Your opinion: modeling with mesh grabber

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Comments

  • jestmart said:

    Hexagon is buggy dead program don't waste your time on it.

    Hardly a waste of time.... I've been using it extensively myself up until the beginning of this year. While it definitely has its quirks it's actually pretty decent. I even managed to morph G8 figures with it. The bridge between DS and Hexagon is also quite good which makes the whole thing even easier.

    Of course, in all fairness, once I started using ZBrush I stopped using Hexagon entirely for obvious reasons. But just because ZBrush is a lot better doesn't imply that Hexagon has suddenly become a lot worse. It's a very decent and useful program.

  • jestmartjestmart Posts: 4,449

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

  • FirstBastionFirstBastion Posts: 7,845
    edited September 2021

    Lots of PAs used Hexagon for years and made real money using it. Its a capable and functional 3D modeller.  Starting to show its age now  There are lots of newer options available. And some PAs purchased those with money made with Hexagon3D. 

    To the original poster's comment,  do a search for "Sculptris"  prior to being purchased by ZBrush the creator of that program made Sculptris ALPHA available on the internet for free  Its still out there.  It will give you some real creative options to attempt modelling in an intuitive way.

     

     

    Post edited by FirstBastion on
  • Ghosty12Ghosty12 Posts: 2,065
    edited September 2021

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    FirstBastion said:

    Lots of PAs used Hexagon for years and made real money using it. Its a capable and functional 3D modeller.  Starting to show its age now  There are lots of newer options available. And some PAs purchased those with money made with Hexagon3D. 

    To the original poster's comment,  do a search for "Sculptris"  prior to being purchased by ZBrush the creator of that program made Sculptris ALPHA available on the internet for free  Its still out there.  It will give you some real creative options to attempt modelling in an intuitive way.

    I still use Hexagon mainly for the built in import/export bridge in Daz Studio, and well for me Hexagon is enough as I mainly do simple morphs to the teeth and so on.. I tried Sculptris and it is good for full body sculpturing..

    I have tried Blender but it can be daunting at times and well it does not yet have the ability (that I know of) to hide body sections, like Hexagon can.. And well ZBrush while would be cool to have I do not have the sort of money, to buy something I would use only every not and then.. Not only that but even if folks buy a perpetual license still only get 1 years worth of free upgrades.. lol

    Post edited by Ghosty12 on
  • mding said:

    jestmart said:

    Better to get Blender.

    Thankyou @jestmart! You are absolutely right with what you said, but Blender is a HUGE world in its own, and atm i really lack the stamina to go on that journey... Hexagon 3D would be the compromise i'd be willing to swallow :-)

    You can use Blender for doing simple stuff too you know.  I use it as a supplemental tool for my Daz work.  Making clothing morphs in Blender is much easier than trying to use the mesh grabber in Daz studio.  Earlier today i tried to use Daz studio to combine a rifle from a daz product and parts of another rifle that i downloaded on the web.  The shapes didnt match up precisely in Daz so rather than messing around with mesh grabber, or geometry editor or any of the other tools i just used Blender.  Imported my web model of the rifle, deleted the faces i didnt need.  Easily modified the faces so that my two different models would fit together nicely.  Deleted and cleaned up the excess faces.  Adjusted scale and then exported it out of Blender and reimported it into Daz.  Less than a minute of tweaking it into position, parented to the daz model and it was all done.

  • I love Mesh Grabber and use it all the time. It's great to be able to stay inside Studio for those little fixes and tweaks that show up at the end of a project. Once you've figured MG out, it's so easy to take care of them fast.

  • marblemarble Posts: 7,500

    Ghosty12 said:

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    I have tried Hexagon so many times. I have never managed to get it to run for more than 30 minutes without crashing. I don't know why. I used to have an iMac and it crashed repeatedly within a few minutes. Then I bought a PC and tried Hexagon again - crashed. Then the new beta came out - ahh, maybe it is more stable, I thought. And it is but it still crashes. Then I upgraded my PC - almost all the inside components were replaced. Hexagon still crashes. So it is Blender or nothing for me, I'm afraid. 

