[ Solved ] Character preset help!

emaneman Posts: 72
edited December 2023 in Daz Studio Discussion

When I save a character preset the eyes and mouth morphs are not saved also strand based hair are not saved at all. I didn't find any tutorial on how to do it, can someone help?

Post edited by eman on

Comments

  • crosswindcrosswind Posts: 6,905

    You have to use Post Load script when saving Character Preset... tick that Post Load in the save options dialogue box. Edit the script as needed.

    I don't know if there's any tutorial but it's not difficult to customize what you need there, just add more Sub-Settings if you want to save other wearables on the figure.

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  • emaneman Posts: 72

    Thanks, yes the script is loaded but it doesn't save the eye and mouth morphs and the strand based hair are totally ignored. I tried to edit the file preset manually but I failed! Is there a tutorial for this?

  • crosswindcrosswind Posts: 6,905
    edited July 1

    eman said:

    Thanks, yes the script is loaded but it doesn't save the eye and mouth morphs and the strand based hair are totally ignored. I tried to edit the file preset manually but I failed! Is there a tutorial for this?

    I haven't seen such a tutorial before (youtube.... etc.)... maybe you can search the forum.

    As I said before, you need to manually create the settings there. Just have more experiment, it's easy... I just give you an example. You try first.

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    Post edited by crosswind on
  • emaneman Posts: 72
    edited December 2023

    I didn't find any tutorial too, I will try that. Thank you very much!

    That picture alone it's worth more than a youtube tutorial! Thanks again!

    Post edited by eman on
  • crosswindcrosswind Posts: 6,905

    Haha ~ You're welcome ! Happy Rendering ! yes

  • BejaymacBejaymac Posts: 1,886

    With G8 I got so fedup fixing all the badly done characters that I did a quick and dirty "how to" in a thread on the subject.

    Basically any Geograft fitted to the figure will "auto populate" the Post Load window, regular conformers don't usually show and have to be manually added, and unless things have changed then Strand Based Hair can't be saved as assets, which means they can't be loaded.

    The "boolean    selectaddon" is either "true/false" depending on what type of preset being used (hierarchical or regular).

  • emaneman Posts: 72
    edited December 2023

    Link please? I saved SBH as figure/prop asset, and then as wearable preset, it works...

    Post edited by eman on
  • zombiewhackerzombiewhacker Posts: 683

    Sorry, just came across this thread. I'm having problems getting the Character Preset to work.

    I'm trying to get my G9 character to save with custom eye color, fibermesh eyebrows, anatomical hair etc. But after checking the appropriate box and hitting Accept, I don't get the Post Load editing screen shown in the shots. Instead, a character preset is created with the morphs dialed in correctly but nothing else (no custom eye color, eyebrows, etc.) Instead, the saved character loads with default G9 eye textures, eyebrow "card," and no anatomical hairs.

    All my customs have been previously saved in their appropriate runtime directories. So how do I get the character preset wizard to include them?

     

  • crosswindcrosswind Posts: 6,905

    zombiewhacker said:

    Sorry, just came across this thread. I'm having problems getting the Character Preset to work.

    I'm trying to get my G9 character to save with custom eye color, fibermesh eyebrows, anatomical hair etc. But after checking the appropriate box and hitting Accept, I don't get the Post Load editing screen shown in the shots. Instead, a character preset is created with the morphs dialed in correctly but nothing else (no custom eye color, eyebrows, etc.) Instead, the saved character loads with default G9 eye textures, eyebrow "card," and no anatomical hairs.

    All my customs have been previously saved in their appropriate runtime directories. So how do I get the character preset wizard to include them?

     

    Did you use Post Load script to define what you want in the Character Preset ?

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  • BejaymacBejaymac Posts: 1,886

    When you save a Character preset you wll get the standard OS file save window, select where to save it then give it a name and click "save".

    That should open a small UI window, this is the character preset options window, the problem is this window has always been tiny as it's only ever had the shape and material check boxes in it, so it didn't need to be big.

    When G8 was launched the Post Load section was added to the options, the problem was that the window didn't change size, so the Post Load section was hidden under the Accept and Cancel buttons.

    Move your mouse pointer over one of the corners and it should change into a resize arrow, left click + hold to grab the corner and drag it out to see the Post Load section.

  • crosswindcrosswind Posts: 6,905

    Bejaymac said:

    When you save a Character preset you wll get the standard OS file save window, select where to save it then give it a name and click "save".

    That should open a small UI window, this is the character preset options window, the problem is this window has always been tiny as it's only ever had the shape and material check boxes in it, so it didn't need to be big.

    When G8 was launched the Post Load section was added to the options, the problem was that the window didn't change size, so the Post Load section was hidden under the Accept and Cancel buttons.

