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@f7eer : Just had a chance to use your script in a scene where the figure was spinning on the Y axis. Works like a charm - thank you. Minor issue with the figure being shifted a little on X & Z but easy to move back into position. However, that might have been because I had some residual animation remaining in the scene - I find clearing the timeline of all previous animation is an ongoing PITA for me.
Glad it works. It does not explicitly set any X or Z position, but it does rotate the skeleton after derotating the hip. This keeps the figure in the same orientation after it's done, but it's not actually what I always want! Sometimes I'd rather it leave the skeleton alone! If you want to leave the skeleton alone, just comment out or delete the 3 lines after the comment "If you want to move the rotation to the skeleton" in the script.
Have anyone had this experience ??
Viewport will stop showing scene in Iray and all I get is a black silhouette of the objects in the scene ??
Also i have to frequently change settings from Iray to textured and back again or I just get a black screen render if rendering in Iray ?? and to top it all the yellow update progress bar ?? keeps trying to update and will not complete so either i get to render with the yellow progress update bar? updating all through my render or I have restart studio Also when changing shaders I get the silhouette or blacked ot view port and the progress bar constantly trying to update the scene and also the black screen render ??
anyone else having any othe the above problems glitches ???
Does anyone have this problem with this latest update?
Before I updated this latest version, I used to able to open Daz3D twice to work on my two projects but now it won't let me open the second program!! Can someone please help me with this situation. Thank you
Only a single instance is now allowed. For more details and how to create additional instances:
https://www.daz3d.com/forums/discussion/comment/5003831/#Comment_5003831
Scroll down to the next post for the uploaded script
Check the bottom of your log file the next time you see this happening. It should have information directly from Iray explaining why it is failing to compile the scene.
Now that you mention it, yes.
I've had this happen twice since moving up to the latest beta 2 days ago. Smoothing stops working all of a sudden on all objects in the scene. Smoothing will be turned on, but it doesn't actually smooth.
If you look at the first image "smoothing error" you can see the back of the King mask is not smoothing against the g8m body.The only way to get it to smooth is to turn on "interactive update" (image 2).
Anyone else have this issue?
I am under the impression that the 4.12.1.117 loads my scenes and subsets slower than the previous versions... is it my imagination?
I've experienced some cases where smoothing is on, but it is not smoothing, too. I haven't pinned it down enough to get a repeatable step by step scenario that I can bug report.
Yeah, I'm not sure what's causing it either. I had to actually reboot the computer to get it working again as closing Daz and reopening it was not fixing it. I still have the previous 4.12 non-beta version installed and not having any issues with that.
Alright thank you for your help. I have one more question, I tried to opened the second one but it looks like on the second is like the default setting not my setting like I did on the original. How can I fixed it to make it looked like my original setting?
What original setting? There is an option to copy the settings in the script, as well as to clean the instance upon exit. Perhaps the clean option was enabled when you created the instance?
Custom morphs are not animated.
1. Create morph in ZBrush
2. Animate it on the timeline.
3. Save the scene
4. Close and reopen Daz3d
Animation keys are missing from the timeline
fwiw, a recent 4.12.x change unsets the 'H' (hidden) keys setting on scenes when they are reloaded. You may have to re-set that each time you start DS/load a scene.
Also note that scene frame-counts and the like have been really wonky after reloadeding in recent releases too, but I haven't updated my system lately (last general rls, and I've played with some interim betas which didn't fix any of the animation stuff I use), as I'm really trying to get some work done - however crippled my animations tools are becoming w each update...
urg,
--ms
Pretty much the same for me. Something seems off and not very satisfying.
Any chance to get the previous version back? Or do i have to uninstall / reinstall the whole package?
Thank you so much for your help. I got to work now. Even though I'm little disappointed with this update, I'm little excited about this one because now I can render my files faster than before even with almost 5 characters including a building scene. Thanks again, hope you stay safe and have wonderful day.
