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As I work away on this I would make a couple of observations
1) I have learned a lot about Content Directory Manager, DIM and Content Package Assist. There likely is lots more to learn. There certainly are challenges with blended packages (G3F with G8F or clothing with characters or poses with characters etc) if you are planning to segregate content directories. It can be further complicated if you do a lot of hacking or custom clothing MATs or characters and the like and you've saved them with the original content!! (Particularly if you have saved custom MAT-related images in the product's Textures folder of the Runtime.) While I am hoping for improvement, I am looking at about 10 minutes per product to recreate the .zip in the correct format, package it with Content Package Assist, reinstall it via DIM to a new directory, and remove it from the old. This leads to the second observation.
2) I should have known this from an earlier drive failure about a year ago. I have, so far, segregated about 20 characters (and about 30 clothing items and MAT expansion sets) from my working runtime. Now when I open a character, (saved with a scene or as a scene subset) there are character related .dsf files missing. I thought the point of this exercise was to stop DAZ Studio from loading unnecessary files; so, the fact that it's looking for them anyways is a bit dissappointing. As best as I can tell, the pre-existing scenes or scene subsets are not missing the files: they load fine. I want to say that this is the 'non-zero default thing' but I think it is different because the 100% coinidence is too much for me to believe that there are that many non-zero defaults. I think the scene/scene subset is keeping track of every character in my content at the time it is created/saved. (I don't actually understand why this would be the case but. . . .) Could this be a feature, bug or something I am doing wrong or is wrong with my setup. I don't have metrics but this cannot help load times. . .
Any advice/comments appreciated.
PS. If the item is (re) loaded and saved with the segregated content directory NOT mapped, then when the scene or scene subset is loaded again, it does not look for the segregated content. I hope that this is clear and not further complicating my story - but it reinforces the notion the file knows the footprint of what existed when it was created and more is fine but less is not. It could be the DIM uninstall leaves something behind that I don't when I do it manually. . . ..
The saved scene has settings for morphs which were present when the scene was created and were, in some way, used. If you have the character selected for "Node" and "Node Recursive" or with any of the character bones selected (Hip or below) and "Object" set as the creation mode and then you create a key frame everything in the parameters tab, set or not, is perma-burned into the scene. Now every character morph that can be applied to that character is required when the scene is reloaded. This functionality is, in fact, correct - creating a key frame declares that you want to freeze even the zero/default settings in the parameter pane.
I create scene subsets for individual characters with the character unposed but dressed/equipped. A lot of the problem morphs can be removed from the character by using the animation timeline, selecting the character "properties" node and deleting the keys for poses and expressions, plus the keys that are in the hidden node of properties. I just spent time working through a few of the characters I'd saved as a scene subset and this is one of the things I did.
The more general approach is to load the scene subset in one instance of DAZStudio which has a minimum configuration, skip installing the missing packages and watch out for missing textures; this immediately tells me if I used a skin from a different character and, obviously, I need to fix that. So I install the *different* character from DIM, delete the previously loaded character and reload the scene subset. Now the list of missing .duf files just lists the missing morphs, including the pose/expression morphs if I'm loading a posed character (or scene).
So I then complete the load, use the CMS to change DAZStudio so that it can see "everything" (I have a CMS set for that, but I've taken to just adding my three G8 "Unused" directories to the current set), delete scene and reload it. Now it should load with no missing packages and I can step through the "currently used" pane for each character finding out what is actually used; e.g. nails from different characters, character morphs actually applied, poses, expressions. I check the morphs by undressing the "everything" character (delete all the wardrobe), changing the skin surface shaders to flat red paint and merging the sceen back in - apart from the red eyes there shouldn't be any red showing through ;-)
It's tedious, but I only have to do it once per "old" scene and since I tend to re-use the same poses, expressions and characters with different morphs/mixes I'm gradually building a "default" CMS set that produces relatively few missing things with different "old" scenes.
Of course one thing which would make this much, much easier is to have a script that runs down the poses, expressions and actor morphs checking for things that have default values everywhere on the timeline before removing the keys for those things. Indeed a scene can be optimized by doing this to everything, but doing it to the Hip nodes means that further modifications of the character pose in the timeline will have unexpected propagations. Doing this substantially reduces the size of the scene file.
