debris and perhaps smoke then flies through the air.

    Sounds like a particle-physics function, combined with a "make particles from mesh" routine to replace mesh (window) with comparable "quantity" particle cloud (shards).
  • hilguhilgu Posts: 37
    edited December 1969

    Transparency copy: Sometimes, it is nice to recreate a photo or a pose from a photo. But it is hard doing that glancing back and forth at the photo and the viewport. So, why not allow to load a photo and superimpose it on the viewport, with a slider to guide its transparency! That way, one can try to keep manipulating the contents of the scene until it matches the photo closely.

  • kyoto kidkyoto kid Posts: 41,062
    edited December 1969

    ...nice idea, I often use photos to develop poses from.

  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    hilgu said:
    I have some old scenes which I would like to open, but I do not have all the old content in all the right directories any more (switching computers over time happens!) ... so then, these scenes do not load at all. It would be nice if they load at least partially: just load the content that is available, not the others (perhaps give a list for those). For example, perhaps a couple of M3 and V3 figures were in the scene and posed, but their clothing is no longer available --- fine, load the scene without it! At the very least, it should be possible to learn what is missing.

    .duf scenes do this, unfortunately .daz scenes didn't have this capability, although I believe DS since 4.5 or so will attempt to load what it can.

  • ameesa001@gmail.comameesa001@gmail.com Posts: 282
    edited February 2015

    hilgu said:
    Transparency copy: Sometimes, it is nice to recreate a photo or a pose from a photo. But it is hard doing that glancing back and forth at the photo and the viewport. So, why not allow to load a photo and superimpose it on the viewport, with a slider to guide its transparency! That way, one can try to keep manipulating the contents of the scene until it matches the photo closely.

    Couldn't you do the same by either, A. Putting the photo in as a background (I know it's possible, I've done it) or B. Put the photo on a plane, fill the viewport with the plane and then use the opacity slider?

    Post edited by ameesa001@gmail.com on
  • BiolukeBioluke Posts: 26
    edited December 1969

    Luv Lee said:
    I don't want no DS 5. The way things are going at the moment someone might think it's a good idea to start charging people for the software again!

    *I'm still not over the disappointment of 'Genesis - The only character you'll ever need' turning into 'Genesis 2 - Still the only character you'll ever need but subject to changes which will possibly bankrupt you to replace all your morph bundles and other goodies which will need an update...'*

    I know, I know, Daz need food money too. I just wish we could get to the point where we don't have to reinvent the basics all the time. :(

    If the next version has more integrated content creation tools that come packaged with it... like a built in native hair or clothes maker, I know it sounds crazy and probably won't happen but I'd be excited about that.


    I think I love you -- my thoughts exactly. The Optitex set up is holding dynamics hostage and halting the progress of things like dynamic hair. If they are even hinting at DAZ 5 after all the Genesis 2 hype, it better have a dynamic clothing system that indivuals can create stuff for.

    No probs LL! It's been bugging me for the past couple versions lol.

  • 3D-GHDesign3D-GHDesign Posts: 686
    edited December 1969

    agree....no need DS 5, but welcome any improvement in DS 4. I like the latest things I noticed in DS 4.7 - maybe they were in sooner, but only nowadays noticed them :) For example finally if I save a Poser content as DUF, it is not create a new data folder, but refer to the original mesh path...I love it :)
    It is really a handy software now....in last months I prefer to use it instead of Poser.

    I don't know someone mentioned or not, but a color picker would be nice.

    Documentation and manuals - there are tutorials everywhere but they don't cover everything.

    I would like to see a weight map change options with ERC Freeze like thing for different morphs, like we can change the bones with them.

    Better symmetry for weight mapping - now it is useless at least for me.

    And would be fantastic to use clothes for Genesis or V4 on Genesis 2 with transfer tool if we can keep the original ghost bones in the clothes.

    Rendering - AREA render for full size rendering. If only a small part changed, have to re-render the whole scene again...and this is very frustrating in many times.

    Still area render - should be save the last 4-6 as full render in render editor so we can compare the changes...which setting is better.

    A 'HIDE/SHOW ALL/Selected' option in scene tab.

    Hide smart parented props with main figure - or an option to select HIDE with or without props


    I think I had more idea, but now only this came into my mind...

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    For example finally if I save a Poser content as DUF, it is not create a new data folder, but refer to the original mesh path...

    No, saving a Poser item still creates converted files in the /data/ folder. What the .duf format allows now is a reference back to the Poser files as a backup to recreate the /data/ files, if they are lost or corrupted. It isn't a normal process, it's an emergency backup process — the whole idea of saving a Poser item is still to convert it into D|S format and save it as native D|S files. If you load a scene and D|S has to recreate converted items from the original Poser files, it's a warning that something has gone wrong with the files in the /data/ folder.
  • 3D-GHDesign3D-GHDesign Posts: 686
    edited December 1969

    For example finally if I save a Poser content as DUF, it is not create a new data folder, but refer to the original mesh path...

