Daz Studio 4.16[.0.x] Pro, General Release! (*UPDATED*)

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Comments

  • marblemarble Posts: 7,500

    Richard Haseltine said:

    marble said:

    Sorry if this has been answered somewhere back in the mists of this long thread but is there any point in updating to this latest release for Windows users?

    Yes, it's a regular update - see the chnage log or highlights post

    https://www.daz3d.com/forums/discussion/463926/daz-studio-pro-4-15-highlights#latest
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log

     

    I might be missing something crucial but I don't see anything there that would make much difference to me. 

  • Okay so update to the update. Did some basic renders, no lighting. And when it finished rendering an image the third time, the app crashed. I'm on an iMac, 2019 model running on Big Sur 11.5.2. I know Daz3D is back on Mac finally but you might wanna make sure the app stays stable. Just sayin'. 

  • jbowlerjbowler Posts: 794
    edited September 2021

    Envixer said:

    Still no fix for not saving the environment setting properly. Ugh. I mean, come on, that's a fix that should have been implemented as soon as the bug was pointed out.

    If saving the file doesn't save the file accurately, then it's not really saving, now, is it?

    Yes, it still substitutes Ruins, but I just tested it and "None" isn't useful so far as I can see - DAZ does not respect alpha in the dome (so far as I can tell).  I consider that a bug too, but it's not this one.

    EDIT: Does Dome+Scene combined with a dome of "None" cause Sun-Sky to be used for the illumination?  Is that the point; that this is the only way to use Sun-Sky with fill lights as in outdoor portrait photography?

    none.png
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    Post edited by jbowler on
  • karlkarl Posts: 71

    Any plans for a Linux version?

  • no noseno nose Posts: 310

    Is it just me or has Daz gotten a lot more crashy recently? I'm unsure if it's Daz itself or my computer, but i've noticed that it happens a lot more often then i'm used to.

    I don't make particilurly intensive stuff either (most of my stuff is just a character, an hdri or lighting, and maybe a couple props for the background)

  • jbowler said:

    Envixer said:

    Still no fix for not saving the environment setting properly. Ugh. I mean, come on, that's a fix that should have been implemented as soon as the bug was pointed out.

    If saving the file doesn't save the file accurately, then it's not really saving, now, is it?

    Yes, it still substitutes Ruins, but I just tested it and "None" isn't useful so far as I can see - DAZ does not respect alpha in the dome (so far as I can tell).  I consider that a bug too, but it's not this one.

    EDIT: Does Dome+Scene combined with a dome of "None" cause Sun-Sky to be used for the illumination?  Is that the point; that this is the only way to use Sun-Sky with fill lights as in outdoor portrait photography?

    Yep. that's exactly the point. It's the most flexible of the lighting setups for what I do. 

  • PadonePadone Posts: 3,688

    For the record, the fact that the executable is not signed in 4.15.0.30 may cause troubles with the antivirus, that may block some activities. You may have to whitelist 4.15.0.30 for it to work properly.

  • I have Bitdefender Total Security 2021 , everything goes well .

  • skboaskboa Posts: 61
    edited September 2021

    Imago said:

    Before dealing with this release, someone could tell me if the timeline has been finally fixed? sad

    I'm still on .15.0.14, but since I don't see anything related to animations in the changelog I'd say no. Most of the changes seems to be for the database and scripting api (and mac support of course). I've also read something about changes to the IK, though I have no idea if it changes anything for us animators, but I have to say at least the version I use works for animations, there have been some changes you have to adapt to coming from .12 or .14, but that's okay, at least not "even more" buggy, for what it's worth...

    As a side note @Richard Haseltine, just yesterday I had the "undo bug" with the camera as well, this also happens with addons like gens. I've only noticed it in animations though.

    Post edited by skboa on
  • skboa said:

    Imago said:

    Before dealing with this release, someone could tell me if the timeline has been finally fixed? sad

    I'm still on .15.0.14, but since I don't see anything related to animations in the changelog I'd say no. Most of the changes seems to be for the database and scripting api (and mac support of course). I've also read something about changes to the IK, though I have no idea if it changes anything for us animators, but I have to say at least the version I use works for animations, there have been some changes you have to adapt to coming from .12 or .14, but that's okay, at least not "even more" buggy, for what it's worth...

