"Freeing" the content? What's this now?

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  • Catherine3678abCatherine3678ab Posts: 8,407
    edited July 2020
    AllenArt said:

    Well I'm giving up. Tried reinstalling after again installing most recent Blender. No dice. The bridge does not show up to add in Blender. Any edition of Blender. I did add the path for the most recent Blender to DIM. Didn't help any.

    Wild guess here the bridge 'might' work only in the most recent edition of D/S BUT if can't get it to install something to Blender too, not happening.

    I looked carefully at the images on the product page. I will maintain that providing a manual download so we can put the pieces in the right places and/or get Blender to then find and install them, might be a good idea.

    Have tucked the bridge under the waters.

    There is an extra file that you must install into Blender thru Edit/Preferences. Choose to install from file and migrate to the Daz to Blender Blender addon zip file. I found the Blender addon here on my machine (I have Windows 8):

    C:\Users\My Name\AppData\Roaming\Blender Foundation\Blender\DAZ 3D Add-ons  It's called DTB_v280-283.zip

    I copied the zip to my desktop and installed from there - mainly because Blender cannot see the AppData folder, even if it's not hidden.

    Laurie

    Okay thank you I'll try that.

    That worked! :-)

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    Post edited by Catherine3678ab on
  • mike_from_nzmike_from_nz Posts: 113

    Diffeo does textures much better than Daz To Blender.

    Oh how so? Is it how the shader is constructed? I have not used Diffeo before. I thought the Eevee or Cycles mat option was quite good. 

  • Diffeo does textures much better than Daz To Blender.

    Oh how so? Is it how the shader is constructed? I have not used Diffeo before. I thought the Eevee or Cycles mat option was quite good. 

    Judge for yourself. DTB messed up the UV scaling and diffuse color on the Elven Chainmail, and seems to have missed either the roughness or the normals on everyting.

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  • mike_from_nzmike_from_nz Posts: 113

    Judge for yourself. DTB messed up the UV scaling and diffuse color on the Elven Chainmail, and seems to have missed either the roughness or the normals on everyting.

    Oh right. One thing I did notice, but have not had more time to check again is that the textures took a little bit to appear in the Material Preview. I will have another play after work today. I actually have a small client animation that this is going to help a lot with!

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,027
    edited July 2020

    Oh right. One thing I did notice, but have not had more time to check again is that the textures took a little bit to appear in the Material Preview.

    That's normal behavior. Good luck with your project.

    Post edited by TheMysteryIsThePoint on
  • SnowSultanSnowSultan Posts: 3,648

    It sure would be nice if DAZ or a PA very familiar with Blender could provide a detailed base texure node setup for Genesis 3/8 figures so we can get decent results by just applying texture maps to the appropriate nodes. Anyone going from Studio to Blender is in for a giant and confusing surprise when it comes to setting up materials well.

    Would be nice for all of the supported software too, but this would certainly make it easier for those wanting to get good results without having to learn how a hundred node types connect to each other first.

  • Catherine3678abCatherine3678ab Posts: 8,407
    edited July 2020

    In messing around with all these files, I did discover where DIM had planted the download folder for the Blender Bridge and there are indeed a few more files both for D/S and also Blender. As noted above, apparently Blender doesn't read from the AppData so installing it via a copy to the Desktop worked.

    Then it was time to get rid of that annoying 'cannot establish a connection' error message in D/S. I gather in selecting various folders for the DIM, a valuable connect was misdirected in D/S. It has been fixed now and is working fine. But as I know I'm not the only one discovering these things, here is the solution.

    In D/S, Edit > Preferences ... find this tab and make sure that pathway is for the main content folder.

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    Post edited by Catherine3678ab on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,622

    depends on your user administration settings 

    I had no trouble installing it from application data

    but I have full administration privileges on Windows 

  • mike_from_nzmike_from_nz Posts: 113

    As noted above, apparently Blender doesn't read from the AppData so installing it via a copy to the Desktop worked.