  • Ghosty12Ghosty12 Posts: 2,065

    marble said:

    Ghosty12 said:

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    I have tried Hexagon so many times. I have never managed to get it to run for more than 30 minutes without crashing. I don't know why. I used to have an iMac and it crashed repeatedly within a few minutes. Then I bought a PC and tried Hexagon again - crashed. Then the new beta came out - ahh, maybe it is more stable, I thought. And it is but it still crashes. Then I upgraded my PC - almost all the inside components were replaced. Hexagon still crashes. So it is Blender or nothing for me, I'm afraid. 

    Probably one of those things of who knows why it happens with software.. While some have no issues, others do have issues one of the many mysteries of computers.. laugh Although I do have to admit I every so often I have an issue, where the Daz Studio Bridge does not activate Hexagon but I have so far not had Hexagon crash on me.. wink Anyway the reason I use Hexagon is that I know how to use it and what it does, the inbuilt Hexagon Bridge in Daz Studio makes things easier..

    While Blender would be good it still does not have the ability, (that I know of) to hide body elements as easily as it can be done in Hexagon.. If Blender could do that then I would probably switch, that and have a much better import/export bridge in Daz Studio..

  • marblemarble Posts: 7,500

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    I have tried Hexagon so many times. I have never managed to get it to run for more than 30 minutes without crashing. I don't know why. I used to have an iMac and it crashed repeatedly within a few minutes. Then I bought a PC and tried Hexagon again - crashed. Then the new beta came out - ahh, maybe it is more stable, I thought. And it is but it still crashes. Then I upgraded my PC - almost all the inside components were replaced. Hexagon still crashes. So it is Blender or nothing for me, I'm afraid. 

    Probably one of those things of who knows why it happens with software.. While some have no issues, others do have issues one of the many mysteries of computers.. laugh Although I do have to admit I every so often I have an issue, where the Daz Studio Bridge does not activate Hexagon but I have so far not had Hexagon crash on me.. wink Anyway the reason I use Hexagon is that I know how to use it and what it does, the inbuilt Hexagon Bridge in Daz Studio makes things easier..

    While Blender would be good it still does not have the ability, (that I know of) to hide body elements as easily as it can be done in Hexagon.. If Blender could do that then I would probably switch, that and have a much better import/export bridge in Daz Studio..

    Your reasons are precisely why I wanted to use Hexagon, especially the convenience of a bridge. While there has been a lot of work happening to get DAZ Studio scenes into Blender the more simple requirement of a GOZ style bridge to create morphs is still not with us. 

  • GordigGordig Posts: 10,185

    I haven't had problems with Hexagon crashing that I can recall; I just don't like using it.

  • PerttiAPerttiA Posts: 10,024

    Gordig said:

    I haven't had problems with Hexagon crashing that I can recall; I just don't like using it.

    Same here, but I have 'always' (for the last 25+ years) built my systems with compatibility and stability in mind. 

  • PaintboxPaintbox Posts: 1,633

    Trying to model with mesh grabber is like doing lego with oven mittens on :)

    Just boot Blender and do the donut tutorial.

  • marble said:

    As someone who, as you know, has struggled with Blender I would like to point out the reason I keep reverting back to DAZ Studio. Let's say I use the best method available to get things from DS into Blender (the Diffeomorphic plugin). I still have a long way to go to get to where I am comfortable maniplulating the scene as I would in DAZ Studio. I found it difficult to get Cycles to look even close to what I could get from IRay. I find posing in Blender to be cumbersome. The rigging is different so there is another learning curve. You can't just pose a figure and drape the clothing - Blender's cloth sim is even worse than dForce from what I've seen. I envy people like you who have intimate knowledge of the workings of CG software but most of us don't and, to be frank, my focus is just on making a nice picture or a very short animation - I'm not hoping to be discovered by Pixar any time soon.

    Personally, I will continue to use Blender for making morphs and perhaps even get into making my own props. But I would prefer it if DAZ could fix the animation timeline so that feet don't wander off on their own. A working IK system would be a bonus. Also, dForce could be improved immensely - there is a huge gulf between what you can do with Marvelous Designer and what dForce is capable of and I'm not talking about making clothes here - just draping them.

