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

1505153555689

Comments

  • Petercat said:

    Fix rotation behavior so that rotating around one axis doesn't screw up rotations on the other two axis.

    Use the Parameter sliders, not the viewport widget

    That's what I do (parameter sliders) - but rotating something by 90 degrees in the x-axis first (or is it y?) make the other 2 perform the same rotation rather than different ones. (That's probably clear as mud but try it).  After doing one rotation, the other 2 work differently, rather than being relative to the object.

    Gimbal lock. This is an issue with any regular, human-readable, rotation system - hence the advice to put the axis that is most likely to hit ninety degrees last in the rotation order so that it won't lock the other axis. That's what the interrelation when using the viewport widget is meant to help with.

    Hmm, 'human readable' to me would include:  object's front-back, side-side, left-fight rotations.  Shouldn't matter which way the object is currently facing.  (Tried it with the coffin from Curious dead-end.  Rotating y first by 90 degrees makes x and z rotations do exactly the same thing).

    Part of the problem I have is when rotating something that's preloaded to 'almost' the right position (or changing my mind halfway through a scene laugh ).

    But as just suggested above, placing a null at the object's centre and parenting, can overcome that issue as you now have a new starter point to rotate around.

    Cheers :)

    to see why this is tricky take a copule of books flat on the tablle, and decide which way is "clockwise" for rotating around the horizontal, vertical and depth axes. Take one of the books, rotate it a quarter turn around the horizontal axis (of for world), then the vertical, then the depth. Take the other book, rotate it a quarter tirn around the vertical axis, then the horizontal, then depth. The same three quarter-turns, in a different order, produce a different result.

  • RAMWolffRAMWolff Posts: 10,212

    A real time way to rotate shader textures.... yea, that's needed. 

  • Silent WinterSilent Winter Posts: 3,722
    edited September 2016
    Petercat said:

    Fix rotation behavior so that rotating around one axis doesn't screw up rotations on the other two axis.

    Use the Parameter sliders, not the viewport widget

    That's what I do (parameter sliders) - but rotating something by 90 degrees in the x-axis first (or is it y?) make the other 2 perform the same rotation rather than different ones. (That's probably clear as mud but try it).  After doing one rotation, the other 2 work differently, rather than being relative to the object.

    Gimbal lock. This is an issue with any regular, human-readable, rotation system - hence the advice to put the axis that is most likely to hit ninety degrees last in the rotation order so that it won't lock the other axis. That's what the interrelation when using the viewport widget is meant to help with.

    Hmm, 'human readable' to me would include:  object's front-back, side-side, left-fight rotations.  Shouldn't matter which way the object is currently facing.  (Tried it with the coffin from Curious dead-end.  Rotating y first by 90 degrees makes x and z rotations do exactly the same thing).

    Part of the problem I have is when rotating something that's preloaded to 'almost' the right position (or changing my mind halfway through a scene laugh ).

    But as just suggested above, placing a null at the object's centre and parenting, can overcome that issue as you now have a new starter point to rotate around.

    Cheers :)

    to see why this is tricky take a copule of books flat on the tablle, and decide which way is "clockwise" for rotating around the horizontal, vertical and depth axes. Take one of the books, rotate it a quarter turn around the horizontal axis (of for world), then the vertical, then the depth. Take the other book, rotate it a quarter tirn around the vertical axis, then the horizontal, then depth. The same three quarter-turns, in a different order, produce a different result.

    Cool, hadn't thought of it that way - Still, at no point does 'rotate clockwise' produce the same result in two planes of rotation such that it can't be rotated in one plane (either by object or in world). 

    Edit: Is this because the object's x-axis gets lined up with the world's z-axis and vice-versa?

    Then again, I'm sure if it was simple, somebody would have sorted it out already.  So I guess I'll stick to either planning ahead or using a null.

    Thanks :)

     

    Edit: On another topic:

    How about n-gon support?  Would make my modelling much easier.  But does this cause problems with uv-maps, etc?

    Post edited by Silent Winter on
  • PetercatPetercat Posts: 2,321
    Petercat said:

    Fix rotation behavior so that rotating around one axis doesn't screw up rotations on the other two axis.

    Use the Parameter sliders, not the viewport widget

    Petercat said:

    Allow lock in for poses to remain at pre-posed figure location and orientation, (without holding ctrl when loading) and rotate around their center, not an axis somewhere off in neverland.

    The offset rotation is usually because you ar rotating the figure node but have translated the hip node, you can avoid it by using the hip to rotate too or by using the figure to translate.