    Yeah that is what I had to do too.

  • It sure would be nice if DAZ or a PA very familiar with Blender could provide a detailed base texure node setup for Genesis 3/8 figures so we can get decent results by just applying texture maps to the appropriate nodes. Anyone going from Studio to Blender is in for a giant and confusing surprise when it comes to setting up materials well.

    Would be nice for all of the supported software too, but this would certainly make it easier for those wanting to get good results without having to learn how a hundred node types connect to each other first.

    There are only a few types of nodes that you'll need to understand to get basic skin, and you can use all the maps from Daz Studio. It will be different depending on what maps the specific PA used, but something as simple as this will already give you decent results. For more compicated surfaces, like the components of the eyes, I would really just use the Das Importer and harvest its materials.

     

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  • Catherine3678abCatherine3678ab Posts: 8,407

    depends on your user administration settings 

    I had no trouble installing it from application data

    but I have full administration privileges on Windows 

    AFAIK, so do I. W10 has a mind of its own though ;-)

  • nonesuch00nonesuch00 Posts: 18,333

    Aren't all these 3D companies supposed to be writing apps that package models and their materials in this new Disney USD format to avoid this 50 different ways to do PBR in all these 3D programs?

  • Roman_K2Roman_K2 Posts: 1,253

    I misread... I thought it said feeling the content, eg. haptics!

  • hookflashhookflash Posts: 169

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

  • DAZ_TeamDAZ_Team Posts: 51
    edited July 2020
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    As the bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering.

    Post edited by DAZ_Team on
  • hookflashhookflash Posts: 169
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

  • marblemarble Posts: 7,500
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    Still not clear to me. So did DAZ remove support for those products or not? If so, do they intend to include support in later development or leave it to the community to do so? Or can users request features from DAZ or will "DAZ Rules" apply and certain 3rd. Party products would never be supported by DAZ? In which case, can we expect different branches - DAZ versions and "Open" versions?

  • AllenArtAllenArt Posts: 7,172
    marble said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    Still not clear to me. So did DAZ remove support for those products or not? If so, do they intend to include support in later development or leave it to the community to do so? Or can users request features from DAZ or will "DAZ Rules" apply and certain 3rd. Party products would never be supported by DAZ? In which case, can we expect different branches - DAZ versions and "Open" versions?

    I'm thinking that because Daz released it, they didn't want their hands in, uh, that particular part of the anatomy, so to speak and so had it removed ;). Leaving it up to the community to deal with allows them to keep themselves removed from it. But that's just a guess.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,622
    AllenArt said:
    marble said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    Still not clear to me. So did DAZ remove support for those products or not? If so, do they intend to include support in later development or leave it to the community to do so? Or can users request features from DAZ or will "DAZ Rules" apply and certain 3rd. Party products would never be supported by DAZ? In which case, can we expect different branches - DAZ versions and "Open" versions?

    I'm thinking that because Daz released it, they didn't want their hands in, uh, that particular part of the anatomy, so to speak and so had it removed ;). Leaving it up to the community to deal with allows them to keep themselves removed from it. But that's just a guess.

    can it be forked? blush

  • SempieSempie Posts: 658

    ..What...?

    No Poser bridge....?

  • can it be forked? blush

    Be careful with the F-word, @WendyLuvsCatz :) that's the nuclear option in that it's really not good for anyone.

    But most Open Source licenses have a "for any lawful purpose" clause, which, at least to me, means that the project's "benevolent dictator" should not refuse a pull request that adds support for something he or his boss objects to. But I'm not at all sure that Daz has any experience with Open Source projects and managing a community.

    For example, the first thing people are going to ask for is documentation in order to add the missing functionality that they want: Better materials. Anatomical elements and geografting. dForce. Strand based hair. Now that Daz has explicitly asked the community to maintain this software for them, one can reasonably  expect a better answer than we've gotten in the past. My fear is that they will want all the benefits of Open Source with none of the responsibilities.

