Is Daz Studio (as we know it) Heading South?

13

Comments

  • MelissaGTMelissaGT Posts: 2,611
    edited August 2020
    nicstt said:

    Overuse of Marvelous designer means the outfits have less realism. 

    MD allows one with the skills to create very realistic garments. I don't know how its overuse can result in a lessoning of the product's quality.

    I think I understand the reasoning, though I can't say if any one program is at fault because I have no idea what goes into actually making clothing. But clothing quality, in general, has gone downhill big time. I love dForce and use it on stuff that wasn't even made for it, but it seems like a lot of clothing coming out is just cutouts with no actual modeling and everything relying on texture maps. Prime examples being the two outfits that come with the Holt 8 bundle (pants have no stitching seams, not even in the fly area, etc). I did say in general...there are definitely exceptions...but *a lot* of stuff coming out is like that. A lot of stuff coming out also turns to horrible goop once a character's arms or torso moves (i.e. metal pieces that bend and stretch into oblivion, even with the simplest of movements). And I don't think dForce is to blame...because some of those really awesome well-made outfits that have come out recently are dForce. 

    Post edited by MelissaGT on
  • nicsttnicstt Posts: 11,715

    That isn't the fault of MD; it's the PA's fault (and perhaps QA for not raising the issue) for not including them.

    MD actually adds them but they don't export by default; at least as far as I can tell, as I'm still fairly new to MD.

    Stitching needs to be on the textures; modelling them would be time-consuming and add significantly to the mesh size. I expect it would make it less dForce friendly too.

  • ArtAngelArtAngel Posts: 1,797
    Mattymanx said:
    ArtAngel said:
    4.13, is it based on similar logic to why G5 skipped to G8 or something else?

    Covid19 sure puts a wrench into things but I heard rumors that tthe software was changinging to something a little different than we are use  to.

    Program build numbers are internal numbering established by the company or devs.  The actual build number of the public release is irrelivant (as long as its not going backwards)

    As for Genesis 4 becoming Genesis 8, it is because the first four generations of Daz figures were known as Generation 1, 2, 3 & 4.  The first Genesis figure was introduced as Generation 5 and you will see Victoria 5 and friends are for Genesis 1.  Genesis 3 is Generation 7 and Daz concluded that Genesis 4 would be too easily confused with Generation 4 so they skipped it and called it Genesis 8 as it is Generation 8 of Daz figures.

     

    Rumors are only remors and worthless hot air until offical releases come out.

    I understood the G4 to G8 issue knowing MIL1 thru G8 equals eight generations, and everyone else would too if they had started with the term Genesis vs Millenium. I also understand version numbers often vary, never recede (only in increasing numbers) any don't always follow logical reasons, unless  unless you only avoid those with 13 or 14 (big grin). Oftentimes they do make logic to those behind the scenes and change multiple times within a week (internally behind the scenes - not for our eyes to see). 

    Speaking of numbers, after seeing the recent drastic changes to products page, lacking purchase dates and Invoice numbers, I am not so confident that all decision making skills are equal or always as logical as they could be. 

  • RSand55RSand55 Posts: 161
    McGyver said:

    I hope they go South... Draper is South of Salt Lake City... They were lots more fun in the Draper days.

    Bad DAZ/geography joke.

    Also 2020 has me pining for happier times... basically any year that isn't 2020 ...or more specifically 2016-2020.

    Yeesh.

    In the future we will refer to this time as, "2020, the year that was cancelled".indecision

    Amen! I can't take any more of it.

  • WonderlandWonderland Posts: 7,046
    kyoto kid said:
    ArtAngel said:
    DAZ_Rawb said:

    What, is Daz moving to New Zealand...?

    I wish.

     

    There is a lot of stuff still coming for Daz Studio, I can't guarantee a 4.13 release because we might skip it and go straight to 4.14. The changelog shows some stuff that has been more or less completed and there is other stuff in the early R&D phases that I think is exciting as well.

     

    Thanks for being interested in what's coming next in Daz Studio.)