    No, saving a Poser item still creates converted files in the /data/ folder. What the .duf format allows now is a reference back to the Poser files as a backup to recreate the /data/ files, if they are lost or corrupted. It isn't a normal process, it's an emergency backup process — the whole idea of saving a Poser item is still to convert it into D|S format and save it as native D|S files. If you load a scene and D|S has to recreate converted items from the original Poser files, it's a warning that something has gone wrong with the files in the /data/ folder.

    damn...I was opened the file and found the refer to obj....and I thought it is good now. thanks for heads up! Now I search for the 'data' and really I see that auto_adapted folder....

  • HeraHera Posts: 1,957
    edited December 1969

    Dont know if it has been mentioned before, but I'd love a chanse to pause a render and then resume it.

  • cdemeritcdemerit Posts: 505
    edited December 1969

    Mine are simple, and maybe some are already in place but I've missed them, but if not:

    Hex uses the arrow keys /+alt to pan and rotate around an object. It would be nice to be able to set up Da to do the same (if not possible at the moment.

    Content Library:
    I'm finding that base items tend to go into one file location and the materials associated with them go someplace else far away. I find this both with Daz originals and third party stuff. Searching my content library to try and find both parts turns what should be a 1 minute install into a 10-15 minute hunt. I would love to see a way where we can move content from where it is to where we'd like it to be in one click vs. the I found my base item, now hunt for the material, found it, now where did that base item go again? I.E. being able to have 2 library windows open at the same time. Or some other way to rearrange content easily.

    we need a better search of the content library:
    last night I finished installing the kitchen cabinets in my set, then moved to set up the bathroom. in the process, I realized I needed a linens cabinet in the bathroom, and remembered the tall cabinets from the kitchen, would work, and keep a general theme throughout the set. After hunting for 30 minutes, I gave up trying to find them. They are located in a folder name kitchen and were named Cab-01, Cab-02, etc. No matter how I tried to search for them, I got everything but the cabinets I was looking for. I gave up and started to look for something else, then found them.
    If the search included folder names and or the direct name as listed in the scene tab, or a open folder containing button, it could cut search times dramatically.

    I would also like to see Daz automatically import .obj files. Not a biggie, but it would cut a couple steps.

    Well, I'm sure there's more, but these are the big ones for me.

  • Serene NightSerene Night Posts: 17,651
    edited December 1969

    I'd like the ability to turn off morphs without uninstalling. Since morphs of chracters cause DAZ 3d to lag, I'd like a 'morphs manager' to turn some off an on. I don't need every morph all the time, and I don't want to have to uninstall the characters. Just the ability to manage what loads a bit better. If I uninstall an item, I have to redo my categories. It gets cumbersome.

    I'd like the DIM to be able to sort by file type. I'd like for example to be able to tell what file is a character, what generation et. , what is a prop, what is a light set, and sort them by category. This will help in streamlining things. I realize I can click on the item to read the wiki, but that is not what I want. I want DIM to have the information as a category. Or at least a way for me to do that.

    Also having DIM be able to install items in premade categories I define would be most helpful.

  • chorsechorse Posts: 163
    edited February 2015

    I would like to be able to save keyframed animated geometry shell surface properties in duf. files. Currently you can keframe geometry shells properties, but some of the properties are lost when the scene is saved.

    Post edited by chorse on
  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    cdemerit said:

    Hex uses the arrow keys /+alt to pan and rotate around an object. It would be nice to be able to set up Da to do the same (if not possible at the moment.

    I think you would just need to change the key assignments -- F3, then expand "View Control" in the left-hand section.

    cdemerit said:

    I'm finding that base items tend to go into one file location and the materials associated with them go someplace else far away. I find this both with Daz originals and third party stuff. Searching my content library to try and find both parts turns what should be a 1 minute install into a 10-15 minute hunt. I would love to see a way where we can move content from where it is to where we'd like it to be in one click vs. the I found my base item, now hunt for the material, found it, now where did that base item go again? I.E. being able to have 2 library windows open at the same time. Or some other way to rearrange content easily.

