Daz Studio BETA - version 4.23.0.4! (*UPDATED*)

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Comments

  • barbultbarbult Posts: 24,244

    According to the OBJ Companion readme file, it is setup for the public build (Beta) in both Mac and Windows. I loathe to say this after my loss of menus, but maybe Update and Merge menus is needed to see the OBJ Companion available in the list of panes. Or maybe DS just needs to be restarted to make the plugin active.

    File List

    Below is a list of files provided by the OBJ Companion product.

    OBJ

    OBJ Companion for DAZ Studio 4.5+ (Mac 64-bit)

    • DAZ Studio :: 4.5;4.x Public Build;4.x Publishing Build :

      • /docs/Plugins/OBJ Companion/OBJ Companion Manual.pdf

      • /docs/Plugins/OBJ Companion/OBJ Companion.dsx

    • DAZ Studio :: 4.5;4.x Public Build;4.x Publishing Build : 64-bit :

      • /plugins/MF_objexporter.dylib

    OBJ Companion for DAZ Studio 4.5+ (Win 64-bit)

    • DAZ Studio :: 4.5;4.x Public Build;4.x Publishing Build :

      • /docs/Plugins/OBJ Companion/OBJ Companion Manual.pdf

      • /docs/Plugins/OBJ Companion/OBJ Companion.dsx

    • DAZ Studio :: 4.5;4.x Public Build;4.x Publishing Build : 64-bit :

      • /plugins/MF_objexporter.dll

  • NorthOf45NorthOf45 Posts: 5,487

    Plugins with .dll's or any sort of code library are best installed with Daz Studio shut down. The plugins get linked in with the main program on startup.

  • ElorElor Posts: 1,483
    edited October 1

    Thank you for all your answers yes

    I usually install products with DIM, while Daz is not launched, but to be sure, I uninstalled and re-installed OBJ Companion (with Daz closed) and nothing changed: it is still failling to launch with the last public beta.

    I dit an update and merge menu, which wiped my Scripts menu blush (it only had four entries, not a big deal and I'll transfert my scripts menu so it should be fine in the long run) and changed nothing: it's still failling to load.

    Post edited by Elor on
  • Dolce SaitoDolce Saito Posts: 192
    edited October 3

    Hi folks. I think 2 (or 3?) beta builds before, I noticed that my daz studio interface is getting *partially* reset each time I open it.

    I mean, each time I open daz studio, it's the little things like last opened file directory always the same from 2 builds before, "Node" tab always switches back to "Tips" tab under scene, "Info" tab always switches back to "Tips" under Smart Content. When I click "Surfaces" for any object, "Presets" tab opens despite I switch to "Editor" tab all the time. Same for simulation settings and render settings; "Preset" tab is pre-selected instead of Editor.

    This didn't happen until recently. The reason I'm asking this is because there is always a chance that I mistakenly switch a toggle somewhere without noticing that does this...

    Please note that whenever I install a new studio version, I always do "Update & Merge menus" thingy and then I always save the workspace and style with the correct tabs selected.

    Any ideas?

    Post edited by Dolce Saito on
  • Richard HaseltineRichard Haseltine Posts: 100,888

    A lot of things are stored in the layout, including which containers the content panes were shwoing. The last locations used for the File menu commands go in the Regsitry for Windows or the application's plist for Macs. So it sounds as if either something is preventing those from being written (do you allow DS to close itself or force quit) or something is blocking the writing (what security software are you using, are there any other signs of disc or folder issues)?

  • Dolce SaitoDolce Saito Posts: 192

    Richard Haseltine said:

    A lot of things are stored in the layout, including which containers the content panes were shwoing. The last locations used for the File menu commands go in the Regsitry for Windows or the application's plist for Macs. So it sounds as if either something is preventing those from being written (do you allow DS to close itself or force quit) or something is blocking the writing (what security software are you using, are there any other signs of disc or folder issues)?

    Let me see;

    - The security is currently disabled since I install nothing. (defender real-time + temper protection is disabled)

    - When I save layout with the tabs switched to the ones I wanted, it first asks if I want to overwrite existing one, when I click yes, it says the layout is saved successfully. At this point I don't think anything is preventing any write behavior.

