Blue Mamba and Undrivable DAZ Vehicles because of scaling issues

2

Comments

  • Ghosty12Ghosty12 Posts: 2,065
    edited May 2021

    y3kman said:

    Mark_e593e0a5 said:

    Well, let me summarize: TWO products from the same artits where a bit ....fishy?

    The first was a totally different product, the second was way beyond quality expectations. 

    Could that be up to the artist? Just guessing.... I have several products from the same artist in my library, both of THOSE two are way beyond the standard of that guy. And that is why I am REALLY disappointed. I suppose Charlie will move to my blacklist...

    I'd blame QA and the sales department first before pointing fingers at the PA. DAZ still has to give the go signal for a product to reach the store.

    And that is the thing, people buying anything from any online store rely on promo images, so that they know that what they see on any online store, is what they get when they buy that product.

    Post edited by Ghosty12 on
  • rrwardrrward Posts: 556

    I've been disapointed by a lot of Poser/DS vehicles over the years. Everything from no interiors to broken geometry to scaling issues out the wazoo to bikes with handlebars that don't turn and kickstands that don't lower.  Not just vendors from here, either. It's kind of disheartening.

  • Serene Night said:

    The car is actually far too wide to reach the gear shift when driving. Even adjusting the X scale 90 percent the stick is far to the left  by the passenger the seats are also super wide. The steering wheel is also slightly towards the window side of the vehicle.

    It looks to me like they built a bunch of geometry separately without using a common scale of reference, and then slapped it together hoping for the best.

    And this, my friends, is why mathematics & use of references is important. Unless you're one of those rare Alonzo Clemons types, this is how your models are going to turn out. Even if you suck at math, if you use good references the minor proportional differences that make or break the model can be kept within acceptable tolerances.

  • 5200north5200north Posts: 249

    i didn't purchase this item, but this still makes me so angry.

    is it that hard for daz to test an item prior to posting it in the store?

  • 3Ddreamer3Ddreamer Posts: 1,316

    I think it is a safe bet that most of us are buying things to use with Daz Characters, most likely the Genesis line, but still stuff is released not scaled to Genesis. If I import a OBJ I load up Genesis 1 to make sure that it is scaled to that before I save it. If I can do that I don't see why Venders aren't at the modelling stage. And I think QA/QC should be checking for that as part of their process - if it isn't rejected it needs to be put on the store paged 'Not scaled to Genesis'.

  • PerttiAPerttiA Posts: 10,024
    edited May 2021

    5200north said:

    i didn't purchase this item, but this still makes me so angry.

    is it that hard for daz to test an item prior to posting it in the store?

    Neither of these problems are due to lack of testing, they are just bad products - The 4x4 I was actually interested because of the resemblence to Lada Niva, but they went and changed the one part that I was interested in it for.

    Too bad there isn't any real dialoque with DAZ, so that we could ask why some cars are bastardized like this (both of these), since there are also cars on the stores that do look very close to real ones.

    Post edited by PerttiA on
  • Well, I won't add the Cyberpunk vehicle to my wishlist. 

    There's a Make Cars Cyberpunk tutorial in Dreamlight's Daz store. Maybe we should grab it. But we'd still have to find a correctly scaled vehicle to make use of it.

  • KrzysztofaKrzysztofa Posts: 226

    This is dissapoitning, I had been eye-balling the blue mamba. Is there a running list anywhere of good vehicles that are scaled for genesis 8?

  • mr clammr clam Posts: 707

    There are a few vehicles in the store, including Blue Mamba, that are marked "N/A" under Compatible Figures. When a vehicle is properly scaled, it's labled as such under this part of the item description. However, this is pretty easy for a buyer to miss, and it would be nice if scaling issues were also listed elsewhere on the item page. Personally, I would have just assumed that Blue Mamba was scaled to 8/8.1 as it was sold in an 8.1 "bundle".  

  • Serene NightSerene Night Posts: 17,675

    Unfortunately, that information is simply not on a lot of vehicles. 

  • mr clammr clam Posts: 707

    Serene Night said:

    Unfortunately, that information is simply not on a lot of vehicles. 

    That's true and that is egregious.

  • TorquinoxTorquinox Posts: 3,636
    edited May 2021

    These vehicular figure fit and scaling issues are easily avoided. One can export posed figures from Daz to use as a scale and space references. There are small pitfalls w/respect to scale of exported figures as objs in the modeling program, but these don't take long to resolve. Also, one can import geometry to check fit with posed figures in DS. One can save poses and may even make those part of the package. It's not very time-consuming, and it builds good will. Some people are a lot more likely to buy an item that has the little extras. I think checking for figure fit pays dividends for everyone.