    Unfortunately, a lot of items are still in Poser format, and is therefore set up using the old Poser rules (even though the past 3 versions of Poser no longer require that). I create my own Categories and put the materials in a subcategory of the product. You could also use Smart Content for those items that have metadata, so when the object is selected the materials for it show automatically.


    we need a better search of the content library:
    last night I finished installing the kitchen cabinets in my set, then moved to set up the bathroom. in the process, I realized I needed a linens cabinet in the bathroom, and remembered the tall cabinets from the kitchen, would work, and keep a general theme throughout the set. After hunting for 30 minutes, I gave up trying to find them. They are located in a folder name kitchen and were named Cab-01, Cab-02, etc. No matter how I tried to search for them, I got everything but the cabinets I was looking for. I gave up and started to look for something else, then found them.
    If the search included folder names and or the direct name as listed in the scene tab, or a open folder containing button, it could cut search times dramatically.

    Are you searching by filename or by database?


    I would also like to see Daz automatically import .obj files. Not a biggie, but it would cut a couple steps.

    Can you explain what you'd like to see/what steps you'd like to be automated?

  • kyoto kidkyoto kid Posts: 41,062
    edited December 1969

    I'd like the ability to turn off morphs without uninstalling. Since morphs of chracters cause DAZ 3d to lag, I'd like a 'morphs manager' to turn some off an on. I don't need every morph all the time, and I don't want to have to uninstall the characters. Just the ability to manage what loads a bit better. If I uninstall an item, I have to redo my categories. It gets cumbersome.

    I'd like the DIM to be able to sort by file type. I'd like for example to be able to tell what file is a character, what generation et. , what is a prop, what is a light set, and sort them by category. This will help in streamlining things. I realize I can click on the item to read the wiki, but that is not what I want. I want DIM to have the information as a category. Or at least a way for me to do that.

    Also having DIM be able to install items in premade categories I define would be most helpful.


    ...with Gen4 I could do that (didn't install the Power Loaders).
  • cdemeritcdemerit Posts: 505
    edited December 1969

    cdemerit said:

    Hex uses the arrow keys /+alt to pan and rotate around an object. It would be nice to be able to set up Da to do the same (if not possible at the moment.

    I think you would just need to change the key assignments -- F3, then expand "View Control" in the left-hand section.

    That's fair, I'll have to look for it... still a bit new, and not everything is obvious at first. It was a though that crossed my mind as I was going back and forth between Daz and Hex, reworking a shower stall model, and having to remind myself after each switch about the view controls.


    cdemerit said:

    I'm finding that base items tend to go into one file location and the materials associated with them go someplace else far away. I find this both with Daz originals and third party stuff. Searching my content library to try and find both parts turns what should be a 1 minute install into a 10-15 minute hunt. I would love to see a way where we can move content from where it is to where we'd like it to be in one click vs. the I found my base item, now hunt for the material, found it, now where did that base item go again? I.E. being able to have 2 library windows open at the same time. Or some other way to rearrange content easily.

    Unfortunately, a lot of items are still in Poser format, and is therefore set up using the old Poser rules (even though the past 3 versions of Poser no longer require that). I create my own Categories and put the materials in a subcategory of the product. You could also use Smart Content for those items that have metadata, so when the object is selected the materials for it show automatically.

    The Smart content seems like a good idea, however less than 10% of the content I have (due to a majority of it being third party freebies) shows up in smart content. Being third party, I'm not worried about that, But being only able to open one library window at a time (unless I missed something here too) makes what should be a quick and easy move to my own categories (say characters, props, clothing) and make it more difficult to just drag the files from the source to the destination. When installing content, I open my source folder (user\downloads) in one tab, My Library (user\my Daz library) folder in another tab, and my storage of zipped files (user/documents/daz installed) in a third tab. and doing this I can open and install 10 zip files in a couple minutes, and have moved all installed zips to an archive.
    But I would love to do the same inside of Daz Library, but it took me much longer just trying to group up the base models, to the point I gave up for now. Too many things go into too many different locations, and hunting them all down is not fun. guess this is a side effect of backwards compatibility.



    we need a better search of the content library:
    last night I finished installing the kitchen cabinets in my set, then moved to set up the bathroom. in the process, I realized I needed a linens cabinet in the bathroom, and remembered the tall cabinets from the kitchen, would work, and keep a general theme throughout the set. After hunting for 30 minutes, I gave up trying to find them. They are located in a folder name kitchen and were named Cab-01, Cab-02, etc. No matter how I tried to search for them, I got everything but the cabinets I was looking for. I gave up and started to look for something else, then found them.
    If the search included folder names and or the direct name as listed in the scene tab, or a open folder containing button, it could cut search times dramatically.

    Are you searching by filename or by database?

    Doesn't matter. Cab-06 does not show up either way, nor does it show up in a search for 'kit','kitchen', or under a smart content search. CAB-06 is the name listed in scene and parameter windows, yet it's not seem to exist (probably has a slightly different name in the folder). the folder kitchen also doesn't show up. It just took another 20 minutes to find it again. the ability to search based upon the name of the item in the scene window would be nice.