    - The drive is in good shape, I can save renders or read them. Fast, very fast.

    - When I close daz studio, I just let it do its thing, never force it close.

    - I have always been launching the studio with the shortcut: "-instanceName %time%" in order to open as many studios as I want.

    - I removed that to see if I can solve it, but it didn't work neither. (In the past, those tabs were staying where I want even though I re-lauch it with instance)

     

    What else can it be?

  • barbultbarbult Posts: 24,244

    Try saving the layout with a new name, instead of overwriting an existing one. See if that works.

  • Richard HaseltineRichard Haseltine Posts: 100,888

    One non-rrot instance will have a separate layout from another, by default instances copy the root (no name specified) settings. http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/tech_articles/command_line_options/application_instancing/start

  • Dolce SaitoDolce Saito Posts: 192
    edited October 3

    Richard Haseltine said:

    One non-rrot instance will have a separate layout from another, by default instances copy the root (no name specified) settings. http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/tech_articles/command_line_options/application_instancing/start

    Thanks alot! This combined with Barbult's response, I solved the most of the problems. Simulation-Surface-Render settings are now opens in "Editor" tabs.

    However, two things remained in unwanted state despite the rest is fixed. Those are:

    - Under the scene, no matter how many times I selected "Node", the next time daz launches it reverts to "Tips".

    - Under the Smart Content, same happens with the "Info". It always reverts to "Tips".

     

    Post edited by Dolce Saito on
  • Richard HaseltineRichard Haseltine Posts: 100,888

    I would think those too are stoed in the layout - my Scene pane setting sticks, I don't use the one in Scene pane (and had rather forgotten it was there).

  • barbultbarbult Posts: 24,244
    edited October 3

    Dolce Saito said:

    Richard Haseltine said:

    One non-rrot instance will have a separate layout from another, by default instances copy the root (no name specified) settings. http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/tech_articles/command_line_options/application_instancing/start

    Thanks alot! This combined with Barbult's response, I solved the most of the problems. Simulation-Surface-Render settings are now opens in "Editor" tabs.

    However, two things remained in unwanted state despite the rest is fixed. Those are:

    - Under the scene, no matter how many times I selected "Node", the next time daz launches it reverts to "Tips".

    - Under the Smart Content, same happens with the "Info". It always reverts to "Tips".

     

    Yup, I can reproduce that problem. In DS 4.22.1.244 public build, I can save a workspace with Node in the Scene pane and Info in the Smart Content pane. When reloaded, both are on Tips instead, I am not using any DS instances.

    I do see changes saved in the layout file. Perhaps DS is not reading those saved values back and is not restoring the saved setting.

    Post edited by barbult on
  • barbultbarbult Posts: 24,244
    edited October 4

    I am using DS 4.22.1.244. Thanks to help from @crosswind, I have discovered that Visible in Render only works on a figure's bones if the figure is set to High Resolution (subD has been applied). If the figure is Base Resolution, setting a bone to Visible in Render Off does not prevent the bone's mesh from being rendered. Here is the discussion that led to this conclusion. This makes no sense to us. Why should a figure's bones' Visible in Render functionality be related to the figure's mesh density setting? Can some one explain the logic, or is this just a bug? I am going to submit a help request to ask about this.

    Submitted:

    Request #463526
    Visible in Render does not work on a figure's bones if the figure is in Base Resolution.

    Post edited by barbult on
  • Dolce SaitoDolce Saito Posts: 192
    edited October 6

    @barbult: Yep, and this reverting "Node and Info" tabs to "Tip" tab issue happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Post edited by Dolce Saito on
  • barbultbarbult Posts: 24,244
    edited October 4

    Dolce Saito said:

    @barbult: Yep, and this happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Thank you! Based on your comment, I tried 4.22.0.16 General Release, which worked correctly. So I will assume this is a bug that needs to be fixed. I hope the developers are monitoring this thread or that customer service responds to my help request in time to get this fixed before the next release. Oops, I goofed up my test of 4.22.0.16. It really doesn't work there either.

    Edited after crosswind pointed out my testing error.