    I honestly don't know what to say about your results, @marble. It's been many versions since I've had to mess with Diffeo's converted materials. Unless an idea occurs to me after import, I just leave the materials as they are, and 99% of the time they look very good. I did notice that sometimes the UV Maps are assigned incorrectly, but that is literally two clicks to fix, and they jump out at you in RED. Other than that, I don't find it necessary to even open the Shader Editor. You've made that statement before, and I wish I knew how to assist you.

    "intimate knowledge of the workings of CG software"... OK that one made me laugh. I just kept repeating Andrew Price's tutorials, I check Blender Nation every day, and I'm subscribed to probably 2 dozen other content creators on Youtube. It's true that I'm beginning to grok Blender's internals and my Python ambitions are growing, but none of that has anything to do with how I use Blender in most contexts.

    The rig once in Blender is exactly the same. After you select the armature and hit ctrl-tab to go into Pose Mode, posing in Blender is remarkably similar. Select the bone you want with the mouse or in the outliner, and you can use the rotate tool, but I would suggest just using rxx, ryy, or rzz for bend, twist, and side to side respectively. And, of course, the Pose Library is coming.

    Gotta agree with you on Cloth Simulation, though. It requires way too much tinkering, and MD just works.

     

     

  • Paintbox said:

    Trying to model with mesh grabber is like doing lego with oven mittens on :)

    Just boot Blender and do the donut tutorial.

    Amen. DTDT. Again. And again. I'm going to change my sig :)

  • FSMCDesigns said:

    TheMysteryIsThePoint said:

    Blender is not difficult, it is just a little different and I think anyone that can handle DS is also capable of learning Blender. You don't have to be Andrew fricking Price, just learn enough to no longer be impressed with the clunky tools that DS has to do in complicated ways that which is drop dead simple in Blender.

    One does really not do oneself any favors by just saying "Blender is too hard" or "I'll stick with DS for now" instead of sitting down getting stuck, getting unstuck, and getting stuck again, but at a more complex point...

    The Blender forum is full of people that have gone through those phases already and are more than willing to help out.

    The Mesh Grabber tool. dForce Magnets. Give me a break... I cringe every time I read about them.

    LOL, not for everyone. I honestly wish blender would click for me, but it hasn't. I have used numerous modeling apps thru the years, Rhino, Maya, C4D, Gmax, Wings, etc. I am very comfortable with 3DSMax, but sadly don't have access to it anymore because of cost. While Max makes sense to me, I never tell anyone it's easy or makes sense because that is subjective to each user, just like Blender.

    Fair enough. I should appreciate more that it is an objective statement that Blender can be more efficient, to say that it is easier is not.

    And I'm not going to act as if I did the Donut Tutorial once and then was comfortable in everything. Since I wanted to animate, I was highly motivated to stop using Daz Studio (but continuing to use its assets, of course) as soon as possible and I must have done parts 1 and 2 a half a dozen times each before I had any kind of facility.

    Honestly, I push Blender so hard because DS and Blender complement each other so stupidly well, each has vastly improved my experience with the other, and I just want to spread the satisfaction that's given me. To the same degree that it feels terrible to want to do something that DS can't do or can't do in a straightforward manner, it feels good when it's a few keypresses and a swipe of the mouse or the wheel in Blender.

  • Ghosty12Ghosty12 Posts: 2,065
    edited September 2021

    marble said:

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    I have tried Hexagon so many times. I have never managed to get it to run for more than 30 minutes without crashing. I don't know why. I used to have an iMac and it crashed repeatedly within a few minutes. Then I bought a PC and tried Hexagon again - crashed. Then the new beta came out - ahh, maybe it is more stable, I thought. And it is but it still crashes. Then I upgraded my PC - almost all the inside components were replaced. Hexagon still crashes. So it is Blender or nothing for me, I'm afraid. 

