FIXED: Duplicate errors & problems copying pose/shapes of primatives- log file....

Serene NightSerene Night Posts: 17,647

I've worked hard on a file to make a nice tentacle, with a sheath for a character's arm. The tentacle is an easypose prop from another store, and I used a primitive to make a sheath for it, the torus. I parented the tentacle to a sphere I made invisible, and the torus to the tentacle locking it in place. IT looks good all skinned up, but I have 2 problems.

1. I can't seem to clone items shapes and poses like I do in the previous version of Daz. It seems not to copy the shape of the primitive, necessitating manual resizing. This seems quite arduous. Am I missing a trick to it? Has something changed? Even when I copy a pose it doesn't seem to put the duplicate in the same position, necessitating me to manually drag it into place.

2. After working hard on my file, it now throws a duplicate error whenever I open it. How do I troubleshoot the duplicate error issue?

It seems to have to do with the new primatives I have added to the scene, but I can't think why. They are basicly just small tubes, but they were a pain to put in....

Previously to solve this I'd just make a new figure, copy the pose and props, and save and get rid of the duplicate error. But due to the fact the copying the poses of these items doesn't seem to take, I'm at a loss on how to fix it.

Here's my log file


*** Scene Cleared ***
DEBUG: End DAZ Studio to Hexagon Bridge log...
--------------- DAZ Studio 4.6.0.18 exited ------------------
~
+++++++++++++++ DAZ Studio 4.6.0.18 starting +++++++++++++++++
Platform bits: 64
Qt Version: 4.8.4
Running on Windows 7, Build 7601, Service Pack 1
CPU Information:
CPU String: GenuineIntel
CPU Brand String: Intel(R) Core(TM) i7-2760QM CPU @ 2.40GHz
Cache Line Size = 64
L2 Associativity = 6
Cache Size = 256
Stepping ID = 7
Model = 10
Family = 6
Extended model = 2
CLFLUSH cache line size = 64
APIC Physical ID = 6
Supported CPU Features:
SSE3 New Instructions
MONITOR/MWAIT
CPL Qualified Debug Store
Thermal Monitor 2
x87 FPU On Chip
Virtual-8086 Mode Enhancement
Debugging Extensions
Page Size Extensions
Time Stamp Counter
RDMSR and WRMSR Support
Physical Address Extensions
Machine Check Exception
CMPXCHG8B Instruction
APIC On Chip
SYSENTER and SYSEXIT
Memory Type Range Registers
PTE Global Bit
Machine Check Architecture
Conditional Move/Compare Instruction
Page Attribute Table
Page Size Extension
CFLUSH Extension
Debug Store
Thermal Monitor and Clock Ctrl
MMX Technology
FXSAVE/FXRSTOR
SSE Extensions
SSE2 Extensions
Self Snoop
Hyper-threading Technology
Thermal Monitor
Pend. Brk. EN.
Physical Memory:
Total: 15.9 GB (17134796800)
Avail: 12.8 GB (13812137984)
Virtual Memory:
Total: 7.9 TB (8796092891136)
Avail: 7.9 TB (8795886333952)
Current Memory Usage: 19%
Current DateTime:
Loc: Mon Jul 15 16:52:26 2013
UTC: Mon Jul 15 23:52:26 2013
Temp Data:
Location = C:/Users/Avataryx/AppData/Roaming/DAZ 3D/Studio4/temp
Disk Total: 698.5 GB (750048505856)
Disk Avail: 424.2 GB (455564988416)
Locale: en_US
No translator found.
Reading style definition C:/DAZ 3D/resources/style/Main Street.style
Creating managers
Reading help index
Reading help file C:/DAZ 3D/docs/DAZ Studio/DAZStudioHelp.dsx
Reading help file C:/DAZ 3D/docs/inlinehelp.dsx
Scanning import folders
Scanning content folders
Using GLEW 1.9.0
Supported OpenGL extensions:
GL_AMD_multi_draw_indirect
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_compute_shader
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access : NOT INITIALIZED
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats : NOT INITIALIZED
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod : NOT INITIALIZED
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage : NOT INITIALIZED
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback2 : NOT INITIALIZED
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_import_sync_object : NOT INITIALIZED
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_debug
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_compute_program5 : NOT INITIALIZED
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_draw_texture : NOT INITIALIZED
GL_NV_ES1_1_compatibility : NOT INITIALIZED
GL_NV_explicit_multisample
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_gpu_program4_1 : NOT INITIALIZED
GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended : NOT INITIALIZED
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float : NOT INITIALIZED
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_shader_atomic_counters : NOT INITIALIZED
GL_NV_shader_atomic_float
GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object : NOT INITIALIZED
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NV_video_capture
GL_NVX_conditional_render : NOT INITIALIZED
GL_NVX_gpu_memory_info
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control : NOT INITIALIZED