    Post edited by barbult on
  • ElorElor Posts: 1,483
    edited October 4

    I didn't thought about opening the log file before, but here the four line related to OBJ Companion during the launch of Daz 4.22.1.224 on my Mac (I deleted the log file while Daz was closed, to have only the launch sequence in it):

    2024-10-04 12:22:52.305 [VERBOSE] ::     MF_objexporter.dylib
    2024-10-04 12:22:52.361 [WARNING] ::     MF_objexporter.dylib failed to load
    2024-10-04 12:22:52.362 [WARNING] :: Error: dlopen(/Applications/DAZ 3D/DAZStudio4 64-bit Public Build/plugins/MF_objexporter.dylib, 0x0002): Symbol not found: __ZN15DzHierarchyPane16staticMetaObjectE
      Referenced from: <34544F25-973F-33BE-BA5F-7690180BC90D> /Applications/DAZ 3D/DAZStudio4 64-bit Public Build/plugins/MF_objexporter.dylib
      Expected in:     <25E610B8-CE45-B16B-D224-9B226067F9B0> /Applications/DAZ 3D/DAZStudio4 64-bit Public Build/Frameworks/libdzcore.dylib

    Post edited by Elor on
  • crosswindcrosswind Posts: 6,969

    barbult said:

    Dolce Saito said:

    @barbult: Yep, and this happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Thank you! Based on your comment, I treid 4.22.0.16 General Release, which worked correctly. So I will assume this is a bug that needs to be fixed. I hope the developers are monitoring this thread or that customer service responds to my help request in time to get this fixed before the next release.

    Thank you barbult ! but just wait for a minute ~ ~ This issue occurs in both General Release (I'm still using 4.22.0.16) and Public Build...as far as I test... Attached screenshots were captured from 4.22.0.16.

    Pls give it a re-test ~~

    SNAG-2024-10-4-006.png
    2560 x 1392 - 387K
    SNAG-2024-10-4-008.png
    2560 x 1392 - 445K
    SNAG-2024-10-4-009.png
    2560 x 1392 - 447K
  • ImagoImago Posts: 5,157

    I thought it was solved but it seems it's not... Anyone else is having issues with MeshGrabber lately? I'm getting frequent crashes on the TBB.DLL file when loading scenes with props modified with MeshGrabber not baked to morphs.

    I discussed this matter here too: https://www.daz3d.com/forums/discussion/comment/8876671

  • crosswindcrosswind Posts: 6,969

    Imago said:

    I thought it was solved but it seems it's not... Anyone else is having issues with MeshGrabber lately? I'm getting frequent crashes on the TBB.DLL file when loading scenes with props modified with MeshGrabber not baked to morphs.

    I discussed this matter here too: https://www.daz3d.com/forums/discussion/comment/8876671

    So this issue also occurs in the latest Public Build on your side ? Odd... if so. I still couldn't reproduce the issue. I think it might come from some conflict with other plugins... as I ever experiened the conflict issue among plugins then the vendor fixed the issue.

    You may try disabling all other plugins but just leaving MeshGrabber plugins there... see if the issue persists...

  • ImagoImago Posts: 5,157

    crosswind said:

    You may try disabling all other plugins but just leaving MeshGrabber plugins there... see if the issue persists...

    I rolled back to 4.21 and all works fine, at least until now.

    The pugins are always the same and never gave me this kind of issue with the TBB.DLL so I guess it's a DAZ Studio's issue after all.

  • barbultbarbult Posts: 24,244
    edited October 4

    crosswind said:

    barbult said:

    Dolce Saito said:

    @barbult: Yep, and this happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Thank you! Based on your comment, I treid 4.22.0.16 General Release, which worked correctly. So I will assume this is a bug that needs to be fixed. I hope the developers are monitoring this thread or that customer service responds to my help request in time to get this fixed before the next release.

    Thank you barbult ! but just wait for a minute ~ ~ This issue occurs in both General Release (I'm still using 4.22.0.16) and Public Build...as far as I test... Attached screenshots were captured from 4.22.0.16.

