Bloated Squishy Mattress Poses

SevrinSevrin Posts: 6,309

In a moment of weakness, I purchased the FF's dForce Luxury Leisure Squishy Mattress Poses for Genesis 8 Female for a buck ninety-nine.  I don't own the mattress, but whatever.

So I'm looking at DIM, and it says that these 16 poses and their variations take up 1.8 Gb.  Can anyone explain the bloat?  (No guessing!)  Poses are usually just a few megabytes.

Comments

  • marblemarble Posts: 7,500
    edited June 2022

    Sevrin said:

    In a moment of weakness, I purchased the FF's dForce Luxury Leisure Squishy Mattress Poses for Genesis 8 Female for a buck ninety-nine.  I don't own the mattress, but whatever.

    So I'm looking at DIM, and it says that these 16 poses and their variations take up 1.8 Gb.  Can anyone explain the bloat?  (No guessing!)  Poses are usually just a few megabytes.

    I've been noticing the same thing with quite a lot of recent purchases. I don't have a huge library but my purpose-bought NVMe SSD drive of 1TB is quickly filling up. I have my library split over two drives with the lesser used content on an old HDD. Content like poses or shoes surely shouldn't take up so much space? I can only think that this is the reason they are beig sold off at 1.99?

    Post edited by marble on
  • Silent WinterSilent Winter Posts: 3,762

    I know you said no guessing (and hopefully @FeralFey could confirm) but could it be due to "The dForce Luxury Leisure pose presets can also be used as a starting point should you want to run your own simulations, as the Genesis 8 Female figure has been posed along the animation timeline to avoid any rigging collisions."? (emphasis mine). If it also contains the dforce simulation info, that could explain the bloat.

  • chris-2599934chris-2599934 Posts: 1,835

    Also guessing, but the promos suggest that there are not just poses for a G8 figure, but pre-dforced "poses" for the mattress and bedding.

    The latter won't be lightweight "this bones goes here, that bone goes there" poses like you have for a rigged G8 figure, they'll have to assign the shape and position of every polygon in the mattress/bedding. That's gonna take up a LOT more room.

  • FeralFeyFeralFey Posts: 3,930

    Hi. I can address this. 

    The reason for the bloat is because the poses included are both standard poses and dforce poses. Dforce poses by their very nature are hefty files because they not only include the prop moving along the timeline, but they also include the simulation of the mattress and bedding. I created the dforce poses so that customers who struggled with dForce could get the exact same results as I showed in the promo images. No simulation required. Just load the file, open the timeline, move the scrubber to the end frame and render. And in order to make that work, the files have to include every calculation my computer made to make the finished, reproducible simulation on anyone else's computer. Hence the bloat.

    But, as I mentioned, there are presets included in the set of standard poses that one can use without the need for the mattress. (I try to include pose presets in all my sets for use  with and without the props that the poses were designed for so that customers can use them with other props they might own.) And for those who are comfortable doing their own simulations, they can use the dForce pose presets dby starting at the beginning of the timeline and running the simulation. The body parts have already been positioned for maximum dForce compatibility (no clipping or poking through during simulation - which means no exploding meshes.)

    Side note - it was because of the bloated file size of this set that I didn't make any more dForce pose presets when I worked on other dForce projects. I have since moved to what I call "Animated Timeline Poses" or ATP which does everything that the dForce pose preset did, minus my computer's calculations for the simulations. So unfortunately on the ATPs you can't just move the scrubber to the end of the timeline and click render. The ATPs require you to run the simulations on your own - but I have posed the figure along the timeline for each pose so that when you simulate the dForce outfit (or in the case of the Squishy Humans, the figure itself) you avoid clipping and mesh explosions. 

    If the dForce presets concept had been more popular with customers, I would have continued the process, because I think it's pretty nifty and it takes the heartbreak out of running dForce and winding up with a crappy simulation. It can sometimes take hours to adjust things in order to get that perfect drape, and the dForce pose presets were meant to make it easier on the customers. But, then there's that bloated file size issue.

    I hope this explains the reason. Please don't hesitate to reach out to me if you have further questions about dForce poses or my ATPs. 

    Happy rendering!

  • FeralFeyFeralFey Posts: 3,930

    marble said:

     I can only think that this is the reason they are beig sold off at 1.99?

    Actually, no. This set sold well at the time of release. I just felt like it hasn't performed as well as I would have liked over time, not that it was a faulty set. And when I was given the opportunity to put sets into the PC+ Sale for a Day sale, I thought that this would be a good one to put into the mix. 

  • SevrinSevrin Posts: 6,309

    @FeralFey Thank you for the detailed explanation.

  • marblemarble Posts: 7,500
    edited June 2022

    FeralFey said:

    marble said:

     I can only think that this is the reason they are beig sold off at 1.99?

    Actually, no. This set sold well at the time of release. I just felt like it hasn't performed as well as I would have liked over time, not that it was a faulty set. And when I was given the opportunity to put sets into the PC+ Sale for a Day sale, I thought that this would be a good one to put into the mix. 

     

    Thanks for the explanation although I was also referring to the surprising size of some product files when you might expect them to be small. I guess that there's also explanations in those cases but I'm still glacing at my remaining disk space.

    It reminds me of something a tutor on my computer course said way back in 1980: in addition to stating Moore's Law he also said that we will always find ways of filling up memory and disk drives. In those days I was working on 10 MB disks packs that were inserted into a drive the size of a large washing machine. I visited a computer department at a large car manufacturer and the guy in charge bragged that he had a whole floor of the building housing lots of these "washing machines" and they had a total of almost a Gigabyte of disk space available.

    Post edited by marble on
  • FeralFeyFeralFey Posts: 3,930

    @Sevrin - You're welcome! And thanks for asking the question to begin with. 

    @marble - My dad used to tell me stories about working with computers that used punch cards. And there are things that I remember from decades ago (good lort - DECADES!!) about the different storage options for computers "back in the day". Everything that I saved on massive piles of 3 inch floppies can easily be stored on a single thumb drive now. My kids are astounded, heheh. Pretty much how I looked when my dad was talking about punch cards.

    But I do hear you. I think a lot of the high file size goes back to PAs using a lot of texture maps at higher resolutions than they did even five years ago. Everyone is trying to capture that photorealism in 3D art that they forget to realize that customers don't always have the monster processors, or the storage space that those of us who do this as a profession do. And I'm just as guilty about that. But I'm learning how to cut down on the megabytes without cutting down on the quality with my textures (on my prop sets.) It's a fine line, but I agree in that we shouldn't be producing products that outpace the customers' capabilities and storage. I will be mindful going forward (I've got two prop sets in the works at the moment, so this conversation is a good reminder for me.)

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