Adding to Cart…
![](/static/images/logo/daz-logo-main.png)
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
I started using CrossDresser as a newbie. Nothing too hard to me as its mostly Point-N-Click. I would think Autofit is just as complicated, but again, thats just me. Also the folks at Evilinnocence offer excellent and timely support when needed. I havent had any issues with XD especially since the newest release.
But to each their own. Just offering options.
-MJ
...I've often had issues with "spikes" and distortion with pose/morph following.
I occassionally had those issues with XD3, but they were easily fixed with DS Figure Setup Tools. But with XD4, I havent experienced that yet.
-MJ
Thank you soooo much for your input MJ! And I'm learning a lot from the conversations between you and Kyoto. Both of you have provided such wonderful input.
I definitely have a lot to think about.
One important item you mentioned, which I think I saw in another post, was the load or run time with the Genesis Sadie versus the Toon Girl Sadie. Yes, that will be a very important deciding factor to me...and with that consideration, I may need to go with the Toon Sadie. I will have up to five toons (maybe more) in my scenes, depending on the story. As I've learned today, there are low-rez figures I can use for background people/fill. Is it possible to create a pose form a high-rez toon and re-save it as a low-rez toon, then stick it in a scene? Not sure how that works.
*Arial squees with delight* OMG I'm learning so much and getting closer to my goal. I know this is a lot of information and, realistically, I don't see me buying anything for a couple of weeks. I still have to map everything out and, as this conversation proves, my choices today may not be valid for tomorrow.
Thank you!!!!
Eternally grateful,
No problem and please, if you have any questions or need any suggestions, please feel free to drop me a pm. I love people that love toons as there are so few of "us", so dont hesitate.
Once again, Good Luck and i'll be looking forward to seeing the progress of your toon project!
-MJ
I need to do some clarifying...
Every time my husband and I talk about DAZ 3D Studio, he keeps talking in terms of making movies and I keep thinking this is a program where you only set up your 3D models and there is LIMITED animation. Can a full movie be created inside DS?
The project I'm working on is for a children's book. I plan on creating scenes, posing characters, setting the lights and camera angle like a photo shoot...and then rendering the image so I can use it as a still picture to go inside of a children's book.
MJ, when you mentioned three characters halting my computer, were you referring to an animated sequence? Or just a still scene? If you're talking motion pictures and this is the primary purpose of DS, then I can see why Bigh thought I was trying to do too much at once. Movies will be MUCH further down the pipe. We'd LOVE to do movies, and I'm excited about that, but...holy bananas! That's definitely too much for me to take in at once. LOL
I got your PM, MJ! Headed over there to answer it.
Thanks again, everyone!
You could do more figures in a scene just by doing layers of renders,and then putting them together in a paint program .......
No, I was only thinking still scenes since you referenced doing stills for a book. And from my understanding, rendering 3-4 Genesis figures in a scene will bring your machine to a crawl whereas rendering 3-4 Toon Girl Sadie's is a breeze.
But you could also do as Carrie58 suggested and layer scenes of renders. Once again, more than one way to skin a cat.
-MJ
How many character you can fit in a scene is largely dependent upon how much available RAM your computer has, as well as your Graphics card. My computer only has 2 GB of RAM (and that's it maximum capacity too, I can't upgrade it anymore than that) and I can get typically up to five Genesis figures without too much trouble. While I was still using 4.0 I could get up to six or sometimes seven before having problems. The only time I have trouble with three or more is if my environment is extremely resource-intensive and using a lot of poseable scenery figures including buildings with a lot of moving doors and windows, and morphable ground planes (such as my shinobi character's family estate, which is built on a huge full sized 600 meter tall mountain with multiple buildings, gardens, walls, gates, waterfalls, Koi ponds, the works; it's huge). One trick to getting more characters in a scene is to export some of them as object files after clothing and posing them, then replacing those figures with the new object versions. This saves memory.The only downside is you can't change their poses or morphs after doing this. Typically though, if you have the RAM, you shouldn't have too much trouble placing multiple Genesis characters in your scene.