     

    Too bad about that CP pickup truck. I liked the original. It looked cool and the original accessories made the model stand out.The textures looked great, too. The release version is a disappointment by comparison. Sorry, Charlie. sad

    Post edited by Torquinox on
  • There used to be problems with wonky scale of exported figures, especially with Blender (but that was wonky mostly on the Blender side of things), but not with currently available bridges.

     

    I mean, importing a posed shape and modeling around it is a fairly straightforward idea.

     

    Flightcar01.jpg
    1000 x 719 - 462K
  • cridgitcridgit Posts: 1,757
    edited May 2022

    Redacted

    Post edited by cridgit on
  • TorquinoxTorquinox Posts: 3,636

    PixelSploiting said:

    There used to be problems with wonky scale of exported figures, especially with Blender (but that was wonky mostly on the Blender side of things), but not with currently available bridges.

     

    I mean, importing a posed shape and modeling around it is a fairly straightforward idea.

     

    Even without a bridge, export the figure at daz scale and import to Blender 2.79+ with -Z forward, Y up, clamp set to 2 and you're golden.

  • barbultbarbult Posts: 24,840

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

  • Sven DullahSven Dullah Posts: 7,621

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    Exactly!! 

  • JabbaJabba Posts: 1,460

    I thought I'd get a chuckle when I clicked on this thread - just a case of manually scaling to fit... turns out to be a lot more serious than I was expecting.

    I'll maybe dust-off some of the older classics and give them an Iray overhaul.

  • kyoto kidkyoto kid Posts: 41,244

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    ...indeed, and this includes other items. 

    For example, picked up the Hellenic outfit a while back and when I finally attempted to use it on a G3 character what is seen in the attachment below happened and there is no fix (it does this on several characters of mine) . I was told it has something to do with a rigidity setting but why would that part of the skirt require rigidity?

     

    Hellinic test.jpg
    1200 x 1200 - 292K
  • Richard HaseltineRichard Haseltine Posts: 102,730

    kyoto kid said:

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    ...indeed, and this includes other items. 

    For example, picked up the Hellenic outfit a while back and when I finally attempted to use it on a G3 character what is seen in the attachment below happened and there is no fix (it does this on several characters of mine) . I was told it has something to do with a rigidity setting but why would that part of the skirt require rigidity?

    To avoid its getting lumpy from leg morphs - muscular calves or even thighs wouldn't transfer to the skirt shape. it's a matter of balance, which unwanted effect is the lesser evil, and it's fairly quick to remove a Rigidity group with the Geometry.Editor tool 9from memory, activate the tool, switch to vertex selection mode, right-click on the Rigidity group in the tool settinsg pane and delete).

  • PixelSploitingPixelSploiting Posts: 898
    edited May 2021

    I have this one.  This is an older G3 outfit without dforce. It uses built-in poses and rigidity group for the skirt to force the dress to behave like a long flowing drape. You need to remove the group and maybe try if you can set it for dforce. It's not bad QC, it's an old product.

    Post edited by PixelSploiting on
  • kyoto kidkyoto kid Posts: 41,244
    edited May 2021

    Richard Haseltine said:

    kyoto kid said:

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    ...indeed, and this includes other items. 

    For example, picked up the Hellenic outfit a while back and when I finally attempted to use it on a G3 character what is seen in the attachment below happened and there is no fix (it does this on several characters of mine) . I was told it has something to do with a rigidity setting but why would that part of the skirt require rigidity?

    To avoid its getting lumpy from leg morphs - muscular calves or even thighs wouldn't transfer to the skirt shape. it's a matter of balance, which unwanted effect is the lesser evil, and it's fairly quick to remove a Rigidity group with the Geometry.Editor tool 9from memory, activate the tool, switch to vertex selection mode, right-click on the Rigidity group in the tool settinsg pane and delete).

    ...my Leela character is far from "muscular" so that wouldn't be what is causing it.

    That's a lot of "hand drawing" (something difficult to do with my stiff painful hands) though to select all the polygons in question.  Also wouldn't it need to be done each time the dress is used on another character?  

    PixelSploiting said:

    I have this one.  This is an older G3 outfit without dforce. It uses built-in poses and rigidity group for the skirt to force the dress to behave like a long flowing drape. You need to remove the group and maybe try if you can set it for dforce. It's not bad QC, it's an old product.

    ...I use dForce sparingly and then only on clothing already intended for it (through the dForce Companion utility) as I have older hardware.  I've seen enough issues (such as "explosions") when dForce is applied to non-dForce content. 

    Had I known the situation at the time I would have returned the item..

    Post edited by kyoto kid on
  • Mark_e593e0a5Mark_e593e0a5 Posts: 1,598

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    I think we do have a double failure here. The PA should have tested the product before submitting it (other PA's certainly do beta test their stuff), and Daz should have had a proper QA/QC on the product. Seems as two parties did not meet expectations. 