I think maybe I'm getting to know enough about DAZStudio scripting to attempt this; writing code is a lot less tedious than stepping through package installations trying to get the right stuff installed.
I'm surprised that there isn't a PA product this does this, maybe there is?
WOW!!! Very interesting. Thanks again for sharing what you know. I have hundreds of saved characters (as scene subsets) and scenes that now appear to have been saved without paying attention to some important considerations. I wish I had known.
There may also be some nested issues. I don't generally use the timeline because it is such a PITA. I only use it for simulating clothing when nothing else will work. Moving in the timeline, even zeroing a pose, takes forever. It could be that my characters (and scenes) are carrying tons of extra baggage. At least that is incidentally what I am thinking based on what you have said.
These are my first thoughts: For old scenes and characters I might deal with them as I go for now. This is code for resaving them and reloading them if I find they are missing anything, when I go to use them - kind of a fix on failure approach. As I reinstall (using DIM) characters that I particualrly like, clean up my custom characters. I made need some help with that. For example; (and I have never looked at this previously) I am finding a lot of 'stuff' in the timeline. I loaded a custom character (scene subset) into a new scene and opened the timeline. Zerod pose and deleted all the keyframes other than zero position on timeline. I hope you are able to see the attachment. I am not sure what to remove. In the Hidden Properties for example there are people: I think I am understanding that they can be removed (but those dials will no longer work on this character?). But there are other character-related morphs (Armanas G8F, Kaitana, MegaM, Neighbor) not hidden that might also fall into this catergory. There is a lot of other stuff there too. I never appreciated all this was carried with the character.
All assistance well appreciated.
I don't know the answer. I do have a lot of theories, well, hypotheses. I believe that Frame 0 is a fake; keys are reported and behave as though they are there even though the key isn't actually recorded in the scene (or scene subset) file. I have suspicions but I haven't had time yet to prove or disprove them.
FWIW I have saved scene subsets (characters) with and without removing (almost all) of the 'keys' in the zero frame. I only kept one which controled the shape - I guess I don't really understand key frames - I guess most everything can be animated. . . .Anyways, the file size differed - in my one case I admit - insignificantly: 1 KB. I don't think it made any difference in loading; no surprise. All of the zero frame 'keys' were repopulated when the character was reloaded: a bit of a surprise but consistent with your hypothesis.
Thanks again.
I'm not sure what you mean here
It is as I said (i.e. I just tested it); the keys are not recorded in the scene file even though in memory (i.e. on the timeline) there are keys for every property that exists on Frame 0. This is why simply inserting a G8F and saving the scene doesn't actually link the scene to every G8F morph, dialable pose and expression you have installed, just the ones that are set to something (the keys have to be recorded for those).
This does not apply to any other frame (well, I only tested frame 30 ;-) Creating a key frame there permanently links the scene file to everything G8F (etc) installed on the system, as well as blowing up the scene file size; I went from compressed 125KByte for a sceen with the default on Frame0 and a sitting pose on Frame 30 to 392KByte if I created a keyframe on 30. The uncompressed size (for the scene subset - I have yet to find out how to write an uncompressed scene) went from 1756KByte to 6245Byte. I verified that after creating the keyframe on frame 30 DAZStudio was writing default values for character morphs.
Ironically Frame 0 does actual seem more like a proper keyframe as a result; everything has a default value, even deleting the properties as I suggested above doesn't stick (they come back when the scene is reloaded). I don't think that happens with other frames; adding new properties (by installing or making visible new packages/morphs) results in a default value on frame 0 but, I think (not tested) not on any other "keyframe". It would be really nice if DAZStudio supported keyframes properly (e.g. at the Object level or even the Scene level); then Key+ would just be a waste of time for most of us...
I use the timeline a lot, pretty much always, for dForce handling so I've just assumed that the dependencies come in as a result of creating keyframes. I seem to be able to remove them by deleting the keys on the timeline, but of course that doesn't mean that's why they got there.