    Just curious ...  about skipping the 4.13 ... I may have a phobia or two but none relate to the number 13, however hotels often don't go 13 while others also avoid 14, especially in East Asia, by skipping the floors via the elevator button. At Pont de l'Alma Princess Diana died at the 13th pillar, the Columbia space shuttle disaster was the 13th flight, so is it fair to ask, if no  4.13, is it based on similar logic to why G5 skipped to G8 or something else?

    Covid19 sure puts a wrench into things but I heard rumors that tthe software was changinging to something a little different than we are use  to.

    Not sure where you heard those rumours - only things I've heard simply point to exciting developments (but nothing that'd mean you'd have to relearn DS from scratch or that DS is heading south - more like north...maybe north by northwest...which is not a reference to Hitchcock, merely a vote of confidence in DS's continued development)

    ...it's all in the perspsective.

    Cool render! What hair is that on the brunette?

  • MelissaGTMelissaGT Posts: 2,611
    edited August 2020
    nicstt said:

    That isn't the fault of MD; it's the PA's fault (and perhaps QA for not raising the issue) for not including them.

    MD actually adds them but they don't export by default; at least as far as I can tell, as I'm still fairly new to MD.

    Stitching needs to be on the textures; modelling them would be time-consuming and add significantly to the mesh size. I expect it would make it less dForce friendly too.

    I didn't mean stitching per se...more the seam where the pieces of fabric are stitched together. Ya know...the line down the leg of pants or around the fly. There are pants that have this modeled in and it definitely helps add to the realism of the product (looking at Luthbel and Smay here as examples). Then there are the pants that are nothing more than tubes and no matter how awesome you are wtih dForce (and I think I'm pretty good), they still look flat and...tube-like. Another example would be buttons that are actual buttons. Pockets that are actual pockets. Belt loops that loop. Rigid follow nodes and metal pieces that don't bend when the figure moves in the slightest. 

    Post edited by MelissaGT on
  • I've had more problems with products installing incorrectly of late which requires input from DAZ help which takes much longer than the 1 to 2 days they advertise. And before anyone brings COVID into the argument as to why things are 'taking longer', it's not taking longer. This is the standard for them in my experience going back over a decade. I've always wished they would pay more attention to QA and hire more Help Desk folk to smooth out the customer service issues. I don't like recommending DAZ to new users because of these sorts of issues. In fact, I've only recommended them twice in fifteen years.

    That being said, there are a lot of very talented content creators (more than ever before) and I wish I had more money to support their efforts. I do what I can, though, in spite of the frustrations of making a purchase and gambling with having to wait to use it. I don't blame the content creators. The internal QA at DAZ should find issues and resolve them before publication to a production environment (basic project management with some six sigma thrown in that observation for good measure.)

    Eight packages contained within the two Wild Wierd West bundles didn't install correctly. Still waiting for support to acknowledge the ticket.

  • duckbombduckbomb Posts: 585
    nicstt said:

    That isn't the fault of MD; it's the PA's fault (and perhaps QA for not raising the issue) for not including them.

    MD actually adds them but they don't export by default; at least as far as I can tell, as I'm still fairly new to MD.

    Stitching needs to be on the textures; modelling them would be time-consuming and add significantly to the mesh size. I expect it would make it less dForce friendly too.

    Just as a small note...  clothing created in MD is very often not DForce friendly at all as a result of the way that it incorporates a lot of triangles into the mesh.  I think there's a way to export out clothing without all of the triangles, but people don't always do it.  DarkEdgeDesign actually talked about this a little in one of his tutorials, and even though his modern soldier outfit is really, very nice (I own it, so I'm not bashing it), there's no way to DFORCE that thing without it exploding because of how MD handles the geometry.

    I just think of it like two sides of the same coin... either you choose to model manually, or you choose to put more effort into the "design" of the garment (and I don't mean the look, I mean it's construction).  Either way, you'll find good and bad examples.  I agree with the statement above in that I don't think it's the fault of the tool.  Human behaviour is always going to say to take the easiest path to the same result (I'm generalizing), so if DAZ isn't gatekeeping stuff like this then you'll start to see more of it.  It's always a balance of time, effort, and money, as we all already know :)

  • ghastlycomicghastlycomic Posts: 2,531
    McGyver said:

    I hope they go South... Draper is South of Salt Lake City... They were lots more fun in the Draper days.