    Probably one of those things of who knows why it happens with software.. While some have no issues, others do have issues one of the many mysteries of computers.. laugh Although I do have to admit I every so often I have an issue, where the Daz Studio Bridge does not activate Hexagon but I have so far not had Hexagon crash on me.. wink Anyway the reason I use Hexagon is that I know how to use it and what it does, the inbuilt Hexagon Bridge in Daz Studio makes things easier..

    While Blender would be good it still does not have the ability, (that I know of) to hide body elements as easily as it can be done in Hexagon.. If Blender could do that then I would probably switch, that and have a much better import/export bridge in Daz Studio..

    Your reasons are precisely why I wanted to use Hexagon, especially the convenience of a bridge. While there has been a lot of work happening to get DAZ Studio scenes into Blender the more simple requirement of a GOZ style bridge to create morphs is still not with us. 

    It would be really cool if Daz and Blender would collab a bit more and make a decent import/export bridge.. So that like Hexagon when in Daz Studio you click the send to Blender button, and what you are working on is sent to Blender.. But a case of one can dream I suppose..

    Post edited by Ghosty12 on
  • McGyverMcGyver Posts: 7,066
    edited September 2021

    The one big problem I have with Hexagon is the GUI... It's very 90s (very Kai Krause/KTP)... if you get used to it, it's kinda confusing to go back and forth between newer programs... like at least with Blender there has been a push to "normalize" the controls to make them more like other programs.

    Hexagon is a very good tool to have, but I'd try and learn Blender first, as that will give you more "bang for yer' brain cells" and have a more longer lasting impact in the long run...

    Blender will continue to evolve and gain more professional quality features and plugins and I'm afraid Hexagon, like Carrara and Bryce have all fallen to the wayside as far as development.

    Post edited by McGyver on
  • McGyver said:

    The one big problem I have with Hexagon is the GUI... It's very 90s (very Kai Krause/KTP)... if you get used to it, it's kinda confusing to go back and forth between newer programs... like at least with Blender there has been a push to "normalize" the controls to make them more like other programs.

    Hexagon was more normal than Amapi, its more-or-less ancestor - there you droppd a tool by moving the mouse off to the edge of the screen.

    Hexagon is a very good tool to have, but I'd try and learn Blender first, as that will give you more "bang for yer' brain cells" and have a more longer lasting impact in the long run...

    Blender will continue to evolve and gain more professional quality features and plugins and I'm afraid Hexagon, like Carrara and Bryce have all fallen to the wayside as far as development.

  • AllenArtAllenArt Posts: 7,172

    I don't see why Daz doesn't develop their own morph tool. Poser and CC3 both have one and it's similar in both. Be nice if DS had one too.  **shrug**

  • McGyverMcGyver Posts: 7,066

    Richard Haseltine said:

    Hexagon was more normal than Amapi, its more-or-less ancestor - there you droppd a tool by moving the mouse off to the edge of the screen.

    I had both Amapi and Infini-D (which I guess more or less is the ancestor of Carrara)... I'm pretty sure I got them from CompUSA in the bargain software area... Actually, technically I still have them... I'm pretty sure they are still on my old Blue and White G3 Mac (if it still turns on)... 

    It's weird that the first real 3D programs I owned (Bryce was also one of the) all became property of DAZ, yet I never knew DAZ existed until I went looking to buy a newer copy of Bryce in 2007.

  • marblemarble Posts: 7,500

    TheMysteryIsThePoint said:

    marble said:

    As someone who, as you know, has struggled with Blender I would like to point out the reason I keep reverting back to DAZ Studio. Let's say I use the best method available to get things from DS into Blender (the Diffeomorphic plugin). I still have a long way to go to get to where I am comfortable maniplulating the scene as I would in DAZ Studio. I found it difficult to get Cycles to look even close to what I could get from IRay. I find posing in Blender to be cumbersome. The rigging is different so there is another learning curve. You can't just pose a figure and drape the clothing - Blender's cloth sim is even worse than dForce from what I've seen. I envy people like you who have intimate knowledge of the workings of CG software but most of us don't and, to be frank, my focus is just on making a nice picture or a very short animation - I'm not hoping to be discovered by Pixar any time soon.