I've also noticed that there are dependencies there that are not always reported. If I want to be really safe I load the scene once using my "Everything" CMS directory set then merge the same scene in over the top with my "Default" CMS directory subset; this normally makes it obvious if there is a geometry error.
I've not graduated to saved scenes yet; still dealing with saved characters. So far I have re packaged 86 G8F characters and (re) installed them using DIM. I am working out my (Content) directory structure and Downloads and ManifestFiles folders so as to have something manageable: I was noticing DIM (and I) was having problems with too much content in one folder. At this stage, having gotten through the 86 above, I am at the point now where I am dealing with characters I like. So far, thirty-five of these have versions I have customized. (about more 100 still to go!!) Sometimes my customized versions load without problems; sometimes they load missing files because I have shared a MAT or something. Those I understand. I'll try to explain what I don't understand. When I load one of my custom characters and it missing morphs, I zero pose and clean the timeline as suggested, resave - it reloads without missing anything. But after I have done a bunch, if I go back, reinstall one that was not missing files and reload it, it will be missing files again, from the more recently uninstalled content. It might be too early to say but I think the upside of all of this is that when I am complete I will have much lower system load. For instance reduced RAM consumption - so far a G8F character is using about 500 MB less RAM than when I started. I am not sure I can say load times are improving. The down side looks like, when I am all done uninstalling content, that I will have to reload all of my custom characters (and scenes) one at a time to be sure to eliminate the missing (morph) file annoyance - or just get used to it.
I find the whole thing completely weird. I've loaded recent scenes where characters turned into blocks; Christy Turlingon converted into Marvin the Android sort-of-thing. I just loaded a scence I'd saved on 12/4/2017, the only character was Akame. DAZStudio warned me about all the missing textures, I went to DIM, de-installed Akame from "G8Figures-Unused" and reinstalled to "G8Figures-Core" (the latteer being in the set that DAZStudio can see) and everything, but everything, was hunky dory. Then I loaded a more advanced version of the scene from 2/5/2018 and I got four missing .dsfs, a few Victorias and some nails; I ignored those and everything looks fine (I guess I may have lost Akame her nails). I also guess I didn't have that much content in 2017, but I'm not sure; it's all weird.
Hey everyone I'm having an issue. Ive been working on daz all day and closed it to start painting in photoshop. When I tried opening it again, it wouldn't open full stop. I shut down my desktop (windows), rebooted it, and the image attached came up when I tried to open Daz. All of my windows are gone and it won't let me open anything. I tried uninstalling the program and reinstalling and this happened again. I'm thinking of doing a full reinstall, but I don't really know how to do that and if I don't have to, I really don't want to since I have a lot of content from renderosity and I really don't feel like redownloading it. Any help?
i fixed it =-= im just dumb =-=
Well. This might be a blinding glimpse of the obvious. I am seeing a pattern of finger nail morph issues - I suspect I had a favourite for a while but oddly as you have suggested the character scene subset does not appear to be missing the nails. I have had the occasional brow issue resulting from using a mesh brow and brow remover - if I am not careful my folder with the generated images heads off to parts unknown leaving me with white face. You are likely familier with these situations. Oddly, I have had an instance where Content Package Assist would NOT package the content for DIM but surprisingly the CGShare free tool came through. I have also had instances (more than one so it is not just an odd coincidence or misappreciation) where characters have warned of many/all MAT images missing only to load perfectly - less the warning. But this is my new news. It perhaps goes without saying, as I am in this situation, that I am perhaps not as disciplined as I should be. While making a scene or playing with a new clothing item or pose set, I might decide that I particularly like how a character looks - AND DECIDE TO SAVE IT AS A SCENE SUBSET. I am thinking that, at times, DAZ Studio is saving the morphs (and maybe MATs in some cases) of not just the selected character from the scene in the scene subset. Then, when I reload that character, it reports some (sometimes a lot) missing content when, in all honesty, the majority of cases, there is nothing whatsoever wrong with my loaded character. Talk about things that make you go, Hmmm.