    As a side note @Richard Haseltine, just yesterday I had the "undo bug" with the camera as well, this also happens with addons like gens. I've only noticed it in animations though.

    Sorry, what issue was this?

  • skboaskboa Posts: 61

    Richard Haseltine said:

    skboa said:

    Imago said:

    Before dealing with this release, someone could tell me if the timeline has been finally fixed? sad

    I'm still on .15.0.14, but since I don't see anything related to animations in the changelog I'd say no. Most of the changes seems to be for the database and scripting api (and mac support of course). I've also read something about changes to the IK, though I have no idea if it changes anything for us animators, but I have to say at least the version I use works for animations, there have been some changes you have to adapt to coming from .12 or .14, but that's okay, at least not "even more" buggy, for what it's worth...

    As a side note @Richard Haseltine, just yesterday I had the "undo bug" with the camera as well, this also happens with addons like gens. I've only noticed it in animations though.

    Sorry, what issue was this?

    Page 2, posted by Imago, I can confirm most of the issues he mentioned to some degree, a few exception though: you can move keys, it's just that you have to unfold the whole object to get to the actual "key" (the round one, not the triangle) to be able to move it, which is really annoying. I don't use puppeteer, so no idea on that, but honestly, the pinning problem is so well known for such a long time and still not fixed that I've simply given up hope on that...

  • takezo_3001takezo_3001 Posts: 1,974
    edited September 2021

    Why?

    What reason would you guys have to get rid of the original DForce menu options in the general release, or am I just missing something?

    What I'm hoping is that the devs most likely moved it to some hidden obscure place so that means we'll have to come to the forums in order to find out where the devs moved a standard menu item... but seriously, why would you move it in the first place when everyone is used to where menu items are located, while at the same time not letting us know about the changes.

    Man, it's a good thing that I back up my install files otherwise I'd be up crap creek!wink

     

    Never mined, I merged menus and all is well, except my script menus have been nuked...indecision

    IDIOT DEVS SWITCHED MENU ITEMS GEN RELEASE.png
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    IDIOT DEVS SWITCHED MENU ITEMS.png
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    Post edited by takezo_3001 on
  • ImagoImago Posts: 5,155

    skboa said:

    Richard Haseltine said:

    skboa said:

    Imago said:

    Before dealing with this release, someone could tell me if the timeline has been finally fixed? sad

    I'm still on .15.0.14, but since I don't see anything related to animations in the changelog I'd say no. Most of the changes seems to be for the database and scripting api (and mac support of course). I've also read something about changes to the IK, though I have no idea if it changes anything for us animators, but I have to say at least the version I use works for animations, there have been some changes you have to adapt to coming from .12 or .14, but that's okay, at least not "even more" buggy, for what it's worth...

    As a side note @Richard Haseltine, just yesterday I had the "undo bug" with the camera as well, this also happens with addons like gens. I've only noticed it in animations though.

    Sorry, what issue was this?

    Page 2, posted by Imago, I can confirm most of the issues he mentioned to some degree, a few exception though: you can move keys, it's just that you have to unfold the whole object to get to the actual "key" (the round one, not the triangle) to be able to move it, which is really annoying. I don't use puppeteer, so no idea on that, but honestly, the pinning problem is so well known for such a long time and still not fixed that I've simply given up hope on that...

    Finally someone else says what I'm saying since years. surprise

    About the triangles, I'm on 4.12.0.86 and I CAN move trangles as it would be normally.

    In 4.15 you have to do a trick that makes you lose a lot of time...

    Just try yourself, take any prop or figure and expand all its hierarchy, then go to the deepest part and create a key on the very last option. Now you can move the triangle around BUT ONLY the one that has the newly created key, all the others are unmovable. It should be possible do that without the need of creating that key in the bottom of the hierarchy.

    And after three years of this I also given up any hope and I will stay on 4.12.0.86 forever...
     

  • RSand55RSand55 Posts: 158

    Tried 4.15.0.3 but it just keeps crashing with every render. 4.15.0.2 works fine.