    Pls give it a re-test ~~

    You are absolutely correct! It doesn't work in 4.22.0.16 either. I stupidly forgot that I had resaved my LowPi with High Resolution and subD 0 to overcome this problem. So when I tested it in 4.22.0.16, LowPi was already High Resolution. I tried the mini-bot which was still at Base resolution, and sure enough, setting Visible in Render Off on a bone of a Base Resolution figure does not work in 4.22.0.16 either. Thank you for correcting my error!

    Post edited by barbult on
  • crosswindcrosswind Posts: 6,969

    barbult said:

    crosswind said:

    barbult said:

    Dolce Saito said:

    @barbult: Yep, and this happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Thank you! Based on your comment, I treid 4.22.0.16 General Release, which worked correctly. So I will assume this is a bug that needs to be fixed. I hope the developers are monitoring this thread or that customer service responds to my help request in time to get this fixed before the next release.

    Thank you barbult ! but just wait for a minute ~ ~ This issue occurs in both General Release (I'm still using 4.22.0.16) and Public Build...as far as I test... Attached screenshots were captured from 4.22.0.16.

    Pls give it a re-test ~~

    You are absolutely correct! It doesn't work in 4.22.0.16 either. I stupidly forgot that I had resaved my LowPi with High Resolution and subD 0 to overcome this problem. So when I tested it in 4.22.0.16, LowPi was already High Resolution. I tried the mini-bot which was still at Base resolution, and sure enough, setting Visible in Render Off on a bone of a Base Resolution figure does not work in 4.22.0.16 either. Thank you for correcting my error!

    No problem lol ! Thank you very much for the confirmation ! yes

  • ElorElor Posts: 1,483

    It's my lucky week crying

    Seamster also failed to load on Daz 4.22.1.228 on my Mac, with the same symbol, _ZN15DzHierarchyPane16staticMetaObjectE, not found in the expected library:

    2024-10-05 07:51:55.338 [WARNING] ::     MF_seamster.dylib failed to load
    2024-10-05 07:51:55.338 [WARNING] :: Error: dlopen(/Applications/DAZ 3D/DAZStudio4 64-bit Public Build/plugins/MF_seamster.dylib, 0x0002): Symbol not found: __ZN15DzHierarchyPane16staticMetaObjectE
      Referenced from: <EB8F93D7-E9FF-3BF9-98ED-D5A466A862A6> /Applications/DAZ 3D/DAZStudio4 64-bit Public Build/plugins/MF_seamster.dylib
      Expected in:     <AE1C9428-CA10-AB2E-E106-634782FB8C32> /Applications/DAZ 3D/DAZStudio4 64-bit Public Build/Frameworks/libdzcore.dylib

    I suppose other plugins with a Mac version by @Manfriday are likely to be impacted by the same problem (at least the ones that will use whatever function is requiring the now dreadful _ZN15DzHierarchyPane16staticMetaObjectE) but I don't have the financial means to bought them all to check.

    Well, I suppose it's now the time to open a ticket, hoping it'll be read fast enough to solve the problem before the 30 days refund window is closed… I'll try to install Daz 4.22.0.19 to see if the problem also exist with that version or if the change to libdzcore was introduced in a latter version.

  • crosswindcrosswind Posts: 6,969

    Elor said:

    It's my lucky week crying

    Seamster also failed to load on Daz 4.22.1.228 on my Mac, with the same symbol, _ZN15DzHierarchyPane16staticMetaObjectE, not found in the expected library:

    2024-10-05 07:51:55.338 [WARNING] ::     MF_seamster.dylib failed to load
    2024-10-05 07:51:55.338 [WARNING] :: Error: dlopen(/Applications/DAZ 3D/DAZStudio4 64-bit Public Build/plugins/MF_seamster.dylib, 0x0002): Symbol not found: __ZN15DzHierarchyPane16staticMetaObjectE
      Referenced from: <EB8F93D7-E9FF-3BF9-98ED-D5A466A862A6> /Applications/DAZ 3D/DAZStudio4 64-bit Public Build/plugins/MF_seamster.dylib
      Expected in:     <AE1C9428-CA10-AB2E-E106-634782FB8C32> /Applications/DAZ 3D/DAZStudio4 64-bit Public Build/Frameworks/libdzcore.dylib

    I suppose other plugins with a Mac version by @Manfriday are likely to be impacted by the same problem (at least the ones that will use whatever function is requiring the now dreadful _ZN15DzHierarchyPane16staticMetaObjectE) but I don't have the financial means to bought them all to check.

