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According to a Daz forum mod, those twist bones are the way that "everyone else" handles limb twists.
I personally ,was never able to discover who that "everyone else" actually was.
Alot of that "massive list of assets that deform" are sexy female clothing with ridiculous 4K textures
and premade Characters embellished with Daz JCM/HD morphs that cannot effectively "leave the holodeck" of Daz studio to be leveraged in other program environments.
We both know that Triple A game companies Like Epic or Activision/Blizzard will never use canned figures and content for any of their titles.
And an indie Game developer is likely a male wanting tough guy armors and weapons etc
( see Overwatch,Fortnite), not endless pretty, young white girls in sparkely underwear.
Remember "Morph3D/Morph ID?? now rebranded( yet again) as "Tafi3D" .. or something.
I see very little evidence that G8 has made any more headway with the indie game dev community than its predecesors .
Indeed Daz content is quite useful for single operators Like you and Myself with linear ,unidirectional pipelines
who likely can find specifc library content as matter of rote memorization,
However the Daz studio content management system makes using Daz studio in large team animated film productions a non starter for multiple operators needing to access the same assests residing on a central server,
as is done in every Major CG studio.
Just look at the Squiffy/Mason handshake, work arounds required to run two different full release versions of Daz studio on one workstation and have the content/plugins/categories functioning properly.
A minor one and probably quite easy to fix. Log file tells you render time in hours, minutes and seconds, instead of just seconds. I need to keep Googling for the conversion into a comprehensible time.
Or I could-
I do not want new features!
I want the current features fixed and documented.
I think the lack of documentation helps sell tutorials.
/tinfoilhat
To be fair here are a fair number of free videos provided by Daz and users available and the lack of a well-maintained wiki encourages peer-support activity, and that social activity increases engagement. Engagement increases sales. So, on the whole, I can see why things are fine the way they are. It also reminds me of Diablo II era. The games mechanics were initially poorly documented, and that led players to test every minute aspect of the game out for themselves, and that mystery helped maintain interest in the game for a lot of people.
... and I would actually pay cash for it; well, at this stage store credit, but of the times I'd make a non-giftcard purchase from Daz store, this is it.
I loathe video tutorials. I want something I can read, print off and have next to my monitor so the sole space is devoted to DS. Videos are long winded, slow to get to the point and hopelessly linear. With proper written stuff you can skip straight to the point you're unsure about and don't have to wade through uninteresting stuff so you can get to what you need. Video is virtually impossible to flick though to get a sense if it's useful. In propper documentation, it's easy to skip back and forth as you need. Not in video. When was the last video tutorial you saw with an index? I've never seen one, but most documentation has one.
And one further thing against video.. How often have you endured videos where the voice over is so irritating that you just want to scream? Or their accent is one you just can't understand (and neither can the YouTube auto subtitle, so that feeds you complete gibberish through your eyes while you're hearing nonsense too)? Or the voice has such a whine you just need to throttle the owner of that voice because their existence is an affront to humanity? Or the video were the tutorial waffles for ages about the simplest stuff, and then is through what you're interested in in a sentence and then it's all gone without any actual explanation after all. Gaaah!
Proper documentation is to be preferred to videos. Faster, more to the point and more condensed info. The disadvantage is that it takes proper thought to compile.
Regards,
Richard.
etc
I'd like to see Hexagon and Daz Studio more tightly integrated with each other, particularly on navigation functionality.
The number of times I've been working in Hexagon, then send something back to Daz and then wonder why the up/down/left/right arrows and + and - keys aren't zooming or manipulating my viewport... at which point I realize I need to use the viewport icons for Studio...
If Hexagon could be integrated directly into Daz Studio, that'd be pretty cool, and wouldn't require a bridge at that point, but that's probably asking for too much.
I remember back in the day that when you got software it came in a BIG box and could weigh 10 Lbs. or so due to the documentation especially if it was from from Boreland
Morph Brush! Morph Brush! Morph Brush! Hexagon just doesn't do it for me! Using something like Poser's morph brush IN Daz - now that's the ticket!
............... ⬆ this ⬆
I don't disagree about written documentation being a good thing. I was just watching a bad tutorial, not naming names, but it did come with a list of time stamps and PDF documentation. Anyway, documentation takes a lot of money to compile, and even more to maintain. The old days were a time when we'd be using dBase3 for a long time before dBase4 came out. End of May I started using DS 4.10 and now I'm using 4.12. It's really expensive to keep up with that. Personally, I'd rather that money be spent on development because it's really easy for software companies to get left behind.