    Bad DAZ/geography joke.

    Also 2020 has me pining for happier times... basically any year that isn't 2020 ...or more specifically 2016-2020.

    Yeesh.

    In the future we will refer to this time as, "2020, the year that was cancelled".indecision

    In all likelihood 2021 as well, and maybe ever 2022.

    Every since I retired from webcomics back in 2006 I've been working primarily as a performer. This year has been really rough on me because of the closure of bars and theatres. It's been pretty lonely as I miss working with other talented people. Before 2020 started I was working on an animated series I planned to create (in Daz) but all the scripts I was writing were written with a back and forth between myself and another talented actor I've been fortunate enough to work with and call my friend. That project will be put on hold until we either have a vaccine or effective therapudics.

    But on the plus side I've at least been working on a number of personal projects in the meantime.

    2020, however, will go down as both the fastest year and the slowest year for me.

  • SevrinSevrin Posts: 6,310
    duckbomb said:
    nicstt said:

    That isn't the fault of MD; it's the PA's fault (and perhaps QA for not raising the issue) for not including them.

    MD actually adds them but they don't export by default; at least as far as I can tell, as I'm still fairly new to MD.

    Stitching needs to be on the textures; modelling them would be time-consuming and add significantly to the mesh size. I expect it would make it less dForce friendly too.

    Just as a small note...  clothing created in MD is very often not DForce friendly at all as a result of the way that it incorporates a lot of triangles into the mesh.  I think there's a way to export out clothing without all of the triangles, but people don't always do it.  DarkEdgeDesign actually talked about this a little in one of his tutorials, and even though his modern soldier outfit is really, very nice (I own it, so I'm not bashing it), there's no way to DFORCE that thing without it exploding because of how MD handles the geometry.

    I just think of it like two sides of the same coin... either you choose to model manually, or you choose to put more effort into the "design" of the garment (and I don't mean the look, I mean it's construction).  Either way, you'll find good and bad examples.  I agree with the statement above in that I don't think it's the fault of the tool.  Human behaviour is always going to say to take the easiest path to the same result (I'm generalizing), so if DAZ isn't gatekeeping stuff like this then you'll start to see more of it.  It's always a balance of time, effort, and money, as we all already know :)

    You can retopologize with MD since 9.5.

  • duckbombduckbomb Posts: 585
    edited August 2020
    Sevrin said:
    duckbomb said:
    nicstt said:

    That isn't the fault of MD; it's the PA's fault (and perhaps QA for not raising the issue) for not including them.

    MD actually adds them but they don't export by default; at least as far as I can tell, as I'm still fairly new to MD.

    Stitching needs to be on the textures; modelling them would be time-consuming and add significantly to the mesh size. I expect it would make it less dForce friendly too.

    Just as a small note...  clothing created in MD is very often not DForce friendly at all as a result of the way that it incorporates a lot of triangles into the mesh.  I think there's a way to export out clothing without all of the triangles, but people don't always do it.  DarkEdgeDesign actually talked about this a little in one of his tutorials, and even though his modern soldier outfit is really, very nice (I own it, so I'm not bashing it), there's no way to DFORCE that thing without it exploding because of how MD handles the geometry.

    I just think of it like two sides of the same coin... either you choose to model manually, or you choose to put more effort into the "design" of the garment (and I don't mean the look, I mean it's construction).  Either way, you'll find good and bad examples.  I agree with the statement above in that I don't think it's the fault of the tool.  Human behaviour is always going to say to take the easiest path to the same result (I'm generalizing), so if DAZ isn't gatekeeping stuff like this then you'll start to see more of it.  It's always a balance of time, effort, and money, as we all already know :)

    You can retopologize with MD since 9.5.