    Well, I suppose it's now the time to open a ticket, hoping it'll be read fast enough to solve the problem before the 30 days refund window is closed… I'll try to install Daz 4.22.0.19 to see if the problem also exist with that version or if the change to libdzcore was introduced in a latter version.

    I purely know nothing about Mac but I know there were some change related to DzHierarchyPane in the latest Public Build. From the error message, it seemed to be DzHierarchyPane relevant, e.g. the plugin may need some fix according to the latest change in PB version.

  • ElorElor Posts: 1,483

    Thank you.

    I tested, it does work on Daz 4.22.0.19 (which in the long run, sadly doesn't mean that much: some problems between the two most recent versions of MacOS and Daz, making Daz unstable, are only fixed in a recent beta version).

  • Dolce SaitoDolce Saito Posts: 192
    edited October 5

    barbult said:

    Dolce Saito said:

    @barbult: Yep, and this happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Thank you! Based on your comment, I tried 4.22.0.16 General Release, which worked correctly. So I will assume this is a bug that needs to be fixed. I hope the developers are monitoring this thread or that customer service responds to my help request in time to get this fixed before the next release. Oops, I goofed up my test of 4.22.0.16. It really doesn't work there either.

    Edited after crosswind pointed out my testing error.

    Err, just for the record, what you tried for me in the past builds was Info tabs switching back to Tip tabs. The ones you tried that doesn't work which crosswind reminded you was another issue (about some bone visibility problem?).

    That issue is separate from mine which you answered correctly actually. So, you're true, in the past, Info tabs were not reverting back, but now they're.

    Since you striked the true answer, maybe you'd want to put it back :)

    Crosswind was little bit confused to see your answer and probably thought bone visibility problem didn't exist in public release. But crosswind, what barbult said that was working was not about bone visibility. It was about tabs (on the answer you quoted from barbult).

    This whole situation is like a packet congestion :P. I feel like I'm the flow controller :)

    Post edited by Dolce Saito on
  • crosswindcrosswind Posts: 6,969

    Dolce Saito said:

    barbult said:

    Dolce Saito said:

    @barbult: Yep, and this happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Thank you! Based on your comment, I tried 4.22.0.16 General Release, which worked correctly. So I will assume this is a bug that needs to be fixed. I hope the developers are monitoring this thread or that customer service responds to my help request in time to get this fixed before the next release. Oops, I goofed up my test of 4.22.0.16. It really doesn't work there either.

    Edited after crosswind pointed out my testing error.

    Err, just for the record, what you tried for me in the past builds was Info tabs switching back to Tip tabs. The ones you tried that doesn't work which crosswind reminded you was another issue (about some bone visibility problem?).

    That issue is separate from mine which you answered correctly actually. So, you're true, in the past, Info tabs were not reverting back, but now they're.

    Since you striked the true answer, maybe you'd want to put it back :)

    Crosswind was little bit confused to see your answer and probably thought bone visibility problem didn't exist in public release. But crosswind, what barbult said that was working was not about bone visibility. It was about tabs (on the answer you quoted from barbult).

    This whole situation is like a packet congestion :P. I feel like I'm the flow controller :)

    Okay, no problem then, we got it. laugh

  • barbultbarbult Posts: 24,244

    Dolce Saito said:

    barbult said:

    Dolce Saito said:

    @barbult: Yep, and this happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Thank you! Based on your comment, I tried 4.22.0.16 General Release, which worked correctly. So I will assume this is a bug that needs to be fixed. I hope the developers are monitoring this thread or that customer service responds to my help request in time to get this fixed before the next release. Oops, I goofed up my test of 4.22.0.16. It really doesn't work there either.

    Edited after crosswind pointed out my testing error.

    Err, just for the record, what you tried for me in the past builds was Info tabs switching back to Tip tabs. The ones you tried that doesn't work which crosswind reminded you was another issue (about some bone visibility problem?).

    That issue is separate from mine which you answered correctly actually. So, you're true, in the past, Info tabs were not reverting back, but now they're.

