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While I agree with Richard that this is not the place for Geometry Sculptor support, I'd still like to respond to this.
The symmetry behaves as designed. When symmetry is active, you can only work on one side of the mesh -- be with with vertex selection and the gizmo, or with the sculpting and smoothing brushes. The other side of the mesh mirrors what you do.
The sculpting brush in Daz Studio is designed to work like the Blender draw brush. It was originally called draw brush in Mesh Grabber 4 too but Daz renamed it to sculpting brush for Geometry Sculptor, so if you've been watching the Mesh Grabber 4 video, there is a change. At this time, there is no move or grab brush.
Also at this time, symmetry not supported for polygon or edge selection, only vertex selection (and the brushes).
I just looked up the undo code, and indeed it looks up nodes by name. I wasn't aware this was a problem but you are right, since node names need not be unique in the scene, this could cause Mesh Grabber to get confused. I'll see what I can do about it.
Oh, that's great and good to know ! Thank you for the clarification !
@ManFriday
Pls take a look at another bug if you can. With Symmetry sculpting, when undo, it turns asymmetric. To reproduce the issue, pls follow the steps as below:
- Turn on Symmetry on X axis, sculpt with Sculpting Brush on right side of the head continuously with holding left-mouse button. Release left-mouse button, then sculpt just once on the mesh (ss1)
- