We can get the open source of DAZ?

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  • Open source basically guarantees a world class (literal and figurative) team of coding experts. And in my opinion, Daz Studio could use some of those world class experts with some of the problems they currently have.

    No, it doesn't - it means that if there are world-class experts with an interest in the application and the time to devote to it they may contribute, but it does absoutely nothing to ensure that such people willl exist or be willing to contribute.

    However, there's really no point in arguing this since - as I pointed out above - the licensing issues almost certainly present an insuperable obstacle.

    The license issue you and @WendyLuvsCatz raise is probably insurmountable in practice, so no, no point in arguing, but I know there is *definitely* at least one world-class C++ expert here and interested/willing. And I strongly suspect there are others because I've conversed with them on this forum and off.

    Daz would not have to Open Source Daz Studio to get much of the benefit that @mathiasdeckman is alluding to; just document the SDK to a reasonable standard the third party devs have a right to expect in an SDK.

  • RobinsonRobinson Posts: 751

    I empathize with you. I cannot imagine where the authors of certain plugins got the knowledge to do such sophisticated things, if I am stumped by the 2^7 permutations of what the documentation could actually mean for something extremely simple...

    I *really* actually hope there is no such insider track, because then I would aggressively wonder why I was never told about it by support.

    It's really more a question of the limited number of people actually doing it, hence the turnover of questions/answers on the forum is pretty slow.  That is compared to my dev experience in other contexts (I'm a dev for a living).

  • StratDragonStratDragon Posts: 3,249

    If Daz is using Iray licensing or 3Delight licensing it's not there's to give away.

  • IvyIvy Posts: 7,165
    edited June 2020

    I sure would love to know who I have to "Bribe" to get some updated documents . #1 issue with using Daz Studio . There is no documentation or instructions on how to use any of the new feature. They release a new Timeline. BUT No documents on how it works. They release new deforce nodes. but No documents on how to use it. They  release New Ik-chains systems. But there is no documents on how to use it and Daz Ik-chain solutions are nothing like posers so you can not even apply those similar technique to make the Daz ik-chains work. & I have been trying like hell to figure it out to make it work in this last animation I am working on. . but there is some behaviors in Daz ik-chains that I am not familiar with in poser pro Ik-chain. Plus why is studio so unstable when converting older hair to deforce. Is there some kind of trick secret to prevent daz studio from crashing during simulations of converted non deforce hair sets. like Dragonfly hair is the worst. eve baking the simulation does not seem to stabilize it any

    Please,Please,Please Can we have some documents.  that alone would make using Daz Studio so much easier then I would know if the issues are with me or bugs in the software.

    Post edited by Ivy on
  • Richard HaseltineRichard Haseltine Posts: 102,301
    Ivy said:

    I sure would love to know who I have to "Bribe" to get some updated documents . #1 issue with using Daz Studio . There is no documentation or instructions on how to use any of the new feature. They release a new Timeline. BUT No documents on how it works. They release new deforce nodes. but No documents on how to use it. They  release New Ik-chains systems. But there is no documents on how to use it and Daz Ik-chain solutions are nothing like posers so you can not even apply those similar technique to make the Daz ik-chains work. & I have been trying like hell to figure it out to make it work in this last animation I am working on. . but there is some behaviors in Daz ik-chains that I am not familiar with in poser pro Ik-chain. Plus why is studio so unstable when converting older hair to deforce. Is there some kind of trick secret to prevent daz studio from crashing during simulations of converted non deforce hair sets. like Dragonfly hair is the worst. eve baking the simulation does not seem to stabilize it any

    Older hair sets are not converted to dForce hair, they are converted to dForce cloth - and their hight polygon counts and, not infrequently, self-intersecting mesh make simulation demanding on resources or outright impossible.

    Ivy said:

    Please,Please,Please Can we have some documents.  that alone would make using Daz Studio so much easier then I would know if the issues are with me or bugs in the software.

    While I too would love Daz to assign resoruces for full documentation you do need to bear in mind that soem of the features you list are very much under development, so even with resources allocated we would be unlikely to get anything definitive.

  • IvyIvy Posts: 7,165
    edited June 2020
    Ivy said:

    I sure would love to know who I have to "Bribe" to get some updated documents . #1 issue with using Daz Studio . There is no documentation or instructions on how to use any of the new feature. They release a new Timeline. BUT No documents on how it works. They release new deforce nodes. but No documents on how to use it. They  release New Ik-chains systems. But there is no documents on how to use it and Daz Ik-chain solutions are nothing like posers so you can not even apply those similar technique to make the Daz ik-chains work. & I have been trying like hell to figure it out to make it work in this last animation I am working on. . but there is some behaviors in Daz ik-chains that I am not familiar with in poser pro Ik-chain. Plus why is studio so unstable when converting older hair to deforce. Is there some kind of trick secret to prevent daz studio from crashing during simulations of converted non deforce hair sets. like Dragonfly hair is the worst. eve baking the simulation does not seem to stabilize it any

    Older hair sets are not converted to dForce hair, they are converted to dForce cloth - and their hight polygon counts and, not infrequently, self-intersecting mesh make simulation demanding on resources or outright impossible.

