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I reported that bug many months ago.
Reported December 30, 2022 00:17
Reproduced by CS and reported to bug tracker February 02, 2023 14:34
This is part of my report:
"This problem seems to happen when Play All Frames is not selected in the Timeline options in DS 4.21.1.26. In DS 4.21.1.05, the Timeline animation works just fine when Play All Frames is not selected. Something has changed for the worse between DS 4.21.1.05 and 4.21.1.26."
Ok, I'll make some complex animated range and furthere test Copy/Paste.
On my side, even with some HD mesh and high smoothing iterations on the wearables etc. it's a bit slow but not that slow when frame select multiple keyframes and drag freely on the timeline. Pls further check and experiment.
As for Play All Frames, you may check - Go to %AppData%\DAZ 3D\Studio4\. Find a file 'layout.dsx', open it with Notepa++, search 'DzTimePane', there should be a coding line - ' <Setting Type="Bool" Key="PlayAllFrames">yes</Setting> ', as attached. If it's missing, you just insert the coding line. (as attached screenshot)
For the hidden item.... If you hide an item, let's say a camera in Scene Pane, you can still see the camera on the time line. Then you delete it. it's gone from both Scene pane and timeline, then Ctrl + Z, the camera will be back to the scene pane but not on the timeline... You have to: unhide it, delete, Ctrl + Z...
And sorry, I really lost my memory when I used 4.12, ahaha ~~
Same experience...
I didn't mention anything about hidden props... I still don't get this, sorry.
@Barbult
I'm still stuck on 4.12.0.86 so a lot went worse in the meantime. I'm hoping in DAZ Studio 5 to finally have some good animation tools.
You didn't mention that bug... I mention it - 'delete hidden item and undo....' issue. Then you said you didn't understand that issue...
Ah, sorry! My bad!
So, another bug for us animators. Great.
About the moving around bug, do you really manage to move around the root keyframes without any workaround?
Please, try this: Start a new scene and load any char or create any primitive, then move them in any way to create the root keyframe in frame zero. Now, with the timeline completely collapsed, select that first keyframe and drag it to the end of the timeline. Do you really can do that?
Yeah, it can be done but you have to first uncheck 'Others' in the dropdown list of Types, just leave TRSAH there. Then the root node of keyframe could be dragged. Because with Properties, it could not be dragged... and if you drag in this way, the properties will 'follow' as well.
What about Pose Controls, Visemes, morphing and all the other things that are under that label? What when I have a lipsynch on my char or a very specific sequence of morphs and expressions? Animation isn't just moving the arms or the legs.
In 4.12 I can move everything at once, in 4.21 I have to use tricks and do three separate steps to do the same. It's a bug, nothing else.
There's no problem with Pose Controls, no problem with Mojo or FaceMotions (I've only used these 2 FaceCap products) , for instance, make my figure sings, since 4.15 I remember. I don't know other stuff....
@ Crosswind:
You are describing workarounds for something that should be fully functional. It's called a bug in my country.
And the necessity of those workarounds are the proof the tool is bugged and needs a fix. Period.
I have nothing to say... but pls be patient. We were just exchanging exp. and info. rather than arguing for some concepts, right ?
Yes, I know, my apologies for being bitter. I just hope these bugs could be fixed soon, I'm stuck on 4.12 since long.
The Change log indicates which Property Options menu is used for which views:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_21_1_83
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_21_1_86
No problem ~~ I'm pretty sure that I understand your feeling and expectation.
Thanks, but my problem is that I want, like before, set my value to whatever I want, for max samples and max time.
You can, just click the numbers and change it.
I believe the goal is to be able to set it to a higher value than the current max, without setting it to be unlimited.
Hmm, not sure how I'd missed those - I was prepared to believe it was a failure to run Update and Merge Menus, but they are already there. Thank you.
The max setting for Max Time is 259200 secs, which equates to 4320 minutes\72 hours. Setting it to 0 is unlimited.
Thank you so much for the reply, will try this, so very kind of you, can I do the same for max time? thanks in advance for a reply .
Oh, I never use that way but I think you still must set a -1 there to Max Samples, then they could be both endless, haha ~~
I'm disheartened that in spite of this official Daz description of the notification sidebar, it has already gone from "targeted at education and/or inspiration" to a straight up store sales advertisement for the latest character release. That took less than a week!
Just came here, looked there and there but couldn't see this: Am I the only one that has missing "open recent" in the file menu?
Despite clicking merge menu&workspace after latest beta update, that expandable menu is completely gone from file menu. Any ideas?
Yes, this is a deliberate chnage which has been mentioned above and in the discussion of the new New dialogue, which is where the recent file list is now shown, see https://www.daz3d.com/forums/discussion/comment/8392406/#Comment_8392406
Am I missing something.
I create a cube, and move it around and set keyframes at 0, 10, 20 and 30.
Then I click 'play' and the cube moved some keyframes, then pauses, then moving some more keyframes and pauses, and so on. The pauses can be 10-20 seconds, so playing the whole (30 frames) can take quite a while.
I see this, very peculiar - I would think it was a bug, so please report it.
Done.
This sounds like what we just discussed in this thread a couple days ago. I think it is a bug I reported in December 2022 that has not been fixed.
Sory, if so - I didn't understand it that way. This is, however, neew behaviour to me and I do fairly often do simple moving primitive animations as a way to test issues reproted in the froum (or to make sure my replies work) so if it is the same issue I suspect it has spread. Edit: Just checked and play All Frames is unchecked in both release and beta builds, so it isn't that that has suddenly changed itself.
When I reported my animation problem, I was not using a cube, so I can't verify that a primitive exhibited the problem as far back as the 4.21.1.26 beta last December. I was using Genesis 9 Dev Load character, which is also a single mesh. When I animated the Genesis 9 Dev Load, the animation playback stuttered and stalled in the beta. If I jiggled the cursor around in the viewport, the animation would resume and then pause again shortly after I stopped moving the cursor in the viewport. The same animation played smoothly all the time in the general release 4.21.0.5. All this was with play all frames unchecked in both DS versions.
The help request I submitted is Request #428090. It has an attached video of the problem. Customer Service said they reproduced my issue and reported it to the devs, but that they would not get any response, and I would have to watch the change log to see if they addressed it. The same problem still occurs in 4.21.1.108.
So, I wonder, what does Daz say is supposed to happen when play all frames is unchecked? Is the stuttering animation the intended behavior now, or an unaddressed bug?