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I think animated texture features are depending on the design of the shader, not so much DS, but the save issue is definitely DS related:) Haven't tested the AoA shaders for a while but IIRC they are animatable out of the box. Also aweSurface that I use is totally animatable without having to use scripts. The save issue still exists though. I think there is a (tedious) workaround for the save issue, it involves saving shader presets for every frame and using puppeteer, so if that mat save script works, it looks like the easiest way out IMHO.
scripts can be run by double-click in the content pane/drag-and-drop/making them custom actions
I was discussing the topic of people not wanting to do post production outside of DAZ studio on Facebook and actually realised a way you might be able to do this in DAZ studio without any other software and remain a purist.
You can animate the scale of objects
you can create primitive spheres that are ghost lights
you can add emissions to match your lights on those spheres with zero cutout opacity and scale them from zero to the desired size to emit light along the timeline
@Wendy
Great seems you found another workaround to animate emissive lights never thought of scaling to control the light intensety. Especialy interesting is the idea of using it with a cutout opacity. So you made half of the ghost light sphere not emitting light, do you have a render available?
Sorry somehow I got confused by some scripts that seems to do nothing with double-click in the content library, that may be the case if nothing was selected and the script dosn't show any warning.
I usualy run scripts as custom actions from the main menu. I never used drag and drop for loading content or running scripts. This got me thinking of the question can a script that was droped into the viewport detect which item in the scene was under the cursor as you released the mousebutton? Or does the script always have to work with the "primary selection" that is currently selected in the scene hierarchy?
I still try to get my head around that concept of post-load scripts. It seems to offer solutions for all kinds of use cases when you want to link property sliders of different scene items, while the ERC-Freeze links you may have tried before don't get saved into the scene file.
The post-load scripts also support material / shader properties to get linked to a "proxy". Maybe I will try to animate a few shader settings with a bunch of "proxy" null nodes named by the shader settings they should control, added somewhere parented to a group in my scene, then maybe also adding a plane with a grid texture. Then making the plane unselectable, define some limits for the null nodes translations, locking one translation axis so they stick to the planes x/y coordinates and dimension. With this you would get an animateable x/y slider, with the nulls as indicator and manipulator of the current shader values, just sitting there in your 3D scene. You could even parent the whole x/y slider group to the item that it controls and turn it to be invisible in render. This would be an easy to understand demonstration scene of the scripting features. I may try to get that working with the help of those Post-Load Material script examples if I find the time.
I suggested using scale in my first post, still think that's easiest to handle;)
Well I have not actually tried it yet and sorry Sven overlooked the second part of your post but yes it makes sense if the OP only wishes to use DAZ studio
I read over this thread I have a question that has not been mentioned . my question is do you save your final render of your animations in AVI or .PNG image series?
I like to save in AVI when possible for reasons of film editing is quicker.. but when it comes to adding in light atmospheric effects and other types of FX in a iray rendered animation. i found it quicker and easier to just save in PNG, series and go back and post work in the effects i need into each frame as needed. it gives you much better results and you can add tons fx to the png's & fix any errors you might have got during rendering, then drop the whole series of images into the film editor. most film editors other than windows movie maker can import image series..and if you want to take it a step father and you have adobe after effects for post work. you'll find all the big animation studio like Pixar and dreamworks create films as i described.