    Since you striked the true answer, maybe you'd want to put it back :)

    Crosswind was little bit confused to see your answer and probably thought bone visibility problem didn't exist in public release. But crosswind, what barbult said that was working was not about bone visibility. It was about tabs (on the answer you quoted from barbult).

    This whole situation is like a packet congestion :P. I feel like I'm the flow controller :)

    Your reply came directly after my report of the bone visibility problem. You did not quote any context. I assumed you were replying to the message directly before yours (my bone Visible in Render problem). All of my comments from that point, were related to the bones Visible in Render problem. The only comment of mine that addressed your issue of tips vs. info issue was my immediate reply to you saying that I could duplicate the problem. Cross posting apparently has confused these issues.

  • Dolce SaitoDolce Saito Posts: 192
    edited October 6

    barbult said:

    Dolce Saito said:

    barbult said:

    Dolce Saito said:

    @barbult: Yep, and this happened one of the recent public beta builds (not the very last one as of now). Probably previous two or three builds before.

    Thank you! Based on your comment, I tried 4.22.0.16 General Release, which worked correctly. So I will assume this is a bug that needs to be fixed. I hope the developers are monitoring this thread or that customer service responds to my help request in time to get this fixed before the next release. Oops, I goofed up my test of 4.22.0.16. It really doesn't work there either.

    Edited after crosswind pointed out my testing error.

    Err, just for the record, what you tried for me in the past builds was Info tabs switching back to Tip tabs. The ones you tried that doesn't work which crosswind reminded you was another issue (about some bone visibility problem?).

    That issue is separate from mine which you answered correctly actually. So, you're true, in the past, Info tabs were not reverting back, but now they're.

    Since you striked the true answer, maybe you'd want to put it back :)

    Crosswind was little bit confused to see your answer and probably thought bone visibility problem didn't exist in public release. But crosswind, what barbult said that was working was not about bone visibility. It was about tabs (on the answer you quoted from barbult).

    This whole situation is like a packet congestion :P. I feel like I'm the flow controller :)

    Your reply came directly after my report of the bone visibility problem. You did not quote any context. I assumed you were replying to the message directly before yours (my bone Visible in Render problem). All of my comments from that point, were related to the bones Visible in Render problem. The only comment of mine that addressed your issue of tips vs. info issue was my immediate reply to you saying that I could duplicate the problem. Cross posting apparently has confused these issues.

    I got it, I got it :)

    This particular thread requires context in each message. Multiple issues can be discussed at once (such as ours). That was my bad on that missing context part. I'll be more careful. I think, in the ancient times, Richard warned me once for this. But I still sometimes forget to mention the context.

    (Edited that response to include the proper context)

    Post edited by Dolce Saito on
  • crosswindcrosswind Posts: 6,969
    edited October 8

    Enhanced Auto-Fit... Export to .blend, some PAs' products embedded as functions in DS 4.23... though only MG 4.0 is the new one.... yada yada ~

    I'm downloading 4.23.0.1 PB but first off... some questions: 

    - does Public Build 4.23 have these features / functions ?

    - if it does, do I need to subscribe Premier for using them with Public Build ?

    - if those plugins can be downloaded with subscription... will they overwrite the plugins that I owned, e.g. dForce Companion (aka simulation manager or sth...), Render Queue 3.. ?

    Edit: NM ~ sorted it out.

    Edit 2: too early to said.... new plugin didn't work with latest 4.23 PB with premier, each time when launching PB, it always reminds "restart...", and the plugin is always disabled after DS PB is loaded. I only have interest in Mesh Grabber 4 but it doesn't work.

    I won't try with 4.23 GR for the time being ~~

    Edit 3: wt ~~. Okay, I just deleted dazstudio.dau file then it worked ~~

    SNAG-2024-10-8-006.png
    640 x 480 - 276K
    SNAG-2024-10-8-007.png
    2560 x 1392 - 352K
    Post edited by crosswind on
  • MrRogerSmithMrRogerSmith Posts: 108
    edited October 8

    Is there any place I can read more about the improved export tools advertised for 4.23?  Is Daz still just using the same bridges, or is there something new?

    Post edited by MrRogerSmith on
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