    Sure you can, but it doesn't mean that it's Dforce friendly geometry, or that people even do.  It's my experience that most MD designed clothing isn't Dforce friendly, for whatever reason.

    Thanks for clarifying that!

    i guess the rest of my post was hubris.  Now that I'm looking at it with fresh eyes, I realize I don't care much lol.

    Post edited by duckbomb on
  • MelissaGTMelissaGT Posts: 2,611
    duckbomb said:
    Sevrin said:
    duckbomb said:
    nicstt said:

    That isn't the fault of MD; it's the PA's fault (and perhaps QA for not raising the issue) for not including them.

    MD actually adds them but they don't export by default; at least as far as I can tell, as I'm still fairly new to MD.

    Stitching needs to be on the textures; modelling them would be time-consuming and add significantly to the mesh size. I expect it would make it less dForce friendly too.

    Just as a small note...  clothing created in MD is very often not DForce friendly at all as a result of the way that it incorporates a lot of triangles into the mesh.  I think there's a way to export out clothing without all of the triangles, but people don't always do it.  DarkEdgeDesign actually talked about this a little in one of his tutorials, and even though his modern soldier outfit is really, very nice (I own it, so I'm not bashing it), there's no way to DFORCE that thing without it exploding because of how MD handles the geometry.

    I just think of it like two sides of the same coin... either you choose to model manually, or you choose to put more effort into the "design" of the garment (and I don't mean the look, I mean it's construction).  Either way, you'll find good and bad examples.  I agree with the statement above in that I don't think it's the fault of the tool.  Human behaviour is always going to say to take the easiest path to the same result (I'm generalizing), so if DAZ isn't gatekeeping stuff like this then you'll start to see more of it.  It's always a balance of time, effort, and money, as we all already know :)

    You can retopologize with MD since 9.5.

    Sure you can, but it doesn't mean that it's Dforce friendly geometry, or that people even do.  It's my experience that most MD designed clothing isn't Dforce friendly, for whatever reason.

    Thanks for clarifying that!

    i guess the rest of my post was hubris.  Now that I'm looking at it with fresh eyes, I realize I don't care much lol.

    I honestly have no idea how to tell what clothing I buy was designed where. But if you have a specific example that you've had trouble dForcing and I have it, I'd be happy to give it a shot. I'm no expert with dForce, but I think I'm pretty handy with clothing and getting to work on clothing (and hair) that wasn't made for it. 

  • kyoto kidkyoto kid Posts: 41,252
    kyoto kid said:
    ArtAngel said:
    DAZ_Rawb said:

    What, is Daz moving to New Zealand...?

    I wish.

     

    There is a lot of stuff still coming for Daz Studio, I can't guarantee a 4.13 release because we might skip it and go straight to 4.14. The changelog shows some stuff that has been more or less completed and there is other stuff in the early R&D phases that I think is exciting as well.

     

    Thanks for being interested in what's coming next in Daz Studio.)

    Just curious ...  about skipping the 4.13 ... I may have a phobia or two but none relate to the number 13, however hotels often don't go 13 while others also avoid 14, especially in East Asia, by skipping the floors via the elevator button. At Pont de l'Alma Princess Diana died at the 13th pillar, the Columbia space shuttle disaster was the 13th flight, so is it fair to ask, if no  4.13, is it based on similar logic to why G5 skipped to G8 or something else?

    Covid19 sure puts a wrench into things but I heard rumors that tthe software was changinging to something a little different than we are use  to.

    Not sure where you heard those rumours - only things I've heard simply point to exciting developments (but nothing that'd mean you'd have to relearn DS from scratch or that DS is heading south - more like north...maybe north by northwest...which is not a reference to Hitchcock, merely a vote of confidence in DS's continued development)

    ...it's all in the perspsective.

    Cool render! What hair is that on the brunette?

    ...custom, strand based using UHT2.  wink

  • alienareaalienarea Posts: 528

    Wouldn't call it going South, but the quality reached with G3 is hard to top with G8, so there is too much dForce and less quality in clothing.