    I would also like to see Daz automatically import .obj files. Not a biggie, but it would cut a couple steps.

    Can you explain what you'd like to see/what steps you'd like to be automated?

    Well, basically, it sees .obj files instead of having to import them manually. basically I dump my .obj files into a object folder, and then import them an resave them as I have time. It just would be nice to see them first.

    Anywho, this is just a wishlist.

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    X- The ability of consolidate redundant Data, or a more compact file type.
    having +150Gb of content and redoing files when a new scene is saved is not my like, specially when you have an 250Gb SSD.

  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    cdemerit said:


    cdemerit said:

    I would also like to see Daz automatically import .obj files. Not a biggie, but it would cut a couple steps.

    Can you explain what you'd like to see/what steps you'd like to be automated?

    Well, basically, it sees .obj files instead of having to import them manually. basically I dump my .obj files into a object folder, and then import them an resave them as I have time. It just would be nice to see them first.

    If you list the folder in Content Directory Manager under "Other Formats" it will show .obj files. They rarely have thumbnails, but you should see them listed.

    Sorry the search isn't working right. If these are items not installed with DIM, you may want to "Scan Known Directories For Files" to make sure they're in the database.

  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    X- The ability of consolidate redundant Data, or a more compact file type.
    having +150Gb of content and redoing files when a new scene is saved is not my like, specially when you have an 250Gb SSD.

    Which files are you getting duplicates of?

    I believe the default is to compress data files.

  • chorsechorse Posts: 163
    edited December 1969

    Bring back the save-restore transforms only option in the parameters tab. This option was left out of the in DS4.5 and higher and never replaced. Better yet the ability to use the CTL key on non-DS poses i.e. pp2 poses.

  • Fixme12Fixme12 Posts: 589
    edited December 1969

    Oh a rigging tool where once you've created Selection Groups in the geometry editor the tool will create a skeleton with bones of the same name each centred in and selected by the Selection Group. It would make rigging so much quicker.

    +1

  • Fixme12Fixme12 Posts: 589
    edited December 1969

    chorse said:
    I would like to be able to save keyframed animated geometry shell surface properties in duf. files. Currently you can keframe geometry shells properties, but some of the properties are lost when the scene is saved.

    +1
    any improvement in the animation section is positive.
    First fixing the IK/FK system. it's horrible to create animation with the feet slide as soon you pose/rotate the hip.

  • hacsarthacsart Posts: 2,025
    edited February 2015

    One more thought - improve the depth of field camera controls.. Instead of the current focal distance and f-stop controls how about direct independent control of both start and end planes for the in-focus zone, would make it a lot easier than setting a focus null point and going through the calculations..

    Post edited by hacsart on
  • Richard HaseltineRichard Haseltine Posts: 101,032
    edited December 1969

    hacsart said:
    One more thought - improve the depth of field camera controls.. Instead of the current focal distance and f-stop controls how about direct independent control of both start and end planes for the in-focus zone, would make it a lot easier than setting a focus null point and going through the calculations..

    You do know that there are viewport widgets to control DoF? Use th perspective View, or another camera, so you can see the camera you want to adjust and the things you want to be in focus. You can also look though the camera and use Aim (ctrl-sift-a by default) to set the distance.

  • hacsarthacsart Posts: 2,025
    edited February 2015

    Oh yes, that I knew, about switching views. the others are new, will try them out..
    but the current F-stop and focal distance are linked, as they would be in a photographic environment, whereas in DAZ they f-stop variable is to say the least, odd in that it does not behave as one would expect (negative values, etc?). Being able to set the two limiting planes directly and individually would be a more user friendly alternative to my mind.. However, I can see why it is the way it is...

    I really would love a Bryce like "render resume" after a save feature, that would be my top wish-list wish

    Thanks for the tips, though, appreciate it..

    Post edited by hacsart on
  • HavosHavos Posts: 5,365
    edited December 1969

    X- The ability of consolidate redundant Data, or a more compact file type.
    having +150Gb of content and redoing files when a new scene is saved is not my like, specially when you have an 250Gb SSD.

    One thing you need to be sure of when scene files get big, is to find out why they are so. A scene can have a 100 different props and figures, and still be saved in less than a 1mb, as long as it does not start putting geometry data into the saved scene.

    For example if you autofit a garment, the system will calculate new geometry for the garment and will often (maybe always, anyone know?) store that in the scene file. To avoid this you can save the converted garment as a support asset, delete it, and then re-load it from the new duf file. This way the main scene file will not start to bloat.

    I try to keep my scene files small, not to save disk space, but because saving the scene will be faster, and as everyone knows, programs can crash, so it pays to save often.

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