There's no real need to export them just create instances of them but again they can't be altered
I have 8GB ram and not a very powerful graphics card, I can get between 4-6 genesis in the scene before DS starts lagging, the number depends on the clothing the textures and the scenery.
If I want to build a large scene I render in layers, I've got just over 60 genesis (I think) in one image using this method.
It is true that you can make animations with DAZ studio as well. I think you would need a special plugin for that though. I do not make animations, so I cannot say more about it, yet I think you can do only simple animations with DAZ studio, no "big movies".
I believe most people here use DAZ studio to create still images though, just as you are planing to do. Most of us are just hobbyists who only make pictures with DAZ studio and display them either here or on other sites (like Deviantart etc.) or participate in contests. Some people here use DAZ studio to create comics, some to create book covers. I even saw someone here (forgot the name) who created an illustrated book for children with items by 3DUniverse (did not use Sadie but other figures though).
There's no real need to export them just create instances of them but again they can't be altered
I have 8GB ram and not a very powerful graphics card, I can get between 4-6 genesis in the scene before DS starts lagging, the number depends on the clothing the textures and the scenery.
If I want to build a large scene I render in layers, I've got just over 60 genesis (I think) in one image using this method.The problem with Instances, from my understanding, is that if you remove the original, the Instance goes with it, the same with Geometry Shells. Corrrect me if I'm wrong.
From my experience you can move the instance and resize it independently, but yes if you move or alter the original the instance will alter as well
Yes it makes more sense to do it your way if that's what you're after, Personally I would render in layers that's my preferred workflow.
Instances work best for crowds and background figures
I have my way of doing it and I'll stick to it thanks, I don't have a problem with shadows when I do it, it really depends on knowing how to it.
I have no wish o get into an argument about it so I'll leave the thread.
The 'export/import object' may have worked well with older figures used in older Poser versions, but you don't gain much with Studio. At render time it will make no difference as the polygon count will still be the same. When setting up the scene it can help a little because you don't have the overhead of morphs and rigging, but even there Studio only loads Genesis morphs as they are needed. If you approach scene creation by working on small individual elements of the scene at a time and saving them as Scene Subsets you can compile a fairly complex scene with multiple characters.
A trick for 'toonifying' a Genesis figure is to add the Smoothing Modifier to Genesis, just keep the Smoothing Iterations low and Collision Item to None. By the way it is often the Smoothing Modifier that causes most lag and performance problems with Studio so switch it off on item until ready to render and then make sure all the calculating is done before hitting the render button.
Hey, Tramp Graphics!!!
This was REALLY helpful! I have 8GB of ram, running Windows 7 64-bit OS and I have the AMD Phenom (tm) II X4 840 Processor 3.20GHz. Not sure about my graphics card, but I had someone build my computer so I could easily play Star Wars: The Old Republic with full graphics resolution and I don't have any hiccups...so I think it's a pretty kick-ass graphics card. Sounds like memory won't really be an issue for me based on what you've noted.
However, those tips you mentioned about how to save memory can always help.
Based on what everyone has said here in this thread, my first project isn't going to be that memory intensive. Here are the scenes:
--Kids bedroom with two kids and one pet
--Bathroom with two kids and one pet
--Living room with a knight in armor
--A cross-section of a cave with a dragon and a knight
Those are the scenes and the amount of models going into the scene. I'll be posing them for several shots.
The next project, which I won't even touch until I've done the smaller project above, is going to be a little more intensive as I plan on using a medieval farm, medieval village and the interior of the farm. Between the farm and the village is a forest and a dirt road stretching between them. I'll have no more than 3 people in a scene at a time, though.