This creates enormous problems. If the animation fails in the middle of rendering. The app will close. And I will have to render all the animation again. Because I don't remember where and what animation keys were located on the timeline. And there are more than 20 morphs in one animation. God... at least return the ability to save morph animation, please. I don't understand why it was removed. In addition, the PRO version now corresponds to the Public version. She has the same problems. I just sit there and cry...
Does Octane Renderer work with Beta?
I thought I'd had it working before, but it isn't showing up, although it does with release version.
Before anyone comments, YES, it was installed when Studio was closed down.
Was a previous beta installed when you installed octane?
The timeline has been completely re-done in the 4.12 series, and as is reasonable-to-expect, bugs have crept in. I still have room for optimism, as the keymate/graphmate integration is a big improvement in many facets of the new timeline.
That said, the beta thread is littered with instances of problems related to this massive change, most of which are not addressed in this General Release. Apparently, if they are not formally registered as bugs in the DS tracker, they don't get attention - blame me, as I won't do a bug report if the bug is mentioned in the forums.
Re: losing your work, As I try to keep current w DS and still get work done in this forward-moving arena, I can only recommend the following:
- *always* render animations to image series (png/tif are both lossless). By doing this, any images you have successfully generated will still be available - even if DS crashes or glitches in mid-animation renders. Most video editors have the ability to import image sequences, and yours doen't, maybe look at the 'ffmpeg' or 'virtualdub' families of utilities and see if you can generate a usable video file from the sequence with one of those tools.
- explicitly save your render-settings as a separate settings file in your project area (Use DS's save-as facility, and select the render-settings save-type). I also always save my entire scene (as a just-in-case temp-file) right before I start the render. I also have configured my DS preferences to save my render settings with my scenes. I don't think this is the default setting.
- Simply assume DS will glitch in any long render series, and prepare accordingly. (e.g. I'm 600 frames into a render series right now, and my main DS window is now just ... gone ... but a separate sub-window (my content lib) and the status window are still plugging away... so I'm never quite sure how to properly exit DS when this happens, as there is no longer a main window/menu to exit with... lol)
- If you happen to have Keymate and/or Graphmate, always review your timelines before a production render/run. Many of the quirks that may occur as the new timeline issues are hashed out can be seen and fixed with these (still apparently reliable) tools.
This is the best I can offer in this environment, given you probably haven't seen most of my more verbose-but-'transient' critiques of the current DS Q/A system. YMMV.
cheers,
--ms
Nope.
Although I have multiple installed, thinking about it. I'll uninstall and reinstall.
If no beta was installed when the plugin was installed then the plugin files won't be present in the "plugins" directory for the beta, hence why it doesn't work. Reinstalling should fix that.
Heh - I've been wondering why 217... Trying to establish up a meaningful pattern, e.g. the the airspeed velocity of an unladen swallow (european), in some speed/time unit, but no patterns have yet immerged.
We know the 4.12.1.117 update is meaningful, though, as my reloaded 1200 frame timeline is now *truncated* to 269 frames! Add that to the new 'range' that appears (formally mentioned 217 , now 174), and you get ... 443!
And this number, when typed with the shift key pressed, becomes $$#, which is the unprintable version of the word I use to describe my sentiments at that moment. Otherwise these new, but ever exciting numbers seem equally random to me. Maybe it's the seed value for the Mr. Ferguson's simulation engine. Regardless, I'm certain I'll never be allowed to be privvy to these magical meanings, as I click the render button again.
Good news though, when I manually resize my 269 frame timeline back to 1200 frames... my precious keyframes seem to be present and account for - so there's that.
I note that while loading, the framecount starts at the proper 1200, jumps to 1499, then settles at 269. A stock-market omen if I've ever seen one.
--ms
Thank goodness (or Rob) the Shift+K (ASWD etc.) problem looks like it is fixed in 4.12.2.6.
Those are good suggestions generally but what dantist22121991 is reporting is very serious for anyone that does animations, this is a data loss bug. I experience it as well, it started with 4.12.1.117. I need to do a more careful bug report because at least on the scene I am working on right now, some pose modifiers are lost and some are not. In my scene when I load "Pose Controls/Head/Mouth/Tongue/Easy Tongue" the keyframes are there (as are all the frame 0 non-animating full body and head morphs) but the keyframes for "Pose Controls/Head/Mouth/Open Wide" are gone.