    Personally, I will continue to use Blender for making morphs and perhaps even get into making my own props. But I would prefer it if DAZ could fix the animation timeline so that feet don't wander off on their own. A working IK system would be a bonus. Also, dForce could be improved immensely - there is a huge gulf between what you can do with Marvelous Designer and what dForce is capable of and I'm not talking about making clothes here - just draping them.

    I honestly don't know what to say about your results, @marble. It's been many versions since I've had to mess with Diffeo's converted materials. Unless an idea occurs to me after import, I just leave the materials as they are, and 99% of the time they look very good. I did notice that sometimes the UV Maps are assigned incorrectly, but that is literally two clicks to fix, and they jump out at you in RED. Other than that, I don't find it necessary to even open the Shader Editor. You've made that statement before, and I wish I knew how to assist you.

    "intimate knowledge of the workings of CG software"... OK that one made me laugh. I just kept repeating Andrew Price's tutorials, I check Blender Nation every day, and I'm subscribed to probably 2 dozen other content creators on Youtube. It's true that I'm beginning to grok Blender's internals and my Python ambitions are growing, but none of that has anything to do with how I use Blender in most contexts.

    The rig once in Blender is exactly the same. After you select the armature and hit ctrl-tab to go into Pose Mode, posing in Blender is remarkably similar. Select the bone you want with the mouse or in the outliner, and you can use the rotate tool, but I would suggest just using rxx, ryy, or rzz for bend, twist, and side to side respectively. And, of course, the Pose Library is coming.

    Gotta agree with you on Cloth Simulation, though. It requires way too much tinkering, and MD just works.

     

     

    Regarding the IRay/Cycles thing - there was a thread a while back and I posted some comparisons. Maybe I'm just too demanding or maybe I like to tweak IRay quite a bit in the Surfaces tab and I don't relish doing that with Cycles because I am scared of the Blender node system.

    Again with posing, I just find Blender less pecise and also limits don't work in Blender so you can end up with some horrific limb deformations with a slight slip of the mouse. As for the rig - I see recommendations in the Blender forum (here) to use the MHX rig which is not the same as the DAZ Genesis 8 rig (I don't think it is, anyway). Then there's the complexity of getting geografts to attach and work like they do in DAZ Studio (including morphs) - I believe it is possible but there are a few hoops that need to be negotiated first.

    You are too modest on the "intimate knowledge" thing. Firstly you can write scripts and have written that excellent Alembic add-on/script/plugin (not sure how to categorise it but it is better than the DAZ version). So you must be familiar with some of the internals. I think I read that you have also contributed to the latest release of Diffeomorphic so, again, kudos and thanks for that.

  • Ghosty12 said:

    marble said:

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    I have tried Hexagon so many times. I have never managed to get it to run for more than 30 minutes without crashing. I don't know why. I used to have an iMac and it crashed repeatedly within a few minutes. Then I bought a PC and tried Hexagon again - crashed. Then the new beta came out - ahh, maybe it is more stable, I thought. And it is but it still crashes. Then I upgraded my PC - almost all the inside components were replaced. Hexagon still crashes. So it is Blender or nothing for me, I'm afraid. 

    Probably one of those things of who knows why it happens with software.. While some have no issues, others do have issues one of the many mysteries of computers.. laugh Although I do have to admit I every so often I have an issue, where the Daz Studio Bridge does not activate Hexagon but I have so far not had Hexagon crash on me.. wink Anyway the reason I use Hexagon is that I know how to use it and what it does, the inbuilt Hexagon Bridge in Daz Studio makes things easier..

    While Blender would be good it still does not have the ability, (that I know of) to hide body elements as easily as it can be done in Hexagon.. If Blender could do that then I would probably switch, that and have a much better import/export bridge in Daz Studio..

    Your reasons are precisely why I wanted to use Hexagon, especially the convenience of a bridge. While there has been a lot of work happening to get DAZ Studio scenes into Blender the more simple requirement of a GOZ style bridge to create morphs is still not with us. 