WGL_ARB_buffer_region
WGL_ARB_create_context
WGL_ARB_create_context_profile
WGL_ARB_create_context_robustness
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_create_context_es_profile
WGL_EXT_create_context_es2_profile
WGL_EXT_extensions_string
WGL_EXT_framebuffer_sRGB
WGL_EXT_pixel_format_packed_float
WGL_EXT_swap_control
WGL_EXT_swap_control_tear
WGL_NVX_DX_interop
WGL_NV_DX_interop
WGL_NV_DX_interop2
WGL_NV_copy_image
WGL_NV_delay_before_swap
WGL_NV_float_buffer
WGL_NV_gpu_affinity
WGL_NV_multisample_coverage
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle
WGL_NV_swap_group
WGL_NV_video_capture
: NOT INITIALIZED
OpenGL features for current hardware:
OpenGL provider: NVIDIA Corporation
OpenGL renderer: Quadro 3000M/PCIe/SSE2
OpenGL version: 4.3.0
Maximum number of lights: 8
Number of auxiliary buffers: 4
Number of texture units: 4
Depth buffer bit resolution: 24
Maximum OpenGL texture size: 16384 x 16384
Current OpenGL Texture Quality Setting: Good Performance
RGBA color bitplane resolutions: 8 8 8 0
GLSL version: 4.30 NVIDIA via Cg compiler
Shadow mapping supported
VBO supported
*** Scene Cleared ***
Loading plug-ins:
aniMate2.dll
dazscriptide.dll
dz3dconnexion.dll
dz3dmouse.dll
dzalignace.dll
dzassetiofilters.dll
dzautofit.dll
dzautoriggerbasic.dll
dzautoshaderbakeractions.dll
dzbrycebridge.dll
dzbvh.dll
dzcolladax.dll
dzcomponents.dll
dzcontentdbeditor.dll
dzcontentlibrarypane.dll
dzcr2exporter.dll
dzcustomizedlg.dll
dzdelightrenderer.dll
dzdformeditor.dll
dzeasyloader.dll
dzexpexporter.dll
dzfbxexporter.dll
dzfbximporter.dll
dzfiguresetup.dll
dzhexagonbridge.dll
dzimageio.dll
dzjointeditor.dll
dzlayerededitor.dll
dzlayerfilter.dll
dzmanualshaderbaker.dll
dzmaptransfer.dll
dzmorphfollower.dll
dzmorphloader.dll
dzmorphloaderpro.dll
dzobjexporter.dll
dzoptitexclothbasic.dll
dzpolygongroupeditortool.dll
dzprimitives.dll
dzpropertyeditor.dll
dzpuppeteer.dll
dzpz3importer.dll
dzrenderedit.dll
dzrenderlibrary.dll
dzrslshadercompiler.dll
dzsavefilters.dll
dzscriptedrenderer.dll
dzscriptedsteps.dll
dzshaderbaker.dll
dzshaderbuilder.dll
dzshadereditor.dll
dzshadermixerbase.dll
dzshadermixergui.dll
dzsmartcontentpane.dll
dzspotrendertool.dll
dztextureatlas.dll
dztransferutility.dll
dzu3dexporter.dll
dzweightmapbrush.dll
dzwinvideo.dll
lamhPlugin.64.dll
sdk_sceneinfopane.dll
dzpowerpose.dll
WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
Total class factories: 1230
WARNING: 3DConnexion Plug-in Error: Could not create Device, CoCreateInstance failed
3D mouse support library could not be loaded.
Creating interface
Successfully created OpenGL viewport for Viewport1.
Successfully created OpenGL viewport for Viewport2.
Successfully created OpenGL viewport for Viewport3.
Successfully created OpenGL viewport for Viewport4.
WARNING: QFile::flush: No file engine. Is IODevice open?
WARNING: QFile::flush: No file engine. Is IODevice open?
Executing startup script...
Started in: C:/DAZ 3D
DAZ Studio Started
Creating Pixel Buffer
Pixel buffer - Width: 1024 Height: 1024
Compiling OpenGL Shader...
Fragment Shader:
Fragment Shader compiled successfully.
Linking Shader:
Fragment info
-------------
0(29) : warning C7050: "_rgb" might be used before being initialized
Shader Program successfully linked.