    For example: Holt 8 and the Wild West bundle. Already owning Russell G3M and the Desperado clothing leaves me unimpressed.

  • KitsumoKitsumo Posts: 1,216

    I just wish Daz would slow down the release schedule and fix the things that are already wrong with the store, the QC, the software, and the tech support; the things that customers have been complaining about for years.

    I've never seen a thread blow up as fast as the Holt 8 thread, and it shows a lot of people's frustrations with the store and new products being released.

    Iray has become more finicky, more resource hungry and less stable over the years. That's not Daz's fault, but I hope they are looking at other rendering options, hopefully including AMD/Intel GPUs.

    The store search and forum search don't work very well. We shouldn't need a third party addon to get basic functionality out of the site.

  • xyer0xyer0 Posts: 6,058

     

    illysArt said:

    I've had more problems with products installing incorrectly of late which requires input from DAZ help which takes much longer than the 1 to 2 days they advertise. And before anyone brings COVID into the argument as to why things are 'taking longer', it's not taking longer. This is the standard for them in my experience going back over a decade. I've always wished they would pay more attention to QA and hire more Help Desk folk to smooth out the customer service issues. I don't like recommending DAZ to new users because of these sorts of issues. In fact, I've only recommended them twice in fifteen years.

    That being said, there are a lot of very talented content creators (more than ever before) and I wish I had more money to support their efforts. I do what I can, though, in spite of the frustrations of making a purchase and gambling with having to wait to use it. I don't blame the content creators. The internal QA at DAZ should find issues and resolve them before publication to a production environment (basic project management with some six sigma thrown in that observation for good measure.)

    Eight packages contained within the two Wild Wierd West bundles didn't install correctly. Still waiting for support to acknowledge the ticket.

    This is no longer "a trend." It is the way things are. But it was a nice run. C'est la mort.

  • TorquinoxTorquinox Posts: 3,646
    nicstt said:

    I've always thought Studio 5 should be based on Blender. With Blender's introduction of long term support from 2.83, it is very viable.

    ... I can't see it happening though.

    Ugh. Blender has such a terrible, unfriendly UI I can't see that happening. It's literally just a DOS UI (the program is older than Windows 95) that's been kludged and kludged and kludged and kludged over the decades into a piece of crap that satisfies nobody.

    It reminds me of some music software interfaces I've seen where you can tell the person who designed the software was not a musician but a programmer so it makes sense if you're the guy programming the UI but not if you're the artist trying to USE the UI. Blender just reeks of "for engineers, not artists".

    2.83: GOOD! Try it! Or don't. Up to you!

  • TorquinoxTorquinox Posts: 3,646

    The real problem with 2020 is, the bad parts might linger into 2021 or later. sad

  • kyoto kidkyoto kid Posts: 41,252
    edited September 2020
    alienarea said:

    Wouldn't call it going South, but the quality reached with G3 is hard to top with G8, so there is too much dForce and less quality in clothing.

    For example: Holt 8 and the Wild West bundle. Already owning Russell G3M and the Desperado clothing leaves me unimpressed.

    ....agreed on the dForce stuff.  Aave Nainen did some really nice clothing for G2F/G3F with a number of extra movement and pose morphs. 

    Post edited by kyoto kid on
  • What, is Daz moving to New Zealand...?

    I'd be happy with that, if only so I could buy in NZ$...the exchange rate is killing my buying power. British spelling would be required of course, no more colors, they'd have to be colours.

  • nicsttnicstt Posts: 11,715
    edited September 2020
    duckbomb said:
    nicstt said:

    That isn't the fault of MD; it's the PA's fault (and perhaps QA for not raising the issue) for not including them.

    MD actually adds them but they don't export by default; at least as far as I can tell, as I'm still fairly new to MD.

    Stitching needs to be on the textures; modelling them would be time-consuming and add significantly to the mesh size. I expect it would make it less dForce friendly too.