    Ivy said:

    Please,Please,Please Can we have some documents.  that alone would make using Daz Studio so much easier then I would know if the issues are with me or bugs in the software.

    While I too would love Daz to assign resoruces for full documentation you do need to bear in mind that soem of the features you list are very much under development, so even with resources allocated we would be unlikely to get anything definitive.

    I convert the non dforce hair myself . some older v4/a4 hair sets dforce well and some of the genesis & gensis2 hair set don't . I apply th same Deforce modifiers use the same technique in the same way? I mostly want just the pony tails to be dynamic. not the whole hair piece. it should not be a big draw for deforce to simulate.

    & implementing new features and releasing them to the public . then the documents should be included with the release,and never in my whole 10 years working with daz studio have they ever released documents with new releases  most of the documents in the document center are related to daz 3 or daz 4.6  not daz 4.12 +  see my point?

    edited for spelling sorry i am very dyslexic

    Post edited by Ivy on
  • LeanaLeana Posts: 11,812
    Ivy said:

    Then why des some older v4/a4 hair sets dforce well and some of the genesis & gensis2 hair set don't . I apply th same Deforce modifiers use the same technique in the same way? I mostly want just the pony tails to be dynamic. not the whole hair piece. it should not be a big draw for deforce to simulate.

    How well an item will work with dForce depends on how it was built, not what figure it was made for.

    For example some hairstyles have lots of intersecting strips of hair, which won't work at all with dForce.

  • IvyIvy Posts: 7,165
    Leana said:
    Ivy said:

    Then why des some older v4/a4 hair sets dforce well and some of the genesis & gensis2 hair set don't . I apply th same Deforce modifiers use the same technique in the same way? I mostly want just the pony tails to be dynamic. not the whole hair piece. it should not be a big draw for deforce to simulate.

    How well an item will work with dForce depends on how it was built, not what figure it was made for.

    For example some hairstyles have lots of intersecting strips of hair, which won't work at all with dForce.

    So its the intersecting strips of hair thats cuase the hair set to blow apart and crash studio?  would it fix it if I left the pony tail in tact and made the skull cap a geoshell with the hair mat?

    the hair I'm haivng problems with the most is oots Linda's ponytail https://www.daz3d.com/linda-ponytail-hair-for-genesis-3-and-8-female-s

     But I get thre same simulation crash with sherry hair as well & I am just modifying the pony tail part not the whole head peice.

    it get about 60% done simulation and then poof studios closes every time  so you think it has to do intersecting strips in the pony tail's themself?

  • LeanaLeana Posts: 11,812
    Ivy said:
    Leana said:
    Ivy said:

    Then why des some older v4/a4 hair sets dforce well and some of the genesis & gensis2 hair set don't . I apply th same Deforce modifiers use the same technique in the same way? I mostly want just the pony tails to be dynamic. not the whole hair piece. it should not be a big draw for deforce to simulate.

    How well an item will work with dForce depends on how it was built, not what figure it was made for.

    For example some hairstyles have lots of intersecting strips of hair, which won't work at all with dForce.

    So its the intersecting strips of hair thats cuase the hair set to blow apart and crash studio?  would it fix it if I left the pony tail in tact and made the skull cap a geoshell with the hair mat?

    the hair I'm haivng problems with the most is oots Linda's ponytail https://www.daz3d.com/linda-ponytail-hair-for-genesis-3-and-8-female-s

     But I get thre same simulation crash with sherry hair as well & I am just modifying the pony tail part not the whole head peice.

    it get about 60% done simulation and then poof studios closes every time  so you think it has to do intersecting strips in the pony tail's themself?

    I don't have those hairstyles so I have no idea what their mesh looks like. It could be intersecting strips of hair (looking at the clay promo from sherry hair it wouldn't surprise me), it could be something else, for example you might need to turn off self-collision, or increase the stabilization time, or change some other parameter, or create an influence map to remove some parts from simulation...

     

  • IvyIvy Posts: 7,165

    What funny is I can dforce Akio4 long hair https://www.daz3d.com/aiko-4-long-hair  with no problems parented on genesis 8 at all . its all most like it was made for dforce. but its the wrong style pony tail i need.

    Dang some documents would be very helpful.

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