    It would be really cool if Daz and Blender would collab a bit more and make a decent import/export bridge.. So that like Hexagon when in Daz Studio you click the send to Blender button, and what you are working on is sent to Blender.. But a case of one can dream I suppose..

    Have you tried the Diffeomorphic Daz Importer? It works pretty darned well, at least in the cases that I've thrown at it. And perhaps most importantly, the main developer/founder is here on the forums and has inhuman speed in fixing bugs, and the guy that designed the excellent materials conversions is very active here as well.

    For my purposes, I really consider the problem of getting DS content out of Daz and into Blender a solved problem. I just export from Daz, and import into Blender, and everything just works from there.

     

  • marble said:

    TheMysteryIsThePoint said:

    marble said:

    As someone who, as you know, has struggled with Blender I would like to point out the reason I keep reverting back to DAZ Studio. Let's say I use the best method available to get things from DS into Blender (the Diffeomorphic plugin). I still have a long way to go to get to where I am comfortable maniplulating the scene as I would in DAZ Studio. I found it difficult to get Cycles to look even close to what I could get from IRay. I find posing in Blender to be cumbersome. The rigging is different so there is another learning curve. You can't just pose a figure and drape the clothing - Blender's cloth sim is even worse than dForce from what I've seen. I envy people like you who have intimate knowledge of the workings of CG software but most of us don't and, to be frank, my focus is just on making a nice picture or a very short animation - I'm not hoping to be discovered by Pixar any time soon.

    Personally, I will continue to use Blender for making morphs and perhaps even get into making my own props. But I would prefer it if DAZ could fix the animation timeline so that feet don't wander off on their own. A working IK system would be a bonus. Also, dForce could be improved immensely - there is a huge gulf between what you can do with Marvelous Designer and what dForce is capable of and I'm not talking about making clothes here - just draping them.

    I honestly don't know what to say about your results, @marble. It's been many versions since I've had to mess with Diffeo's converted materials. Unless an idea occurs to me after import, I just leave the materials as they are, and 99% of the time they look very good. I did notice that sometimes the UV Maps are assigned incorrectly, but that is literally two clicks to fix, and they jump out at you in RED. Other than that, I don't find it necessary to even open the Shader Editor. You've made that statement before, and I wish I knew how to assist you.

    "intimate knowledge of the workings of CG software"... OK that one made me laugh. I just kept repeating Andrew Price's tutorials, I check Blender Nation every day, and I'm subscribed to probably 2 dozen other content creators on Youtube. It's true that I'm beginning to grok Blender's internals and my Python ambitions are growing, but none of that has anything to do with how I use Blender in most contexts.

    The rig once in Blender is exactly the same. After you select the armature and hit ctrl-tab to go into Pose Mode, posing in Blender is remarkably similar. Select the bone you want with the mouse or in the outliner, and you can use the rotate tool, but I would suggest just using rxx, ryy, or rzz for bend, twist, and side to side respectively. And, of course, the Pose Library is coming.

    Gotta agree with you on Cloth Simulation, though. It requires way too much tinkering, and MD just works.

     

     

    Regarding the IRay/Cycles thing - there was a thread a while back and I posted some comparisons. Maybe I'm just too demanding or maybe I like to tweak IRay quite a bit in the Surfaces tab and I don't relish doing that with Cycles because I am scared of the Blender node system.

    I think I remember the thread you are referring to, and I agree that it looked nothing like the IRay version. I didn't understand what was going on because I started to dabble with Diffeo aroung that time as well, and was much more satisfied with my results. Mabe you're right in that you void assumptions the material conversion relies upon with what you do in Surfaces prior to exporting.

    Again with posing, I just find Blender less pecise and also limits don't work in Blender so you can end up with some horrific limb deformations with a slight slip of the mouse. As for the rig - I see recommendations in the Blender forum (here) to use the MHX rig which is not the same as the DAZ Genesis 8 rig (I don't think it is, anyway). Then there's the complexity of getting geografts to attach and work like they do in DAZ Studio (including morphs) - I believe it is possible but there are a few hoops that need to be negotiated first.

    Fair enough. I admit that I don't convert the rig, and I don't use geografts.