    I've seen the unsigned warnings in Norton 360 and have read the comments concerning this. Perhaps it is this but at this point, I'll stay with 4.15.0.2.

     

     

  • skboa said:

    Richard Haseltine said:

    skboa said:

    Imago said:

    Before dealing with this release, someone could tell me if the timeline has been finally fixed? sad

    I'm still on .15.0.14, but since I don't see anything related to animations in the changelog I'd say no. Most of the changes seems to be for the database and scripting api (and mac support of course). I've also read something about changes to the IK, though I have no idea if it changes anything for us animators, but I have to say at least the version I use works for animations, there have been some changes you have to adapt to coming from .12 or .14, but that's okay, at least not "even more" buggy, for what it's worth...

    As a side note @Richard Haseltine, just yesterday I had the "undo bug" with the camera as well, this also happens with addons like gens. I've only noticed it in animations though.

    Sorry, what issue was this?

    Page 2, posted by Imago, I can confirm most of the issues he mentioned to some degree, a few exception though: you can move keys, it's just that you have to unfold the whole object to get to the actual "key" (the round one, not the triangle) to be able to move it, which is really annoying. I don't use puppeteer, so no idea on that, but honestly, the pinning problem is so well known for such a long time and still not fixed that I've simply given up hope on that...

    It was the undo issue I was asking about.

  • skboaskboa Posts: 61

    Richard Haseltine said:

    skboa said:

    Richard Haseltine said:

    skboa said:

    Imago said:

    Before dealing with this release, someone could tell me if the timeline has been finally fixed? sad

    I'm still on .15.0.14, but since I don't see anything related to animations in the changelog I'd say no. Most of the changes seems to be for the database and scripting api (and mac support of course). I've also read something about changes to the IK, though I have no idea if it changes anything for us animators, but I have to say at least the version I use works for animations, there have been some changes you have to adapt to coming from .12 or .14, but that's okay, at least not "even more" buggy, for what it's worth...

    As a side note @Richard Haseltine, just yesterday I had the "undo bug" with the camera as well, this also happens with addons like gens. I've only noticed it in animations though.

    Sorry, what issue was this?

    Page 2, posted by Imago, I can confirm most of the issues he mentioned to some degree, a few exception though: you can move keys, it's just that you have to unfold the whole object to get to the actual "key" (the round one, not the triangle) to be able to move it, which is really annoying. I don't use puppeteer, so no idea on that, but honestly, the pinning problem is so well known for such a long time and still not fixed that I've simply given up hope on that...

    It was the undo issue I was asking about.

    Like I said, page 2, the first post by Imago^^

    In timeline, when you change the camera und then undo, it won't register the camera change and undo whatever you did before changing the camera.

  • jbowlerjbowler Posts: 794

    skboa said:

    In timeline, when you change the camera und then undo, it won't register the camera change and undo whatever you did before changing the camera.

    It's not specific to the camera or the timeline; I just saw an example of the problem after I did an 'animate2' freeze to timeline.  *Nothing* got recorded on the undo stack after that.  I've seen this bug before in the 4.15.0.x series, it certainly occurred in earlier betas.  The undo stack gets corrupted somehow and after that point nothing more gets recorded on it.  "Undo" undoes the last recorded item with unexpected results.

    I've never been able to repro the problem but once it has happened the only fixes are to either exit DAZ Studio or run the "Purge Memory" script.  Given that "Purge Memory" invokes the close-down bug (i.e. it can take a very long time) it's easier to save the scene (if it isn't too badly damaged), delete the scene (to avoid the close-down bug) and exit DAZ Studio.

  • Do Macs have to be running Big Sur? Im using Catalina and I cant get it to install.

  • skboaskboa Posts: 61

    jbowler said:

    skboa said:

    In timeline, when you change the camera und then undo, it won't register the camera change and undo whatever you did before changing the camera.

    It's not specific to the camera or the timeline; I just saw an example of the problem after I did an 'animate2' freeze to timeline.  *Nothing* got recorded on the undo stack after that.  I've seen this bug before in the 4.15.0.x series, it certainly occurred in earlier betas.  The undo stack gets corrupted somehow and after that point nothing more gets recorded on it.  "Undo" undoes the last recorded item with unexpected results.