It could be on the saving not loading side, since the Open Wide keys I believe were added after I updated. This is not a bug report obviously just a description of what's happening to me right now. I will make a test scene and be more precise and file a bug if I can figure that process out.
Note, animating fine movements like speech and facial expressions is hours of work and isn't something I can afford to recreate every time I load the scene. For now am avoiding 3rd party morphs and expressions. I would think this would seriously affect all of Zed's stuff, right?
As far as what was said about [H]idden keys: it is dangerous to have them always enabled. When [O]ther / [A]lias / [H]idden keys are enabled in the new Timeline, creating a new figure keyframe can hang the machine when you have lots of morphs and expressions. It is easy to do-- even if you don't accidentally highlight the figure object and stick to the bones. For instance, accidentally including the Head bone when you have lots of facial morphs and expressions will be a spinning cursor for 15 minutes sometimes, and lots of the time it never comes back. Turning those off is a survival tactic. If they need to be viewable in the timeline in order to be saved or loaded or whatever is happening, one errant mouse click can ruin your day. Nevertheless, if it is just a matter of checking that those keys are visible in the Timeline in order for them to be saved, then, I guess we have a workaround if it's true. Will test.
Update: still issue on 4.12.2.6 beta. Start with new scene, gray G8F dev figure. I chose the Mouth Open Wide dial, set it to a bunch of different values in the 0-30 default range there. Saved it. Waiting awhile, saw that as usual in task manager Daz is still running. Killed the process. Started up 4.12.2.6 again, loaded the test scene. No keyframes saved.
Other details:
- OctaneRender plugin is installed which is a very active plugin doing stuff like converting materials and adding subitems to my camera, which is unnerving. I should start with a vanilla install no plugins to test I realize, will do that in a bug report if I get that far. Don't know if that is a factor I installed it around same time I updated.
- I have KeyMate and GraphMate plugins installed as well. These work as well as ever but using them to create the keyframes doesn't help nor would I expect it to, really.
- TRSAOH flags are all enabled in the new Timeline.
-- But: I don't see the keyframes unless I disable [H]idden keys, then re-enable them via the checkmark in the dropdown "Types" menu. I see the keyframe on the new timeline at least. This is not new, I've had to do that ever since the new Timeline was added.
-- when I ensure I've checked/unchecked H several times , and then save after creating some keyframes,when I load I do get a single saved keyframe! I think it was the one closest to frame zero. But the other 3 created with that dial are gone.
indeed,
losing data - not OK - ever.
As a fellow character animator, I absolutely appreciate the investment that stands to be lost with this 'feature'.
Also, that side-effect of the 'H' button that you mention - news to me, and welcome news. Thanks.
I noticed that when activating the 'H' option in the list, that some of my timeline elements/tracks simply disappeared from the list (4.12.0.86 - might be fixed now). That's when I opened Keymate and 'found' and corrected my issues.
Re: the losing of data - I'd be curious if you opened the originally saved animation file(s) in a text editor (un-gzip it if compressed), if the morph/edit elements that you used in the timeline are there (saved), or if the save function is failing (rather than the reload function). The answer to this question is critical to my continued commitment to the 4.12 series. I'd also be curious if you were to save your figure animations as 'pose-presets', if the results would be any more or less complete (a possible safety net?).
Lastly, I do not think that the kind of morphs used (DAZ, or Zed's, or ...) matter. I think they are simple vertex-delta collections in 'dsf' format - separated in collection folders, and the generating entity shouldn't matter, as DS does the dsf generation/saving in the same way, regardless the source (unless that's changed across versions...). The *number* of morphs in your figure's collection might matter, but I wouldn't think the nature of the deltas would matter. I'd hope not!
thanks for the details,
--ms
What number should be set marked in the picture? I have 2x GPU with NVLINK
I think 2 is right:
https://www.daz3d.com/forums/discussion/comment/5274781/#Comment_5274781
Let us know what results you get! So far, testers with the prerequisite hardware have been sparse...