    You are too modest on the "intimate knowledge" thing. Firstly you can write scripts and have written that excellent Alembic add-on/script/plugin (not sure how to categorise it but it is better than the DAZ version). So you must be familiar with some of the internals. I think I read that you have also contributed to the latest release of Diffeomorphic so, again, kudos and thanks for that.

    I can see why it may seem that way, but Sagan is an order of magnitude simpler than, say, Diffeo. Sagan just looks for geometry and exports everything it finds. There were much fewer Daz Grand Mysteries that I had to figure out. Thomas has intimate knowledge. Padone has intimate knowledge. I just figured out how to export geometry, and even that not fully enough to work with HD under all circumstances.

    Maybe I would accept your accolade if I could make geografts work as expected :)

     

  • Ghosty12Ghosty12 Posts: 2,065

    TheMysteryIsThePoint said:

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    I have tried Hexagon so many times. I have never managed to get it to run for more than 30 minutes without crashing. I don't know why. I used to have an iMac and it crashed repeatedly within a few minutes. Then I bought a PC and tried Hexagon again - crashed. Then the new beta came out - ahh, maybe it is more stable, I thought. And it is but it still crashes. Then I upgraded my PC - almost all the inside components were replaced. Hexagon still crashes. So it is Blender or nothing for me, I'm afraid. 

    Probably one of those things of who knows why it happens with software.. While some have no issues, others do have issues one of the many mysteries of computers.. laugh Although I do have to admit I every so often I have an issue, where the Daz Studio Bridge does not activate Hexagon but I have so far not had Hexagon crash on me.. wink Anyway the reason I use Hexagon is that I know how to use it and what it does, the inbuilt Hexagon Bridge in Daz Studio makes things easier..

    While Blender would be good it still does not have the ability, (that I know of) to hide body elements as easily as it can be done in Hexagon.. If Blender could do that then I would probably switch, that and have a much better import/export bridge in Daz Studio..

    Your reasons are precisely why I wanted to use Hexagon, especially the convenience of a bridge. While there has been a lot of work happening to get DAZ Studio scenes into Blender the more simple requirement of a GOZ style bridge to create morphs is still not with us. 

    It would be really cool if Daz and Blender would collab a bit more and make a decent import/export bridge.. So that like Hexagon when in Daz Studio you click the send to Blender button, and what you are working on is sent to Blender.. But a case of one can dream I suppose..

    Have you tried the Diffeomorphic Daz Importer? It works pretty darned well, at least in the cases that I've thrown at it. And perhaps most importantly, the main developer/founder is here on the forums and has inhuman speed in fixing bugs, and the guy that designed the excellent materials conversions is very active here as well.

    For my purposes, I really consider the problem of getting DS content out of Daz and into Blender a solved problem. I just export from Daz, and import into Blender, and everything just works from there.

     

    My only reason I have not yet to gone to Blender for morphing is that I do morphs of teeth and so on, and as far as I know Blender can not hide body elements yet.. I have used Blender for G2 To G3 texture conversion, but that is about it..

  • j cadej cade Posts: 2,310
    Ghosty12 said:

    TheMysteryIsThePoint said:

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    I have tried Hexagon so many times. I have never managed to get it to run for more than 30 minutes without crashing. I don't know why. I used to have an iMac and it crashed repeatedly within a few minutes. Then I bought a PC and tried Hexagon again - crashed. Then the new beta came out - ahh, maybe it is more stable, I thought. And it is but it still crashes. Then I upgraded my PC - almost all the inside components were replaced. Hexagon still crashes. So it is Blender or nothing for me, I'm afraid. 

    Probably one of those things of who knows why it happens with software.. While some have no issues, others do have issues one of the many mysteries of computers.. laugh Although I do have to admit I every so often I have an issue, where the Daz Studio Bridge does not activate Hexagon but I have so far not had Hexagon crash on me.. wink Anyway the reason I use Hexagon is that I know how to use it and what it does, the inbuilt Hexagon Bridge in Daz Studio makes things easier..