  • Richard HaseltineRichard Haseltine Posts: 102,730
    edited May 2021

    kyoto kid said:

    Richard Haseltine said:

    kyoto kid said:

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    ...indeed, and this includes other items. 

    For example, picked up the Hellenic outfit a while back and when I finally attempted to use it on a G3 character what is seen in the attachment below happened and there is no fix (it does this on several characters of mine) . I was told it has something to do with a rigidity setting but why would that part of the skirt require rigidity?

    To avoid its getting lumpy from leg morphs - muscular calves or even thighs wouldn't transfer to the skirt shape. it's a matter of balance, which unwanted effect is the lesser evil, and it's fairly quick to remove a Rigidity group with the Geometry.Editor tool 9from memory, activate the tool, switch to vertex selection mode, right-click on the Rigidity group in the tool settinsg pane and delete).

    ...my Leela character is far from "muscular" so that wouldn't be what is causing it.

    I didn't say it was - you expressed surprise that there were Rigidity Maps in the skirt, I explained why. In your case it is an obstruction, and needs to be removed, but in other cases having morph projected would be unhelpful. It is easier to remove the rigidity when not wanted than to add it when it is.

    That's a lot of "hand drawing" (something difficult to do with my stiff painful hands) though to select all the polygons in question.  Also wouldn't it need to be done each time the dress is used on another character?  

    Hand drawing where? You just delete the Rigidity group, a few clicks.

    PixelSploiting said:

    I have this one.  This is an older G3 outfit without dforce. It uses built-in poses and rigidity group for the skirt to force the dress to behave like a long flowing drape. You need to remove the group and maybe try if you can set it for dforce. It's not bad QC, it's an old product.

    ...I use dForce sparingly and then only on clothing already intended for it (through the dForce Companion utility) as I have older hardware.  I've seen enough issues (such as "explosions") when dForce is applied to non-dForce content. 

    Had I known the situation at the time I would have returned the item..

    Post edited by Richard Haseltine on
  • barbultbarbult Posts: 24,840

    Mark_e593e0a5 said:

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    I think we do have a double failure here. The PA should have tested the product before submitting it (other PA's certainly do beta test their stuff), and Daz should have had a proper QA/QC on the product. Seems as two parties did not meet expectations. 

    Yes, testing is hard and time consuming. I doubt that Daz testers spend much time on any given product, based on how many they release each day. I do a lot of beta testing for PAs (not the one in question here). We often spend weeks testing a complicated new product, and things still slip through. 

  • kyoto kidkyoto kid Posts: 41,244
    edited May 2021

    Richard Haseltine said:

    That's a lot of "hand drawing" (something difficult to do with my stiff painful hands) though to select all the polygons in question.  Also wouldn't it need to be done each time the dress is used on another character?  

    Hand drawing where? You just delete the Rigidity group, a few clicks.

    ...well don't you have to map out the polygons in the area first before making any changes?  

    Post edited by kyoto kid on
  • outrider42outrider42 Posts: 3,679

    barbult said:

    Mark_e593e0a5 said:

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    I think we do have a double failure here. The PA should have tested the product before submitting it (other PA's certainly do beta test their stuff), and Daz should have had a proper QA/QC on the product. Seems as two parties did not meet expectations. 

    Yes, testing is hard and time consuming. I doubt that Daz testers spend much time on any given product, based on how many they release each day. I do a lot of beta testing for PAs (not the one in question here). We often spend weeks testing a complicated new product, and things still slip through. 

    I can certainly understand that testing is time consuming and difficult. But the issues spotted with this car were pretty much spotted instantly. And besides that, this particular product is a Daz Original, and it is included in a Daz Original bundle. I think it would be fair for customers to assume that Daz Original products should be better than this.

    Also, this is supposed to be a curated store front. I know that makes it tough, but at the end of the day Daz3D has standards they need to live up to. It is their choice to push out a constant train of content every single day, not mine. I am not forcing them to do that. I think it might serve things a bit better if the focus went back towards quality, even at the cost of quantity. This focus on quantity is going to catch up to them, if it hasn't already. Of course it is impossible to make everyone happy, that is a given, but I seriously believe this place needs some sweeping changes. This is NOT the same store it was just a few years ago. At some point, your customers are just going to stop buying this stuff. I have barely made any purchases in 2021 so far. I bought up some March Madness PC+ items for a day, but that has been about it aside from a single purchase here and there.

    This store just doesn't "wow' me anymore. I have an orange banner for a gift card offer right now, and I am just thinking to myself, "Nah, I'm good."