    That is using the parameter sliders! What is this viewport widget of which you speak?

    How did I translate the hip node? All I did was load the figure, load the pose, and try to rotate it when, Wheee! Off on a carnival ride!

  • PetercatPetercat Posts: 2,321
    nicstt said:
    Petercat said:

    Fix rotation behavior so that rotating around one axis doesn't screw up rotations on the other two axis.

    Allow lock in for poses to remain at pre-posed figure location and orientation, (without holding ctrl when loading) and rotate around their center, not an axis somewhere off in neverland.

    A null can also help; add the item to a null, then rotate the null.

    That's the only way that I've found, but it's a pain in the patooty.

  • PetercatPetercat Posts: 2,321
    RAMWolff said:

    A real time way to rotate shader textures.... yea, that's needed. 

    +1

  • Richard HaseltineRichard Haseltine Posts: 100,961
    edited September 2016
    Petercat said:
    Petercat said:

    Fix rotation behavior so that rotating around one axis doesn't screw up rotations on the other two axis.

    Use the Parameter sliders, not the viewport widget

    Petercat said:

    Allow lock in for poses to remain at pre-posed figure location and orientation, (without holding ctrl when loading) and rotate around their center, not an axis somewhere off in neverland.

    The offset rotation is usually because you ar rotating the figure node but have translated the hip node, you can avoid it by using the hip to rotate too or by using the figure to translate.

    That is using the parameter sliders! What is this viewport widget of which you speak?

    If you use the Universal tool, or the Rotate tool, there are controls on the bone in the viewport that can be used to rotate (and translate and scale with the Universal tool) the bone. Depending on the Tool settings pane option for axes they may affect more than one paraemeter at once.

    Petercat said:

    How did I translate the hip node? All I did was load the figure, load the pose, and try to rotate it when, Wheee! Off on a carnival ride!

    If a pose set from the store uses the hip to translate a figure (other than relative placement within a couple of group pose) please report it as a bug. Ideally only placement poses and group poses should move the figure at all (other than y-translation of the hip to keep the feet on the floor) - by the figure node and the hip node respectively.

    Post edited by Richard Haseltine on
  • BlueIreneBlueIrene Posts: 1,318
    carrie58 said:

    I knew I had seen this thread!! and I do understand it's not an official thread but I do hope somebody from the DAZ team looks at it ...I would like the same thing I wanted when I first started playing with DS ,I want a loading camera .........so if I use the loading camera ,and focus it where I want in the scene ,then when I load my figure they will land front and center of the camera view rather then center of the studio ......... from where I would have to drag them where I want them .......or anything else I want in the camera view..Which if it would load in the center of the camera view would simplify the whole process  ..........so yeah if possible I would like a "Loading Camera"

    Hold down the alt key (Windows, opt fro macs) and drag the item from the content pane instead of double-clicking - a target will show where the item's origin will be placed (at floor level) when you release the mouse, then the key.

    Wow. That would have saved me a ton of time in the past if I'd known that. I've just tried it and will be using it lots now that I do know. Many thanks for all the future hours of my life that you've just given back to me :)

  • MistaraMistara Posts: 38,675
    Petercat said:
    MistyMist said:

    continued support manual downloads and offline computers

    to quote black adder, haz a terrible feeling

    If I recall, back during the DRM "discussions", the a DAZ rep said that they were not going to mandate that our computers go online more than once, to "verify" us. Then, addressing a different customer concern, they said "We have no plans to do X at this time." Something like that, at any rate. (Two weeks or so later, DAZ did exactly what they had said they had no plans to do. I can't remember what it was, but I remember the outrage and the "Well, we said 'not at that time'".) We'll see.

     

    once like almost internetvirgin  lol
    offline is no once

     

    would like a render engine optimized for xeon cpus

  • Whatever figure comes with the new DS5, please don't make their HD-morphs default. When creating custom morphs, it is hard to avoid, that those HDmorphs get baked in and lead to unwanted results. So whenever you wonder, why your character's teeth look weird, there might be some extra unwanted mouthHD morphs in there.

  • Stop having the posing tools default to rotate and have it default the tab General.  Its extremely annoying to have to change the pose tab from rotate.  I never use the rotate tab first and if I am not paying attention I can easily mess up the scene because its on rotate first (which makes no sense, rotation is fine tuning, moving it left, right, up, down, backwards and forwards is done first in most cases).  Plus, the rotation buttons are halfway down the subcategories so its not very intuitive to have it there.