    While Blender would be good it still does not have the ability, (that I know of) to hide body elements as easily as it can be done in Hexagon.. If Blender could do that then I would probably switch, that and have a much better import/export bridge in Daz Studio..

    Your reasons are precisely why I wanted to use Hexagon, especially the convenience of a bridge. While there has been a lot of work happening to get DAZ Studio scenes into Blender the more simple requirement of a GOZ style bridge to create morphs is still not with us. 

    It would be really cool if Daz and Blender would collab a bit more and make a decent import/export bridge.. So that like Hexagon when in Daz Studio you click the send to Blender button, and what you are working on is sent to Blender.. But a case of one can dream I suppose..

    Have you tried the Diffeomorphic Daz Importer? It works pretty darned well, at least in the cases that I've thrown at it. And perhaps most importantly, the main developer/founder is here on the forums and has inhuman speed in fixing bugs, and the guy that designed the excellent materials conversions is very active here as well.

    For my purposes, I really consider the problem of getting DS content out of Daz and into Blender a solved problem. I just export from Daz, and import into Blender, and everything just works from there.

     

    My only reason I have not yet to gone to Blender for morphing is that I do morphs of teeth and so on, and as far as I know Blender can not hide body elements yet.. I have used Blender for G2 To G3 texture conversion, but that is about it..

    Go into edit mode, select the bits you want to hide and hit "h"
  • Ghosty12Ghosty12 Posts: 2,065

    j cade said:

    Ghosty12 said:

    TheMysteryIsThePoint said:

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    marble said:

    Ghosty12 said:

    jestmart said:

    "It's dead Jim!".  I feel it is safe to say there will be no more developement of it so you are wasting your time trying to learn it over other modelling apps that are moving forward.

    Gotta love those who hate on a still capable program just for the heck of it..

    I have tried Hexagon so many times. I have never managed to get it to run for more than 30 minutes without crashing. I don't know why. I used to have an iMac and it crashed repeatedly within a few minutes. Then I bought a PC and tried Hexagon again - crashed. Then the new beta came out - ahh, maybe it is more stable, I thought. And it is but it still crashes. Then I upgraded my PC - almost all the inside components were replaced. Hexagon still crashes. So it is Blender or nothing for me, I'm afraid. 

    Probably one of those things of who knows why it happens with software.. While some have no issues, others do have issues one of the many mysteries of computers.. laugh Although I do have to admit I every so often I have an issue, where the Daz Studio Bridge does not activate Hexagon but I have so far not had Hexagon crash on me.. wink Anyway the reason I use Hexagon is that I know how to use it and what it does, the inbuilt Hexagon Bridge in Daz Studio makes things easier..

    While Blender would be good it still does not have the ability, (that I know of) to hide body elements as easily as it can be done in Hexagon.. If Blender could do that then I would probably switch, that and have a much better import/export bridge in Daz Studio..

    Your reasons are precisely why I wanted to use Hexagon, especially the convenience of a bridge. While there has been a lot of work happening to get DAZ Studio scenes into Blender the more simple requirement of a GOZ style bridge to create morphs is still not with us. 

    It would be really cool if Daz and Blender would collab a bit more and make a decent import/export bridge.. So that like Hexagon when in Daz Studio you click the send to Blender button, and what you are working on is sent to Blender.. But a case of one can dream I suppose..

    Have you tried the Diffeomorphic Daz Importer? It works pretty darned well, at least in the cases that I've thrown at it. And perhaps most importantly, the main developer/founder is here on the forums and has inhuman speed in fixing bugs, and the guy that designed the excellent materials conversions is very active here as well.

    For my purposes, I really consider the problem of getting DS content out of Daz and into Blender a solved problem. I just export from Daz, and import into Blender, and everything just works from there.

     

    My only reason I have not yet to gone to Blender for morphing is that I do morphs of teeth and so on, and as far as I know Blender can not hide body elements yet.. I have used Blender for G2 To G3 texture conversion, but that is about it..

    Go into edit mode, select the bits you want to hide and hit "h"

    Ahh cool thank you for the info and help will try it out and see how I go.. laugh

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