Question: Would it be a bad idea to set up the entire village and then plop my characters into the various parts of the village as I need the shots (e.g., I have one scene at the marketplace, one at the town center well and one at the apothecary - all exterior shots)? Or should I just build a small part of the village for each shoot? At this time I don't have plans to use the village for anything else. I did plan on doing an aerial shot (ha ha...or an "Arial" shot...I crack myself up) of the village, forest and farm to establish the whole scene, but it's not REALLY necessary. Just a nice-to-have.
I saw the Sandy Bay village and thought about creating a mystery series for kids, so that complete set-up will probably be used over and over again...that's why I ask about the whole set-up versus doing just the scenes as I need them.
Thanks!!!
I have my way of doing it and I'll stick to it thanks, I don't have a problem with shadows when I do it, it really depends on knowing how to it.
I have no wish o get into an argument about it so I'll leave the thread.
Both of your input is very helpful! This is all still Greek to me, but being a bit of computer geek, I'm picking up most of what you two are layin' down. ;) Thank you thank you thank you for taking the time to expand the discussion! Everything you both have said is very useful. And, as MJ said, there's more than one way to skin a cat. (Poor kitties...such a horrible reference! lol)
Off to answer all the other wonderful comments.
Thanks again!
Thanks for answering that question, Proxima! That's what I thought! If anyone else uses DAZ for making movies, I would love to hear some input...but it really sounds like this is all for still images.
I'm assuming, then, it would be better to build 3D worlds AND film them in different programs? Or could these images created here be exported into the motion picture-type program? Not sure if anyone can answer that question.
Thanks!!
Hey, Tramp Graphics!!!
This was REALLY helpful! I have 8GB of ram, running Windows 7 64-bit OS and I have the AMD Phenom (tm) II X4 840 Processor 3.20GHz. Not sure about my graphics card, but I had someone build my computer so I could easily play Star Wars: The Old Republic with full graphics resolution and I don't have any hiccups...so I think it's a pretty kick-ass graphics card. Sounds like memory won't really be an issue for me based on what you've noted.
However, those tips you mentioned about how to save memory can always help.
Based on what everyone has said here in this thread, my first project isn't going to be that memory intensive. Here are the scenes:
--Kids bedroom with two kids and one pet
--Bathroom with two kids and one pet
--Living room with a knight in armor
--A cross-section of a cave with a dragon and a knight
Those are the scenes and the amount of models going into the scene. I'll be posing them for several shots.
The next project, which I won't even touch until I've done the smaller project above, is going to be a little more intensive as I plan on using a medieval farm, medieval village and the interior of the farm. Between the farm and the village is a forest and a dirt road stretching between them. I'll have no more than 3 people in a scene at a time, though.
Question: Would it be a bad idea to set up the entire village and then plop my characters into the various parts of the village as I need the shots (e.g., I have one scene at the marketplace, one at the town center well and one at the apothecary - all exterior shots)? Or should I just build a small part of the village for each shoot? At this time I don't have plans to use the village for anything else. I did plan on doing an aerial shot (ha ha...or an "Arial" shot...I crack myself up) of the village, forest and farm to establish the whole scene, but it's not REALLY necessary. Just a nice-to-have.
I saw the Sandy Bay village and thought about creating a mystery series for kids, so that complete set-up will probably be used over and over again...that's why I ask about the whole set-up versus doing just the scenes as I need them.
Thanks!!!To answer your question, I'd set up the whole village set, so you have everything where you want it, and then turn off what doesn't fit within the camera shot and doesn't cast shadows into the scene as needed. Of course, I'm a glutton for punishment, and that's how I ended up with my massive Kuraiyama Estate scene used in the image attached below. Aside from what you see in the image itself, the set includes a full garden with waterfall to the west at the end of a path through a Shrine gate. The waterfall is fed by a stream coming from a reservoir at the top of the lower summits, Behind the main complex is a Rajoumon gate, and the whole estate is surrounded by a Hei wall with gates and Yaguramons to the East and West, all in an area over 600m x 600m near the top pf a 600m mountain surrounded by a plain over 2km on a side. It's massive, and very resource intensive. I probably went a "little" overboard, but I wanted to get everything in place as a full set.
