What is the difference between "saving ."scene subset" & "subset asset/prop asset"?
myotherworld
Posts: 606
in The Commons
OK so this may sound like a dumb ask. But just What is the difference between "saving ."scene subset" & "subset asset/prop asset"
What has one got or do better than the other?
Comments
Scene/scene subcet is for agregated parts. Prop/asset is the individual object.
But if you have imported or changed a prop I would save it as a prop/asset first, even though you want to use it together with other items in a scene subset. Else you will contain all the object information in the scene file, instead of just a reference to the object.
First, there're two major file types in DS: *.duf (DSON User File) and *.dsf (DSON Support File)
- *.duf : user-facing files that're shown in your Daz Libraries. *.duf are mainly used for saving scene file, various presets, etc. Actually it can store all types of data but just depending on the figures / objects you're gonna save.
- *.dsf : non user-facing files that're not shown in your Daz Libraries but just in 'Daz Library\data' folders. *.dsf are mainly used for storing base geometry / rigging, morph data , UV data, etc.
Scene Subset : mainly used for saving a Set of figures / objects in your scene, as per your selection. Then you may load / merge the Subset into other scene(s). It never saves any *.dsf but *.duf only. When saving, it'll check if there's any *.dsf file 'supports' the figures / objects you select. If not, all geometry / UV / rigging... data will be saved in duf file. For newly-created/imported objects that you've never saved any figure / prop assets, the duf file size may be pretty big after saving. So if you're a content creator, save figure / prop assets first.
Scene Assets: save everything in the scene, both *.dsf and *.duf. It'll save one single duf file for loading all objects, and save multiple duf files for each single object in the scene.
Figure / Prop Assets: save a single object only, both *.dsf and *.duf. This function could be frequently used if you're a content creator.
So you may choose to use the proper function depending on your cases and needs...
You would usually save an asset only when creating a new item from imported content (OBJ files as props, figures, or morphs for example). If you are working with existing content you can generally ignore the Support Assets menu.
thanks all. very interesting info
A Support Asset is considered by DS as one item.
So you might save a kitchen knife as a support asset. To create a kitchen knife block populated with six knives, you's save the knife as a Support Asset (maybe with length morphs) and the wooden block as a Support Assest, and having done that you'd save the wooden block with six knives (each with its own length morph setting) in it as a Scene Subset. This way the knives can be taken out and used.
If the wooden block & six knives was saved as a Support Asset, the only way to remove a knife from the block would be by a morph or rigging before saving as a 'Support Asset'.
Hope that adds a little more to the explanations above.
Regards,
Richard