Loading Startup Scene : C:\Users\Avataryx\Desktop\resave1.duf
Duplicate id "default-14" found in file "/C:\Users\Avataryx\Desktop\resave1.duf"
Duplicate id "default-15" found in file "/C:\Users\Avataryx\Desktop\resave1.duf"
*** Scene Cleared ***
File loaded in 0 min 41.7 sec.
Loaded file: resave1.duf
Loaded Morph Deltas in 0 min 0.0 sec.
Loaded file: PBMBreastsSmall.dsf
Loaded Morph Deltas in 0 min 0.0 sec.
Loaded file: FHMVictoria6Head.dsf
Loaded Morph Deltas in 0 min 0.0 sec.
Loaded file: FBMVictoria6Body.dsf
Loaded Morph Deltas in 0 min 0.0 sec.
Loaded file: PBMBreastsGone.dsf
Loaded Morph Deltas in 0 min 0.0 sec.
Loaded file: FBMThin.dsf
Loaded Morph Deltas in 0 min 0.1 sec.
Loaded file: FBMHeight.dsf
Loaded Morph Deltas in 0 min 0.0 sec.
Loaded file: PBMNavel.dsf
Loaded image Connie Torso Hair.jpg
Loaded image Connie Innermouth.jpg
Loaded image Connie Limbs.jpg
Loaded image Connie Torso Bald.jpg
Loaded image Connie Eyes 01.jpg
Loaded image Connie Face Bald.jpg
Loaded image Connie Eyes 09.jpg
Loaded image Connie Face Hair.jpg
Loaded image connie.jpg
Loaded image B25SBPantsPF.jpg
Loaded image ConnieLashes.jpg
Loaded image Connie Eyes Ref 01.jpg
Compiled C:/Users/Avataryx/AppData/Roaming/DAZ 3D/Studio4/shaders/brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Displacement.sdl...
stdin: in function shader_Displacementstdin:437: WARNING: 'calculatenormal' function may have unexpected results since 'Pbp' in parameter number 1 is defined in a varying conditionstdin: in function dzNormalMapstdin:357: WARNING: variable 'dPdu' should be declared as 'extern'stdin:357: WARNING: variable 'dPdv' should be declared as 'extern'stdin:362: WARNING: variable 'dPdu' should be declared as 'extern'stdin:362: WARNING: variable 'dPdv' should be declared as 'extern'stdin: in function shader_Displacementstdin:453: WARNING: 'calculatenormal' function may have unexpected results since 'Pbp' in parameter number 1 is defined in a varying condition
Compiled C:/Users/Avataryx/AppData/Roaming/DAZ 3D/Studio4/shaders/brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface.sdl...
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/1. Color/3. Limbs/Connie Limbs.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/6. Transmap/Connie Eyes Ref 01.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/2. Bump/3. Limbs/Connie Limbs Bump.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/3. Spec/3. Limbs/Connie Limbs Spec.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/1. Color/1. Face/1. Hair/Connie Face Hair.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/2. Bump/1. Face/1. Hair/Connie Face Hair Bump.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/1. Color/5. Eyes/Connie Eyes 01.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/3. Spec/1. Face/1. Hair/Connie Face Hair Spec.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/1. Color/5. Eyes/Connie Eyes 09.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/2. Bump/4. Innermouth/Connie Innermouth Bump.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/1. Color/4. Innermouth/Connie Innermouth.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/3. Spec/4. Innermouth/Connie Innermouth Spec.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/2. Bump/1. Face/2. Bald/Connie Face Bald Bump.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/1. Color/1. Face/2. Bald/Connie Face Bald.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/3. Spec/1. Face/2. Bald/Connie Face Bald Spec.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/1. Color/2. Torso/2. Bald/Connie Torso Bald.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/2. Bump/2. Torso/2. Bald/Connie Torso Bald Bump.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/3. Spec/2. Torso/2. Bald/Connie Torso Bald Spec.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/2. Bump/2. Torso/1. Hair/Connie Torso Hair Bump.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/1. Color/2. Torso/1. Hair/Connie Torso Hair.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/6. Transmap/ConnieLashes.jpg
Ran tdlmake on image C:/Users/Avataryx/Documents/Backup Sime tents10-15/connie.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/B25SB/B25SBPantsPF.jpg
Ran tdlmake on image C:/DAZ 3D/Studio/My Library/Runtime/textures/JSGraphics/Connie/3. Spec/2. Torso/1. Hair/Connie Torso Hair Spec.jpg