    I've never been able to repro the problem but once it has happened the only fixes are to either exit DAZ Studio or run the "Purge Memory" script.  Given that "Purge Memory" invokes the close-down bug (i.e. it can take a very long time) it's easier to save the scene (if it isn't too badly damaged), delete the scene (to avoid the close-down bug) and exit DAZ Studio.

    Yes, I can confirm that as well, it's just not as frequent, it happens very rarely, so it's probably not easy to reproduce, while the camera and addon bug are probably relatively easy to reproduce since it happens relatively often. At least for me it happens relatively often with hair and gens (or any other geograft).

  • KW001KW001 Posts: 13

    Are there any plans to re-issue this update with a signed executable?

  • KeironKeiron Posts: 413

    The date bug has been there for a while now. however I changed the tab from files to products sort by install date and my newest content shows up OK

  • bytescapesbytescapes Posts: 1,841

    Did anyone else find that stability took a dive with the release of DAZ Studio 4.15.0.30? I'm using it with NVidia's 471.68 studio driver on a Windows 10 box with a 1070ti, and I'm getting constant crashes and hangs. Before upgrading to 4.15.0.30, things were pretty stable. Now it seems to BSOD about 50% of the time.

    Suggestions for remedying this (or reminders on how to roll back to an earlier version) would be welcome.

  • kwright_76239f94b9 said:

    Are there any plans to re-issue this update with a signed executable?

    It is a known issue, I don't know if it's likely to be fixed before the next update or not, or what they will do if not.

  • So no fix yet to intermediate timeline then? My 4.10 portable quit working so I guess this is where we part Daz. In case you are wondering what the problem is, well, it is simple. The new timeline is great if you like extra work when trying to fix a problem, enjoy having a plethra of tools that you are never really going to use...it is literally a hammer with a wrench, plyers, bottle opener, knife, spoon and frisbi attached to it and you can no longer just use it as a hammer. Basic view is a player. Advanced view is our hammer anology. Intermediate is just another player....I was hoping that in time intermediate would be more like 4.10 where you can edit with simplicity. No, intermdiate is useless for editting for it does not show you the keyframes of the object seletcted but of all the keys, of every object in the scene, ergo, a solid black line of keyframes that you cannot navigate through since each scene I have involves multiple moving characters. 

    Here is an example of the simplicity of 4.10. A forearm has 2 keyframes set on frame 30. Click forearm. Erase keyframe. Done. What do we have to do in the latest Daz incarnation? Click the forearm. More than likely scroll to the parts. Open properties. Save obj. as. Grab both keyframes, bend and twist, then delete. Restore obj. Added work to something that is already burdensome with tasks and pipelines. Fix this please. Make Intermediate a working option that shows only the obj. that you have selected.

  • Yeah, I guess this whole app crashing issue isn't just me then. Worst part is that it wasn't an issue for me until perhaps last night when I was busy rendering a series of pics for an animatic that needs to be finished by next week. Now I can't finish that animatic because the scene keeps crashing when I try to render it, and I tried to restart the computer and everything. 

    I'll download the Beta if I have to, I NEED to finish this by next week. I can't wait around for an update. 

  • mobrechael said:

    So no fix yet to intermediate timeline then? My 4.10 portable quit working so I guess this is where we part Daz. In case you are wondering what the problem is, well, it is simple. The new timeline is great if you like extra work when trying to fix a problem, enjoy having a plethra of tools that you are never really going to use...it is literally a hammer with a wrench, plyers, bottle opener, knife, spoon and frisbi attached to it and you can no longer just use it as a hammer. Basic view is a player. Advanced view is our hammer anology. Intermediate is just another player....I was hoping that in time intermediate would be more like 4.10 where you can edit with simplicity. No, intermdiate is useless for editting for it does not show you the keyframes of the object seletcted but of all the keys, of every object in the scene, ergo, a solid black line of keyframes that you cannot navigate through since each scene I have involves multiple moving characters. 