    Just as a small note...  clothing created in MD is very often not DForce friendly at all as a result of the way that it incorporates a lot of triangles into the mesh.  I think there's a way to export out clothing without all of the triangles, but people don't always do it.  DarkEdgeDesign actually talked about this a little in one of his tutorials, and even though his modern soldier outfit is really, very nice (I own it, so I'm not bashing it), there's no way to DFORCE that thing without it exploding because of how MD handles the geometry.

    I just think of it like two sides of the same coin... either you choose to model manually, or you choose to put more effort into the "design" of the garment (and I don't mean the look, I mean it's construction).  Either way, you'll find good and bad examples.  I agree with the statement above in that I don't think it's the fault of the tool.  Human behaviour is always going to say to take the easiest path to the same result (I'm generalizing), so if DAZ isn't gatekeeping stuff like this then you'll start to see more of it.  It's always a balance of time, effort, and money, as we all already know :)

    Indeed.

    ... But they have re-topology tools; they don't always work prefectly though. When exporting MD can change parts to triangles, which is seriously annoying when trying to create morphs. If I want something to simulate in Blender, I create it in Blender, otherwise I do the simulation in MD after creating it there, then export the object.

    I agree. I was briefly a PA and I didn't enjoy the experience; there is a lot of work, probably much, much more than folks realise, in getting any product Studio-ready; however, imo, part of that work is in polishing the product, making sure it has the details required. Simple things like toilet seats including ones that open/close - and the same goes for doors. Then there is the equally simple shadows in the scene matching the background image at default. Foliage not passing through the ground in both the promo (that was easy to miss) and the default ready to load render.

    Post edited by nicstt on
  • What, is Daz moving to New Zealand...?

    I'd be happy with that, if only so I could buy in NZ$...the exchange rate is killing my buying power. British spelling would be required of course, no more colors, they'd have to be colours.

    as an Aussie I like this idea heart

  • TaozTaoz Posts: 9,979

    What, is Daz moving to New Zealand...?

    I'd be happy with that, if only so I could buy in NZ$...the exchange rate is killing my buying power. British spelling would be required of course, no more colors, they'd have to be colours.

    as an Aussie I like this idea heart

    They'd probably just adjust the prices to match the current US $ prices. 

  • mavante said:

    Making every item dforce rather than to provide fits, means clothing takes a lot of time to use.

    In my experience, dForce has been catastrophic to animation in Daz Studio. (Someone inevitably chimes in with, "Well, DS isn't really made for animation," which I studiously ignore for too many reasons to list—including Daz's own promo videos for DS that showcase animation).

    I think dForce is useful for static drapes but for animation it's just not viable at all.  It's way too slow for starters and the tendency to explode without much of a hint as to why it exploded means even the simplest thing can take hours.  For static shots it's often quicker and easier to make yourself a new morph to be honest, with something like MudBox or MD.

     

  • mavante said:

    Making every item dforce rather than to provide fits, means clothing takes a lot of time to use.

    In my experience, dForce has been catastrophic to animation in Daz Studio. (Someone inevitably chimes in with, "Well, DS isn't really made for animation," which I studiously ignore for too many reasons to list—including Daz's own promo videos for DS that showcase animation).

    Really? dForce does not even make my top 5 list of things that have been catastrophic to animation in Daz Studio. I mean, they even fixed the capitalization errors in an SDK that is case insensitive, but they didn't see fit to fix the long standing keyframe deleting bug. Actual data loss. I had to just sit back and laugh at that one. I don't know what reason anyone could have that could trump DS deleting your work, least of all a showcase that is so awesome that I wouldn't mind starting over every now and then, even when those keyframes are so unecessarily difficult to get right in the first place.

    For contrast, what do you think the Blender community's response would be if they discovered a data deletion bug of any kind? A 0.0.1 update within days, that's what.

    I get it, I'm a DS fanboy and I defend the power of Daz Studio's framework against the Blender snobs at the Meetups all the time, but Daz Studio's animation capabilities simply have no credible redeeming qualities when I'm talking to a competent Blender user who would, for too many reasons to list, look at me like I had lost my mind.

  • it works for me in animation but rarely on PA products as is with it!