I have experienced similar weirdness, provided I correctly understand the character turning into blocks. I have created relatively simply objects in Lightwave which were exported as an obj and then imported into Studio. The initial import looks great. If I then save the imported object as a scene subset or as a support asset it loads up the next time as a block with beveled edges. One object I had trouble with was a door with hinges and a door knob. Simple, right. Looking at the original mesh in Lightwave I found a couple of ngons that I had missed so perhaps my problem was in the geometry. The thing is, I had used these objects before without issue.
In any case, I have cleaned up some of the geometry that I use repeatedly and (knock on wood) it has been a while since I have had this issue. I'm just posting about it here as the remarks above reminded me of it.
It can take a very long time to shut down, particularly on slower (CPU) systems (graphics card speed does not help). Go to the task manager, look for the "DAZ Studio Application"; if it is still there (it will be among the background apps) you can't start another DAZStudio.
IRC the grey window just means the application can't find the configuration file that controls the window layout. The log file should say why.
Yes, that's it exactly; "wire bounding box" for each bone with the box actually displayed as a texture/smooth shaded cube with bevelled edges. It makes sense that this would happen if there is something wrong with the geometry. In my case the geometry wasn't present in the installation, I expect this to result in Basisc Genesis 8 Female geometry, but Akame isn't based on one of the body/head morph packages so maybe I should have anticipated no geometry at all...
The part I didn't understand was that the object looked fine when I imported it. I could texture it, render it, etc. once I saved it the object reloaded as a beveled block. If the geometry was off that much, why did it work before saving it? (Rhetorical question)
I am anxious not to insult. How did you save it. It sounds like it might have just lost the link/path to the geometry in the saving/reloading?
First I saved it as a scene subset. On later tries I tried saving it as a support asset. Both should have saved the geometry in the proper files and locations.
Is anyone else having a problem with disappearing Gen 8.1 Female sliders? My male 8.1 sliders have not disappeared. But my Gen 8.1 female ones are missing quite a few? For example, "Inner brow down" is gone. "mouth open" is gone, and a few expression sliders arent working. Help? I've tried uninstalling gen 8 essentials, but that didn't do anything.
When I am loading Genesis 8 Basic Female, I have sliders for Brow Inner Up-Down, Brow Inner Up-Down Left and so on and mouth Open
If I am loading Genesis 8.1 Basic Female, the Mouth Open transformed to Jaw Open and the Brow Inner is only Up, no down.
- Have you ever had them on G8.1F
- Have you removed the dummy/placeholder files from G8.1F morph folders?
- If you removed the dummy files, have you reinstalled G8 starter essentials afterwards? (puts the dummy files back)
I'm getting the hulk-green overlays where the transparencies of textures go on top of another material, in Iray preview mode. I'm not in front of my computer, but if you had something like a hair cap model on your figure in preview mode anything that is a mesh will turn green over the figure, it appears to ignore transparency or just overrides it. if I render normally it goes away. it's difficult to see what the final is going to look like with this since masks out anything the mesh is above.
I'm using 4.15.0.14 or wherever we're at the the Nvidia Studio Drivers 461.92 March 17, 2021
do I need to rollback DS or rollback the driver or both? has anyone else seen this?
A screenshot would be helpful.
Since a couple of hours, all my renders get also those "hulk green" overlays on geoshells. Even old scenes where nothing was changed. I'm stil on 4.15.0.2. On anatomical elements and also external bought geoshells. The mesh looks somehow mismatched. Nothing was changed (not DAZ Studio, nor Windows updates, nor Nvidia drivers=461.72). Any ideas?
After hours I got the geoshells back on the right place and the green hulk overlays disappeared. Don't know why but i just toogled some buttons on the left side of the toolbar (keyboard on/off? etc.) and instantly the preview doesn't show any distortion of the anatomical geoshell.
let me know if you find the magic guitar chord that fixed it. in the meantime I'll try to get lucky reproducing this. the discoloration makes it difficult to preview finals.
I have a assumption. It had happened multiple times now and before i was in the weight map editor for making non dforce hair dforce compatible. So i was focussing on the head and not on the lower body parts and couldn't see it immediately.