    We shall soon see.

  • Richard HaseltineRichard Haseltine Posts: 102,866
    AllenArt said:
    marble said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    Still not clear to me. So did DAZ remove support for those products or not? If so, do they intend to include support in later development or leave it to the community to do so? Or can users request features from DAZ or will "DAZ Rules" apply and certain 3rd. Party products would never be supported by DAZ? In which case, can we expect different branches - DAZ versions and "Open" versions?

    I'm thinking that because Daz released it, they didn't want their hands in, uh, that particular part of the anatomy, so to speak and so had it removed ;). Leaving it up to the community to deal with allows them to keep themselves removed from it. But that's just a guess.

    If that were true then the Daz Anatomical Elements would not be supported. I would suspect (personal opinion) that it was a matter of not wanting to commit to supporting a third-party item where they have limited or no contact with the maker if there are issues that need resolving, especially in preparing for the initial release of the code.

  • AllenArtAllenArt Posts: 7,172
    AllenArt said:
    marble said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    Still not clear to me. So did DAZ remove support for those products or not? If so, do they intend to include support in later development or leave it to the community to do so? Or can users request features from DAZ or will "DAZ Rules" apply and certain 3rd. Party products would never be supported by DAZ? In which case, can we expect different branches - DAZ versions and "Open" versions?

    I'm thinking that because Daz released it, they didn't want their hands in, uh, that particular part of the anatomy, so to speak and so had it removed ;). Leaving it up to the community to deal with allows them to keep themselves removed from it. But that's just a guess.

    If that were true then the Daz Anatomical Elements would not be supported. I would suspect (personal opinion) that it was a matter of not wanting to commit to supporting a third-party item where they have limited or no contact with the maker if there are issues that need resolving, especially in preparing for the initial release of the code.

    Hmm....

  • BejaymacBejaymac Posts: 1,897

    I think the problem with Meipex's genitals is they use Geo-Shells, the actual Geo-Graft gets the hip texture while the Geo-Shell gets the genital maps with trans maps to blend the the two together.

    In DS that Geo-Shell is instancing so it doesn't have the same overheads as a second mesh would.

  • Hurdy3DHurdy3D Posts: 1,058
    AllenArt said:
    marble said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    Still not clear to me. So did DAZ remove support for those products or not? If so, do they intend to include support in later development or leave it to the community to do so? Or can users request features from DAZ or will "DAZ Rules" apply and certain 3rd. Party products would never be supported by DAZ? In which case, can we expect different branches - DAZ versions and "Open" versions?

    I'm thinking that because Daz released it, they didn't want their hands in, uh, that particular part of the anatomy, so to speak and so had it removed ;). Leaving it up to the community to deal with allows them to keep themselves removed from it. But that's just a guess.

    If that were true then the Daz Anatomical Elements would not be supported. I would suspect (personal opinion) that it was a matter of not wanting to commit to supporting a third-party item where they have limited or no contact with the maker if there are issues that need resolving, especially in preparing for the initial release of the code.

    Meipe is also a DAZ PA: https://www.daz3d.com/meipe

    So... there's contact... and it's not meipe fault that DAZ don't want to sell Meipe's geocraft in the store.

  • DAZ_JonDAZ_Jon Posts: 582
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

  • DAZ_Jon said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

    Is that true for both the Daz side script, as well as the Blender side script?

  • DAZ_JonDAZ_Jon Posts: 582
    DAZ_Jon said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

    Is that true for both the Daz side script, as well as the Blender side script?

    Yup, the entire projects for all of the bridges.

  • marblemarble Posts: 7,500
    DAZ_Jon said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

    Other than bad coding, what would be the criteria for rejection?

     

  • SevrinSevrin Posts: 6,310
    marble said:
    DAZ_Jon said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

    Other than bad coding, what would be the criteria for rejection?

     

    directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features

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