    I always need to exclude parts, use the geometry editor in some cases, older not Dforce clothing actually works better for me if welded, if not then I need to weld it first.

  • I get it, I'm a DS fanboy and I defend the power of Daz Studio's framework against the Blender snobs at the Meetups all the time, but Daz Studio's animation capabilities simply have no credible redeeming qualities when I'm talking to a competent Blender user who would, for too many reasons to list, look at me like I had lost my mind.

    Well, there you go.  You used the word "competent", which implies many hundreds if not thousands of hours practice.  If Daz's content library was usable in these other products natively, many more of us would probably have those thousands of hours practice in these other packages too.  I have spent more time trying to get content into them from Daz than I have actually learning how to use them to do animation, which I think is kind-of amusing in a way.

  • mavante said:

    Making every item dforce rather than to provide fits, means clothing takes a lot of time to use.

    In my experience, dForce has been catastrophic to animation in Daz Studio. (Someone inevitably chimes in with, "Well, DS isn't really made for animation," which I studiously ignore for too many reasons to list—including Daz's own promo videos for DS that showcase animation).

    Really? dForce does not even make my top 5 list of things that have been catastrophic to animation in Daz Studio. I mean, they even fixed the capitalization errors in an SDK that is case insensitive, but they didn't see fit to fix the long standing keyframe deleting bug. Actual data loss. I had to just sit back and laugh at that one. I don't know what reason anyone could have that could trump DS deleting your work, least of all a showcase that is so awesome that I wouldn't mind starting over every now and then, even when those keyframes are so unecessarily difficult to get right in the first place.

    "they didn't see fit to fix" implies it's something they could easily fix and haven't, as far as I am aware that is not the case. Not to diminish the significance of the issue, though saving a preset does - oddly - seem to preserve the data (which may well be one of the things making it hard to pin down).

    For contrast, what do you think the Blender community's response would be if they discovered a data deletion bug of any kind? A 0.0.1 update within days, that's what.

    I get it, I'm a DS fanboy and I defend the power of Daz Studio's framework against the Blender snobs at the Meetups all the time, but Daz Studio's animation capabilities simply have no credible redeeming qualities when I'm talking to a competent Blender user who would, for too many reasons to list, look at me like I had lost my mind.

     

  • WonderlandWonderland Posts: 7,046
    edited September 2020

     

     

    kyoto kid said:
    kyoto kid said:
    ArtAngel said:
    DAZ_Rawb said:

    What, is Daz moving to New Zealand...?

    I wish.

     

    There is a lot of stuff still coming for Daz Studio, I can't guarantee a 4.13 release because we might skip it and go straight to 4.14. The changelog shows some stuff that has been more or less completed and there is other stuff in the early R&D phases that I think is exciting as well.

     

    Thanks for being interested in what's coming next in Daz Studio.)

    Just curious ...  about skipping the 4.13 ... I may have a phobia or two but none relate to the number 13, however hotels often don't go 13 while others also avoid 14, especially in East Asia, by skipping the floors via the elevator button. At Pont de l'Alma Princess Diana died at the 13th pillar, the Columbia space shuttle disaster was the 13th flight, so is it fair to ask, if no  4.13, is it based on similar logic to why G5 skipped to G8 or something else?

    Covid19 sure puts a wrench into things but I heard rumors that tthe software was changinging to something a little different than we are use  to.

    Not sure where you heard those rumours - only things I've heard simply point to exciting developments (but nothing that'd mean you'd have to relearn DS from scratch or that DS is heading south - more like north...maybe north by northwest...which is not a reference to Hitchcock, merely a vote of confidence in DS's continued development)

    ...it's all in the perspsective.

    Cool render! What hair is that on the brunette?

    ...custom, strand based using UHT2.  wink

    Wow, great job! I would buy that! I’ve been wanting retro hair, especially 60’s styles for a while!

    Post edited by Wonderland on
  • kyoto kidkyoto kid Posts: 41,252

    ...well, winter is approaching so flying south doesn't sound like a bad idea. 

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