Gotcha!! Nice scene, by the way!!
DUH! I didn't even think about "turning off" the other layers. And here I am, the Photoshop wiz. LOL! That makes total sense. Kewl!! I'm excited about building a little world and putting my little faeries and people into it! Hee hee! GAWD...I'm such a girl!
Thank you!!
Gotcha!! Nice scene, by the way!!
DUH! I didn't even think about "turning off" the other layers. And here I am, the Photoshop wiz. LOL! That makes total sense. Kewl!! I'm excited about building a little world and putting my little faeries and people into it! Hee hee! GAWD...I'm such a girl!
Thank you!!Well, it's not so much turning off layers as it is turning off figures or objects by turning off the little eye for each unneeded item in the scene tab. Same principle though.
In the story I am working on, initially, I made a HUGE city set comprised of all the places I planned to visit and explore. It was an absolute bear to load. Furthermore, turning off the unnecessary objects for each and every different scene i shot was an even bigger pain.
As a result, I broke my scenes down into smaller sets: Neighborhood1 Set, Neighborhood2 Set, School Set, Trainyard Set, etc. This way, i didnt have to go through building this MASSIVE environment which in retrospect, wasnt really practical at all, and the turning off nightmare is completely avoided.
I think this makes a much cleaner environment and much easier to jump from one scene to the next without so much "cleaning up your set" each time you want to move from one place to another.
Therefore, using smaller sets is what I would advise.
-MJ
In the story I am working on, initially, I made a HUGE city set comprised of all the places I planned to visit and explore. It was an absolute bear to load. Furthermore, turning off the unnecessary objects for each and every different scene i shot was an even bigger pain.
As a result, I broke my scenes down into smaller sets: Neighborhood1 Set, Neighborhood2 Set, School Set, Trainyard Set, etc. This way, i didnt have to go through building this MASSIVE environment which in retrospect, wasnt really practical at all, and the turning off nightmare is completely avoided.
I think this makes a much cleaner environment and much easier to jump from one scene to the next without so much "cleaning up your set" each time you want to move from one place to another.
Therefore, using smaller sets is what I would advise.
-MJThat only works if there's no chance you'll see other parts of the city or village in the distance. That's why I like building the whole environment when possible. It's definitely a balancing act though.
Gotcha!! Nice scene, by the way!!
DUH! I didn't even think about "turning off" the other layers. And here I am, the Photoshop wiz. LOL! That makes total sense. Kewl!! I'm excited about building a little world and putting my little faeries and people into it! Hee hee! GAWD...I'm such a girl!
Thank you!!Well, it's not so much turning off layers as it is turning off figures or objects by turning off the little eye for each unneeded item in the scene tab. Same principle though.
Right! We're on the same page. ;)
Now, back to using Genesis vs the original Toon Girl Sadie, The character in the image attached below is an "anime style" Genesis character of mine. Though she doesn't use any of the "Toon" characters available in the Daz store, I was able to create that same "anime" look using combinations of various morph sets. These include:
Ramwolf's Morphs for Genesis
Die Tryings 182 Morphs for Genesis
Pin-up Girl Pack
Ghastly's Generic Anime/Manga Head morph for Genesis
Genesis Starter Bundle for Genesis Evolution Head and Body morphs.
All of these morph packages, except for the last, are freebies.
Definitely agree with this. Same principles are used in real film productions. Get the shot, move on to a different setup. Quick and efficient loading times, and quicker renders because computer resources are used more efficiently.
Thanks for answering that question, Proxima! That's what I thought! If anyone else uses DAZ for making movies, I would love to hear some input...but it really sounds like this is all for still images.
I'm assuming, then, it would be better to build 3D worlds AND film them in different programs? Or could these images created here be exported into the motion picture-type program? Not sure if anyone can answer that question.
Thanks!!
you can make a movie using DazStudio - nothing at all to stop you .
I have done many short animation using it .