  • I posted this topic time ago. I would like to see an improvment Content Management Service.The last improvements are very good but I have a bad feeling when I have to move my content again. My idea would be a small backround program which creat a single file with the informations and links of the product.

    An example: I bought a clothing set for G3F. I sorted the full set in People-G3F-Clothing-Sets in the CMS. The Pants in People-G3F-Clothing-Pants and in People-G3F-Clothing-Pants-Set-Name. In all three files are the pants but the original file (from DAZ Studio) are only saved once. My idea is a single file in the original file which save the informations of the CMS. When you move the content the CMS informations move with the files. Instead of the in opinion complicated move away method descriped in the forum. 

  • I love how this topic was created in 2012 and Daz Studio 5 isnt even out yet lmao :P 

  • I love how this topic was created in 2012 and Daz Studio 5 isnt even out yet lmao :P 

    While literally true, that does ignore the fact that there have been significant upgrades to 4.x that would have justified more than one version increment in an application that was sold in its own right.

  • 3dbug3dbug Posts: 67

    (1) lights that can be set to only work only on selected, individual objects

    (2) shadows that are or are not cast by objects (and cast on only selected objects)

    (3) simple copy and paste of any 3d object in the scene

     

  • 3dbug3dbug Posts: 67
    3dbug said:

    I'm not sure what you mean by 1, but 2 is handled by the Edit>Duplicate sub-menu.

    What I mean is a feature like Vue has. After setting up your scene, you can decide which objects receive (or don't receive) lighting from the sun, spot lights, etc. This makes it possible to (for example) illuminate only one object in your scene, not all of them. Or I can add a light which doesn't affect the ground, but only (for example) buildings in a scene.   

    Amen. I'd love to see this too. As a Vue user, I've come to think of it as basic (as well as simple copy and paste of 3d objects in the scene).

  • nicsttnicstt Posts: 11,715
    3dbug said:

    (1) lights that can be set to only work only on selected, individual objects

    (2) shadows that are or are not cast by objects (and cast on only selected objects)

    (3) simple copy and paste of any 3d object in the scene

     

    1) I believe this can be done; hopefully Richard will stop by and tell me I'm wrong, or explain how.

    2) Not sure if there is something for this or not, but know Iray can do something with shadows - Richard needed again.

    3) Edit > Duplicate > Duplicate Node Hierarchies works very well (obviously select item first).

  • Patrick TynerPatrick Tyner Posts: 640
    edited October 2016
    How about we get rid of the controlled content install system and instead leave it up us the customers on putting our content on our drives. The old installer programs that I used when I bought stuff for Poser never seemed to cause the problems that we now seem to have and to link it to your system and locked out from our stuff when the system is down.....these kinds of control issues are the whole reason why I haven't kept 4.9 and use 4.8 instead.
    Post edited by Patrick Tyner on
  • kyoto kidkyoto kid Posts: 41,058

    ...not sure if I already mentoned this, but provide a way to select an item (clothing, character, etc) and reduce its texture/map resolution in the scene being worked on instead of having to do so in a separate 2D programme to help reduce render load/times.

  • How about we get rid of the controlled content install system and instead leave it up us the customers on putting our content on our drives. The old installer programs that I used when I bought stuff for Poser never seemed to cause the problems that we now seem to have and to link it to your system and locked out from our stuff when the system is down.....these kinds of control issues are the whole reason why I haven't kept 4.9 and use 4.8 instead.

    You don't need to use either Connect or DIM; you can, and some folks do, simply download and unzip the files and place them manually in whatever folder you use for your files. It's also the way you would install content from other stores.

  • kyoto kidkyoto kid Posts: 41,058

    ...part of the reason I am only dealing with the Beta releases and still doing my primary work in 4.8 (so yeah, I don't have a working SSS in Iray).

    I still like to be able to use content in Carrara an Bryce as with DRM I'm stuck with new stuff only being useable in Daz Studio.