I'd like to see free surface liquid simulation (i.e pouring water, oozing slime, etc.).
This is tech that is perfectly made for Daz! Imagine snagging a video from youtube, building mocap info from it, and animating your favorite character within Daz Studio, THIS is what I would love to see in Daz studio 5!
Also this:
Edited to add that for the rare gems (In my sig) that know what they're doing video tuts can work well, it's just that 90% of them are meandering mumbling droning...
What I would like to see. Where you can select a material on an object, and when it intersects with another mesh it cuts it at the path it is animated in. With an option for adding texture to the inside of the mesh where the object cutted it.
Example: Butter prop, with green slime texture that isn't visable, knife prop cuts through creating a cut in the original butter prop, where both sides of the cut area now show a green slime texture in the place of an end.
When you go in Wings and hole an object then select the edge loop and connect the vertices it forms a end to the holed mesh, something like this as an object cuts another prop.
I'd pay cash, throw in my first born, and pledge the next one as well.
Another kindred soul. Lots of affection for Borland. Back in the day I bought the complete set of OS/2 systems programming documentation and it was 50lbs of books if it was an ounce...
At least
The manual for Quattro Pro weighed in at a little over8 lbs
I'd like the ability to install a product then to flag each subcomponent so that it would show up in a predetermined categories for example an apartment with food props, I’d like to be able to flag the individual props within the product folder and have them appear in a food folder. Since daz’s search pretty much sucks it would be nice to categorize stuff where I can find it easier. It is frustating to have tons of props that are included in sets, and not be able to use them, unless I recall the specific set, and product name.
Many, many years ago (1999) I got hold of Borland C++ Builder 4. The documentation allowed me to teach myself C++, slowly, but I got there. I now have its successor, Embarcadero C++ Builder 10.2. Unfortunately Embarcadero's attitude to documentation is similar to DAZ's - it's not a priority, not even a low one. However, I still have the safety net of all the old C++ Builder 4 help files which almost always cover the hole in the Embarcadero help file that says 'Embarcadero has no information about this topic'. I wish there was a similar fall-back with DS.
Regards,
Richard.
...I still have a couple of versions of Poser that come in a box with a thick manual.
Video tutorials do little for me as I have a terrible retention with them due to short term memory issues. Like richardandtracy_e725004c1a mentions, it is so much simpler to have a PDF on the second display "opened" to the page which deals with what I'm working rather than having to keep stopping backing up and replaying the related part of a video tutorial over, and over, and over again. I also agree that many video tuts I've seen have been very poorly produced and narrated which doesn't help the situation.
Good, concise, and clear, technical writing seems to have become a lost art these days.
+1
+2
I create my own custom categorizations within Studio for this. The only time I go to the default content tree is to find something after it's installed to categorize it, or if I create something (which I then categorize as well), or if I can't remember the textures that go with an item (I use the "find in mapped folder function" for that). I guess you're asking them to do the categorization automatically somehow?
Yes, Visual Basic for C++ programmers :) I have no idea why it didn't catch on when, like everything else Borland, it was so well designed and the alternative was MFC.
No, I just want it to be easier. Even when you categorize something it isn't searchable because the naming system is not alway accurate.
Say there is a plate of food prop you want to remember to use later. But it is called table Item 1. I would like to be able to labelt it: food, so it goes in a category so when I search for food it comes up. It is okay to manually categorize. I do that already, but the search sucks. It won't automatically pull up table item 1, if I don't use the specific term.
I'd like DAZ Studio 5 to work with Apple's next operating OS, Catalina, which seems to be dropping Open CL and Open GL in favor of Metal. Or, for that matter, I'd like that to be the case with the next versions of DS, 4.12, and 4.x, until we get to version 5.
I'd like to be able to render with a camera beneath the ground level, if there is no prop or ground visible. I know I can raise characters and objects above the ground and put a camera beneath, but I'd still like the option to render without doing that.
You can - turn 'draw ground' to 'off' in Iray render settings (under 'Environment' tab near the bottom) (in 3DL there's no need for this step as it doesn't have a default ground plane)