  • barbultbarbult Posts: 24,840

    outrider42 said:

    barbult said:

    Mark_e593e0a5 said:

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    I think we do have a double failure here. The PA should have tested the product before submitting it (other PA's certainly do beta test their stuff), and Daz should have had a proper QA/QC on the product. Seems as two parties did not meet expectations. 

    Yes, testing is hard and time consuming. I doubt that Daz testers spend much time on any given product, based on how many they release each day. I do a lot of beta testing for PAs (not the one in question here). We often spend weeks testing a complicated new product, and things still slip through. 

    I can certainly understand that testing is time consuming and difficult. But the issues spotted with this car were pretty much spotted instantly. And besides that, this particular product is a Daz Original, and it is included in a Daz Original bundle. I think it would be fair for customers to assume that Daz Original products should be better than this.

    Also, this is supposed to be a curated store front. I know that makes it tough, but at the end of the day Daz3D has standards they need to live up to. It is their choice to push out a constant train of content every single day, not mine. I am not forcing them to do that. I think it might serve things a bit better if the focus went back towards quality, even at the cost of quantity. This focus on quantity is going to catch up to them, if it hasn't already. Of course it is impossible to make everyone happy, that is a given, but I seriously believe this place needs some sweeping changes. This is NOT the same store it was just a few years ago. At some point, your customers are just going to stop buying this stuff. I have barely made any purchases in 2021 so far. I bought up some March Madness PC+ items for a day, but that has been about it aside from a single purchase here and there.

    This store just doesn't "wow' me anymore. I have an orange banner for a gift card offer right now, and I am just thinking to myself, "Nah, I'm good."

    I agree with your points. My 2021 purchase history is about the same as yours - way way down from prior years. 

  • Phoenix1966Phoenix1966 Posts: 1,714

    mr clam said:

    There are a few vehicles in the store, including Blue Mamba, that are marked "N/A" under Compatible Figures. When a vehicle is properly scaled, it's labled as such under this part of the item description. However, this is pretty easy for a buyer to miss

    You know, I'd never noticed this before. I'd always mistakenly thought that vehicles sold here would at least sort of fit the base figures.

    Thanks for sharing this (and the Blue Mamba is now off my wishlist). I'm going to start paying closer attention to the Compatible Figures portion of the item descriptions now. when car shopping

  • namffuaknamffuak Posts: 4,188

    outrider42 said:

    barbult said:

    Mark_e593e0a5 said:

    barbult said:

    PerttiA said:

    Neither of these problems are due to lack of testing, they are just bad products

     I would say that the purpose of testing it to weed out and reject bad products or send them back to the PA for corrections. Letting a bad product into the store does indicate a lack of testing to me.

    I think we do have a double failure here. The PA should have tested the product before submitting it (other PA's certainly do beta test their stuff), and Daz should have had a proper QA/QC on the product. Seems as two parties did not meet expectations. 

    Yes, testing is hard and time consuming. I doubt that Daz testers spend much time on any given product, based on how many they release each day. I do a lot of beta testing for PAs (not the one in question here). We often spend weeks testing a complicated new product, and things still slip through. 

    I can certainly understand that testing is time consuming and difficult. But the issues spotted with this car were pretty much spotted instantly. And besides that, this particular product is a Daz Original, and it is included in a Daz Original bundle. I think it would be fair for customers to assume that Daz Original products should be better than this.

    Also, this is supposed to be a curated store front. I know that makes it tough, but at the end of the day Daz3D has standards they need to live up to. It is their choice to push out a constant train of content every single day, not mine. I am not forcing them to do that. I think it might serve things a bit better if the focus went back towards quality, even at the cost of quantity. This focus on quantity is going to catch up to them, if it hasn't already. Of course it is impossible to make everyone happy, that is a given, but I seriously believe this place needs some sweeping changes. This is NOT the same store it was just a few years ago. At some point, your customers are just going to stop buying this stuff. I have barely made any purchases in 2021 so far. I bought up some March Madness PC+ items for a day, but that has been about it aside from a single purchase here and there.

    This store just doesn't "wow' me anymore. I have an orange banner for a gift card offer right now, and I am just thinking to myself, "Nah, I'm good."

    I've run into a number of products with scale issues or unacceptable quick modeling decisions - an interior environment where the floor was about 6 inches above the zero point, with chairs that had the seat waist high on V7; another where the ceiling was part of one wall and the floor was part of another - hide either wall and the ceiling or floor went away. I've returned them and no longer purchase items from one PA after several returns.

    I also got the gift card banner - 10% off, or 15% off with a new product purchase - about two hours after taking advantage of the gift card flash sale to purchase one at 25% off, leading me to wonder if there's any coordination at all on thesesales.

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