  • 3dbug said:

    (1) lights that can be set to only work only on selected, individual objects

    Possible using the AoA Advanced lights in 3delight, or using Light Path Expressions in Iray (that requires using the Canvasses tab under the Advanced tab in the Render Settings pane)

    3dbug said:

    (2) shadows that are or are not cast by objects (and cast on only selected objects)

    Basic shadow-casting in 3Delight is already an object level setting, and it is also available in Interactive mode for iray but not for Photoreal mode. Selective sahdow reception is possible in 3Delight with the AoA lights and some surface shaders, I'm not sure if it's possible with Light Path Expressions in Iray

    3dbug said:

    (3) simple copy and paste of any 3d object in the scene

    As noted above, the Edit>Duplicate sub menu

  • JQPJQP Posts: 511
    A way to rename and sort figure morphs (and controls, etc.) that actually works. I've never been able to save my changes in a way that works, gave up after much trying. Which is really bad, given how badly they're sorted by default. [paragraph break was here] A parameters (etc) search field that works properly. Given how badly morphs (etc) are sorted and named, the search field becomes the only real way to find them, and it doesn't work right. If you let the cursor drift (this happens when you release your mouse to type) a little, and it hovers over the wrong thing, bye-bye, search field focus. Daz Studio is the only application I've ever had this problem with. Every other app keeps focus until you CLICK on something else.
  • JQPJQP Posts: 511
    Content search that actually reads duf format properly, and lets me filter results by type.
  • JQPJQP Posts: 511
    Content library that works like Advanced Library for Poser. Everything about it is better than DS' library, starting with the fact that it's a separate process (and allows multiple instances). The only thing wrong with AL is that the author stopped updating it years ago, so it hasn't kept up with new file types. And it's still way better than DS' library.
  • JQPJQP Posts: 511
    "Amen. I'd love to see this too. As a Vue user, I've come to think of it as basic (as well as simple copy and paste of 3d objects in the scene)." It is basic.
  • JQP said:
    A way to rename and sort figure morphs (and controls, etc.) that actually works. I've never been able to save my changes in a way that works, gave up after much trying. Which is really bad, given how badly they're sorted by default. [paragraph break was here] A parameters (etc) search field that works properly. Given how badly morphs (etc) are sorted and named, the search field becomes the only real way to find them, and it doesn't work right. If you let the cursor drift (this happens when you release your mouse to type) a little, and it hovers over the wrong thing, bye-bye, search field focus. Daz Studio is the only application I've ever had this problem with. Every other app keeps focus until you CLICK on something else.

    Rename or relabel? Renaming will break existing presets and may cuase errors, relabelling should be saved with the scene or you can resave the asset (but of course any update will then revert the labelling). Moprhs are sorted alphabetically within their groups - if you find the listing confusing try disabling Show sub-items at bottom right, that will limit you to showing only the morphs, in alphabeitcal order, from the currently selected group.

    The focus issue is annoying - I have learnt to conciously move the pointer to a safe area such as a tool bar (the defocus happens when the pointer strays over another slider, casuing the UI to draw that and so give it focus).

  • JeremyDJeremyD Posts: 265

    Not sure the technical term for this, but a way to simplify all the geometry in your scene as your working. Just as a preview, not a final render. Lately I've been building more complicated scenery and it gets to a point when I pan or navigate, or move an object around, the whole scene lags. I do shut things off and that helps, but it'd be nice if you could simplify everything in one shot and then revert it back to normal.

     

  • How about we get rid of the controlled content install system and instead leave it up us the customers on putting our content on our drives. The old installer programs that I used when I bought stuff for Poser never seemed to cause the problems that we now seem to have and to link it to your system and locked out from our stuff when the system is down.....these kinds of control issues are the whole reason why I haven't kept 4.9 and use 4.8 instead.

    You don't need to use either Connect or DIM; you can, and some folks do, simply download and unzip the files and place them manually in whatever folder you use for your files. It's also the way you would install content from other stores.

    So how do you turn off all of the connecting tethers in the software?

  • How about we get rid of the controlled content install system and instead leave it up us the customers on putting our content on our drives. The old installer programs that I used when I bought stuff for Poser never seemed to cause the problems that we now seem to have and to link it to your system and locked out from our stuff when the system is down.....these kinds of control issues are the whole reason why I haven't kept 4.9 and use 4.8 instead.

    You don't need to use either Connect or DIM; you can, and some folks do, simply download and unzip the files and place them manually in whatever folder you use for your files. It's also the way you would install content from other stores.

    So how do you turn off all of the connecting tethers in the software?

    I never logged into DAZ Connect when I installed 4.9, and told it I didn't want to see the login dialog again, if that's what you meant. Whether or not you use DIM, you can tell DAZ Studio where to find your content, just like you could in older version before it was available to install things for you. As for the database stuff, I installed it, but don't use smart content all that often, since it's faster for me to use the content library like I've always done.

Sign In or Register to comment.