    Here is an example of the simplicity of 4.10. A forearm has 2 keyframes set on frame 30. Click forearm. Erase keyframe. Done. What do we have to do in the latest Daz incarnation? Click the forearm. More than likely scroll to the parts. Open properties. Save obj. as. Grab both keyframes, bend and twist, then delete. Restore obj. Added work to something that is already burdensome with tasks and pipelines. Fix this please. Make Intermediate a working option that shows only the obj. that you have selected.

    In the dope shjeet section of the Timeline drag a marquee around the proeprty, proeprty group, or node that you wish to de-key, highlighting either the key markers or the trianmgle indicating mutliple keys firther down the hierarchy, and click the delete key marker. Nearly as fast as 4.10, and more seelctive where needed.

  • jbowlerjbowler Posts: 794

    Richard Haseltine said:

    In the dope shjeet section of the Timeline drag a marquee around the proeprty, proeprty group, or node that you wish to de-key, highlighting either the key markers or the trianmgle indicating mutliple keys firther down the hierarchy, and click the delete key marker. Nearly as fast as 4.10, and more seelctive where needed.

    And, of course, the keys can be moved individually or a a group by using left-mouse-drag, however this does not appear to work because it is necessary to first select the key using left-mouse-click, and of course this doesn't always seem to work because it isn't possible to left-mouse-click on the left-most frame of the range; that can only be selected by using a marquee drag.

    If a key or group of keys is selected on the last frame of the current timeline range (i.e. the far right) it is impossible to deselect it; further selections on frames to the left replace only the selections on earlier frames.  Further selections on the last frame remove selections on the earlier frames but add to the selections on the last frame.

    If you get into this situation, with selections on the last frame, mouse-drag of a key on an earlier frame works to the left but not to the right, moving the keys at the end and allowing them to be deselected.

    Then there is the bug you know about; when a property (a circle) is reset, which removes all the keys from the timeline, all container properties (the triangles) become left-click-unselectable everywhere on the timeline.  They can be marquee-selected so a left click seems to work sometimes (if it's really down-move-up, i.e. a short drag).  Even if marquee-selected the keys can't be moved.  The problem can be detected by watching for the cursor change to the hand - if that doesn't happen the problem exists..  If a key is created for the reset property the higher levels become selectable again, if the node is re-keyed recursively it becomes hand-selectable (the hand icon starts to appear again) and it becomes moveable.

    I discovered all these things simply by inserting G3M, key+'ing at Object TRSOA on frames 15 and 30 then playing around with the keys for the left and right hand; reset the "pinky 3" "visible in render" property.

    There are only two or three bugs here, but they are enough to make the timeline unusable by anyone who hasn't worked them out.  Even if you know that selections on the last frame can't be removed that bug alone makes the UI pretty much unusable because it makes "key-" and drag moves to the left extremely dangerous.

    I think I can say with confidence that this stuff hasn't been tested; the behaviors that I am describing can be discovered in a few minutes:

    1. Create a new Null...
    2. Set the X translation on frames 0, 15, 30
    3. Observe: there are keys on the Null on the timeline but they cannot be click-selected and no hand icon appears.
    4. Change the timeline "Types" field to T (just translation) and key+ Node recursive on Frame15
    5. Now the key on frame 15 is hand selectable but not the keys on Frame 0 or Frame 30.
    6. Click-select the frame 15 key.
    7. Drag the now selected frame15 key to frame 16.
    8. Go to frame 0 and repeat; same result.  In general Frame 0 is not click-selectable because it isn't actually fully keyframed, contrary to appearances.
    9. Change the "Types" field to "TR" (translation+rotation); now nothing is click-selectable.

    And so on...

    The placement of clicks and marquees also needs to be checked, but at present it is impossible to test it because of the click selection bug.

  • jbowlerjbowler Posts: 794

    Richard Haseltine said:

    In the dope shjeet section of the Timeline drag a marquee around the proeprty, proeprty group, or node that you wish to de-key, highlighting either the key markers or the trianmgle indicating mutliple keys firther down the hierarchy, and click the delete key marker. Nearly as fast as 4.10, and more seelctive where needed.