image.jpg
852 x 852 - 50K
Post edited by Serene Night on

Comments

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited July 2013

    For the first question, select the item you want to copy from in the scene tab- hit ctrl+c, now select the item you want to copy to and hit ctrl-v. This will copy the translation, scale, and rotation of the object. It will also copy dials under Currently Used on the one you're copying from. If you used a pose preset (ie an actual pose, like sitting or something), which doesn't add in any dials, that will not be transferred.

    /edit
    Added before/after images to better demonstrate.

    After.jpg
    1920 x 1050 - 471K
    Before.jpg
    1920 x 1050 - 500K
    Post edited by Lissa_xyz on
  • Serene NightSerene Night Posts: 17,647
    edited December 1969

    Vaskania said:
    For the first question, select the item you want to copy from in the scene tab- hit ctrl+c, now select the item you want to copy to and hit ctrl-v. This will copy the translation, scale, and rotation of the object. It will also copy dials under Currently Used on the one you're copying from. If you used a pose preset (ie an actual pose, like sitting or something), which doesn't add in any dials, that will not be transferred.

    /edit
    Added before/after images to better demonstrate.

    Thanks Vaskania! That was very helpful. You are always quite helpful. =-)

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited July 2013

    You can thank Szark for the copy/paste from the scene tab. I didn't know you could do that until yesterday when banging our collective head through a wall in another thread regarding lights. LOL

    Post edited by Lissa_xyz on
  • Serene NightSerene Night Posts: 17,647
    edited December 1969

    I fixed the problem, by using an older file that I had without the error, and duplicating the tentacles and nodes onto It by using the damaged one as a template.

    The problem with posing was an odd one. For some reason until the item was parented, it would not paste the pose correctly, but was putting the tentacle off in a different location. Once I parented the duplicate to the forearm, it parented exactly.

    Never figured out the duplicate error, but saving the new file, eliminated it.

    Thanks everyone for the help.

Sign In or Register to comment.