    Move your mouse pointer over one of the corners and it should change into a resize arrow, left click + hold to grab the corner and drag it out to see the Post Load section.

    Post Load section is always shown in the dialogue... I've never seen it's hidden... even if you rezize the dialogue to minimum size. 

  • zombiewhackerzombiewhacker Posts: 683

    Thanks for following up.

    This is the current workflow, or in my case, doesn't-quite-workflow:

    1) Character is preloaded on screen, all conformers have been applied.

    2) Hit + sign, choose Character Preset.

    3) For this example, I choose "MyCharacter" as name to be saved under and hit Save.

    4) I get Screenshot A. I click on the double arrows. Screenshot B appears.

    5) With no other options available, I choose "Add Item." Screenshot C appears. Where do I go from here?

    If I select Add Item, do I choose String? Integer? Boolean?

    How do I point the script to the subdirectory where my conformers are located?

     

     

     

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  • crosswindcrosswind Posts: 6,905

    Oh, try not adding item from scratch but... firstly Expand the Addons root node, then Duplicate Item ~~

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  • zombiewhackerzombiewhacker Posts: 683

    Okay, some progress here, but not much.

    I clicked Expand All and was finally able to see the whole layout for the first time (thanks)... but then what? When I selected the Eyebrows Subsettings and chose Duplicate, I got another mini window expecting me to type something in. When I entered the link to my eyebrows .duf file, they were added to the Post Load Setting but without the proper syntax (Follower/Attachment/Head/Forehead/Eyebrows, String/AssetName, etc.) When I saved the character preset and reloaded my character, naturally the custom eyebrows didn't show up.

    What I was able to do instead was select the default eyebrows card itself (D) and right click on Set Item. This brought up the choice shown in E. By selecting From File Location, I was able to navigate to my eyebrow .duf in its Anatomy subdirectory, select that, replace the default card, and save. When I reloaded my preset, my character's custom brows finally appeared.  Success!

    BUT... the problem is, this trick only works with Eyebrows. Employing the same workflow to replace the MAT settings for Eyes, Eyelashes, etc., causes the conformers to reload with no MAT settings at all, not even default G9 MAT settings.

    And I still haven't deciphered how to add custom eyebrow MAT settings to my preset... let alone figure out how to add anatomical hairs to my character.

    Sorry to be such a buzzkill.

     

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  • crosswindcrosswind Posts: 6,905
    edited July 1

    Well, the key principle: for instance ~
    - if you want to load your Eyebrows, just replace the DUF file (Wearable Preset) in the eixisting Eyebrows setting line; (ss1)
    - if you add other Content Types, like Hair, Wardrobe, etc. duplicate the exising setting line, configure the DUF files there... (ss 2 - 3)

    Then Accept and Save Character Preset. Load the Preset to check ...(ss 4).

    For advanced settings, like adding other preset types, (shaping, material presets, etc...), just check the screenshot in my 2nd post in this thread.

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    Post edited by crosswind on
  • zombiewhackerzombiewhacker Posts: 683

    Got it... pretty much.

    Getting the character to reload with hair properly fitted was a snap. The thing that eluded me was adding an instruction applying the correct shader to the hair once the latter was fitted. Despite following your instructions to the letter when saving the character preset, when I reloaded the character, the hair had no shader (or else had the wrong one applied) while everything else about the character -- eyes, teeth, and eyelashes included -- was textured properly.

    My final workaround was simply to go back to the original hair in question and resave it with the correct shader already applied. (Note to self -- duh!) Now when I load the character preset, everything launches properly. Thanks for your help. 

  • crosswindcrosswind Posts: 6,905
    edited July 1

    zombiewhacker said:

    Got it... pretty much.

    Getting the character to reload with hair properly fitted was a snap. The thing that eluded me was adding an instruction applying the correct shader to the hair once the latter was fitted. Despite following your instructions to the letter when saving the character preset, when I reloaded the character, the hair had no shader (or else had the wrong one applied) while everything else about the character -- eyes, teeth, and eyelashes included -- was textured properly.

    My final workaround was simply to go back to the original hair in question and resave it with the correct shader already applied. (Note to self -- duh!) Now when I load the character preset, everything launches properly. Thanks for your help. 

    You mean a Shader Preset or a Material Preset that you want to apply to the hair in the Post Load ?

    If it's a Material Preset... my bad, you have to copy Node Name of the hair in its Scene Identification to AssetName in Post Load (ss1)

    If it's a Shader Preset, AFAIK, Post Load cannot directly support it as a Shader Preset is applied to Surface(s) rather than an Asset node. You have to save a Material Preset or Wearable Preset before setting Post Load... as what you've done.

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    Post edited by crosswind on
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