    1. Lanuch DAZStudio
    2. Check Timeline/Types and set it to "TRSOA"
    3. Insert G8 Basic Male
    4. Activate the "Node Selection Tool"
    5. In the viewport select the G8M "Left Hand"
    6. In the Timeline open "Left Hand/Properties/Pose Controls/Hands/Left"
    7. Per instructions above, Marquee Select "Left Thumb Fist" T-in-a-circle
    8. On the timeline left click "key-"
    9. Doesn't work (TM).

    Yes; I know how to "make it work", i.e. I know how to remove that (Alias) property, but I believe that this used to work before 4.15.0.30; I have a strong feeling that I was able to delete the original property by deleting the alias.  Nevertheless the current behavior is fundamentally confusing.  It means that "keyframes" can't be deleted - the original complaint (as I understand it) that started this.  For example if you close the "Left Hand" node on the timeline and marquee select the key-group (the triangle) "key-" won't remove it.  It is even possible to "key+/node recursive" on frame 5 (say) giving a selectable "keyframe" for the left hand which cannot be deleted simply because "key+" creates aliases but "key-" does not delete them.  That took me a long time to work out.

  • Richard Haseltine said:

    mobrechael said:

    So no fix yet to intermediate timeline then? My 4.10 portable quit working so I guess this is where we part Daz. In case you are wondering what the problem is, well, it is simple. The new timeline is great if you like extra work when trying to fix a problem, enjoy having a plethra of tools that you are never really going to use...it is literally a hammer with a wrench, plyers, bottle opener, knife, spoon and frisbi attached to it and you can no longer just use it as a hammer. Basic view is a player. Advanced view is our hammer anology. Intermediate is just another player....I was hoping that in time intermediate would be more like 4.10 where you can edit with simplicity. No, intermdiate is useless for editting for it does not show you the keyframes of the object seletcted but of all the keys, of every object in the scene, ergo, a solid black line of keyframes that you cannot navigate through since each scene I have involves multiple moving characters. 

    Here is an example of the simplicity of 4.10. A forearm has 2 keyframes set on frame 30. Click forearm. Erase keyframe. Done. What do we have to do in the latest Daz incarnation? Click the forearm. More than likely scroll to the parts. Open properties. Save obj. as. Grab both keyframes, bend and twist, then delete. Restore obj. Added work to something that is already burdensome with tasks and pipelines. Fix this please. Make Intermediate a working option that shows only the obj. that you have selected.

    In the dope shjeet section of the Timeline drag a marquee around the proeprty, proeprty group, or node that you wish to de-key, highlighting either the key markers or the trianmgle indicating mutliple keys firther down the hierarchy, and click the delete key marker. Nearly as fast as 4.10, and more seelctive where needed.

    I already know the process which is why I am complaining. Lets compare speeds here. Click on forearm, skip to the second of the double keyed frame and hit delete. Done. What is just as quick to you is select the forearm, grow the timeline so I can see the forearm tree, click properties, select all 3 keys (since it is double keyed), delete and then reposition the forearm. LOL. Yes, the brilliance of this new process is insanely fast. Lets do this instead, Daz can make intermediate so it is actually useful and that would entail me clicking on the forearm and only the foreame keys are shown and allow me to delete just by being on the keyframe with ZERO highlighting. 

  • jbowlerjbowler Posts: 794
    edited September 2021

    mobrechael said:

    I already know the process which is why I am complaining. Lets compare speeds here. Click on forearm, skip to the second of the double keyed frame and hit delete. Done. What is just as quick to you is select the forearm, grow the timeline so I can see the forearm tree, click properties, select all 3 keys (since it is double keyed), delete and then reposition the forearm. LOL. Yes, the brilliance of this new process is insanely fast. Lets do this instead, Daz can make intermediate so it is actually useful and that would entail me clicking on the forearm and only the foreame keys are shown and allow me to delete just by being on the keyframe with ZERO highlighting. 

    I think not; three properties because of the alias bug/feature I just described, opening the node (bone) hierarchy but that is consistent with the behavior within the scene pane.  It's not a new process, it's just a set of bugs.  Inventing a new UI never fixes bugs; it just creates them.

    Post edited by jbowler on
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