How to save multiple objects as one Support Asset

If I create an object in a modeling program and import it's .obj then I know how to save that object (say it is a chair) as a prop by selecting it, going to File > Save As > Support Asset > Figure/Prop Asset.  No problem.  

What if I have multiple objects (for example a chair and a side table or the pieces of a sectional sofa)?  How do I save them collectively as one prop? I realize that a figure has rigging (and other details), but that seems to me to be a bit involved for an simple collection of objects.  

Is there a way of doing this other than setting up bones and rigging as if I was creating a figure?

Comments

  • barbultbarbult Posts: 24,243

    File/Save As/Scene Subset.

  • LeanaLeana Posts: 11,695
    edited August 2019

    I don't think you can save them as a figure/prop asset if they're separate objects. However you should be able to save them as a scene asset.

    Post edited by Leana on
  • Thanks to both of you.

     

  • alan bard newcomeralan bard newcomer Posts: 2,186
    edited August 2019

    scene subsets work wonderfully... I model the buildings in a lot of my pictures and they're saved as scene subsets as well as the sidewalk/streetlamp blocks etc 
    and the program has not problems with using them.
    ---
    most of the buildings in here are subsets, 5 or 6 blocks with lights ... all subsets. 
    actually the pair of cars is saved as a subset.
    ---
    and before the buildings are gathering into simple objects with texturs... 
    there are a lot of two x fours etc in them. probably in the early stages as many as a hundred or more objects, 



     

    mew york 2kx1k titanx only 1h1m44sec .jpg
    2000 x 1000 - 914K
    Post edited by alan bard newcomer on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,208

    You can also for things you want in one piece export and reimport as obj

    good for rooms with permanent fixtures even doors which you can then rig, for those you make it a figure then add child bones to the hip and position them and fill the weight completely on the door mesh.

    Bit more steps than that but much easier doing rigid stuff than human figures etc.

  • macleanmaclean Posts: 2,438

    The difference between an asset and a scene subset is in the way the original geometry is stored. When you save an asset, a folder is written in data, (which can include morphs), and every time you load the prop from content, it pulls all the info from the data folder.

    A scene subset does NOT save a data folder, so all the information is written in the .duf file. This means larger files (especially with lots of morphs) and longer loader times (although we're only talking milliseconds). It's generally a less efficient way to save things, especially if they're being saved in multiple scenes.

    As far as redistributing content (if you wanted to make a freebie or sell something), you'd definitely want to save assets.

  • PadonePadone Posts: 3,688

    file > save as > support asset > scene asset

  • Thanks to all for the feedback!

    I have frequently saved scenes, but not using the File > Save As > Support Asset > Scene Asset menu item.  I guess I always thought this was the same as clicking the + sign in thye Content Library.  Mac, thanks for providing the extra details.  Even though this work is for my own purposes, I want the extra organization of having it filed in the proper place in the data folder.  What can I say, I like things organized.  :) 

    I have created figures using Poser and hierarchy files in the "good ol' days" when modeling rooms.  I am not using Poser any longer  To be honest, I don't fully understand the "new" tools in DAZ Studio to perform that task.  I don't model anything as complex as people and have never modeled clothing so surely it isn't hat hard.  I'll have to put that on my list of things to figure out.

    Again, thanks to all for the feedback.

  • macleanmaclean Posts: 2,438

    As you know, I was a long-time Poser user (although I always loathed the klunky UI), and I switched to DAZ Studio with a sigh of relief. However, in the early days, I wasn't 100% convinced of the data system and a few other things. Well, these days are long gone as far as I'm concerned.

    I know a lot of general users are sometimes surprised by how much is under the hood in DS, but as a PA, I'm blown away by the things they've added. There's stuff in DS that you might only need once a year, but when you find it, it's always so well implemented, it's amazing. The ERC features alone are unbelievably complex, but eminently usable and can do just about anything.

    All I'm saying is, it's all in there somewhere when you need it.

    PS Hey! Long time, no see. Glad to see you're still around!

  • I have used the everyday morphing primitives a lot...  and making some of my own now... But great stuff

     

  • BejaymacBejaymac Posts: 1,889
    maclean said:

    A scene subset does NOT save a data folder, so all the information is written in the .duf file. This means larger files (especially with lots of morphs) and longer loader times (although we're only talking milliseconds). It's generally a less efficient way to save things, especially if they're being saved in multiple scenes.

    If the content in the scene wasn't loaded as DUF/DSF then Scene, Subset and Wearable will all save mesh data into the data folder, it goes into "data/auto-adapted", any morphs that also don't come as DSF files are also saved to there, unless said morphs were added using one of the bridges or MLP, then those morph deltas will be saved into the DUF.

    Basically the data/auto-adapted folder is a dumping ground for storing non native content, so any Poser content you import and then save as a scene or subset will get it's mesh, morphs and UVs saved there.

  • Hate to bump an old thread but will the subset method work for attachments for a figure ?   I am building a robot and have multipule objects parented to certain limbs.  the model works great but as for saving im am at a loss.

  • PerttiAPerttiA Posts: 10,024

    Saving a Scene Subset saves the things you choose to save, try it and see how it works.

    As this was dug out from the grave, it should be noted that saving something as an asset is a good way to get ones content library messed up if using assets already installed in the system and not knowing what it does, especially when it comes to characters.

  • cerealpirate said:

    Hate to bump an old thread but will the subset method work for attachments for a figure ?   I am building a robot and have multipule objects parented to certain limbs.  the model works great but as for saving im am at a loss.

    For parented items you can also use a Wearables Preset.

  • MattymanxMattymanx Posts: 6,905

    cerealpirate said:

    Hate to bump an old thread but will the subset method work for attachments for a figure ?   I am building a robot and have multipule objects parented to certain limbs.  the model works great but as for saving im am at a loss.

    If you want to save it out like you are making a product for the store and you want to be able to load only what you want instead fo the whole thing then...

     

    1. You will want to save the robot its self without any attachments parented as a figure first.  Make note of the Directory, Vendor name and product name you use as it will allow you to find it in your Data folder later for when you want to package it up either as a back up or for sale.

    2. After the robot is saved out, parent the extras one at a time to the robot and save each as a prop, and make sure you save the parenting info in the dialog box.  This way when you want to load it into the scene, you just select the robot and it will automatically load to the correct limb, parented in place.

     

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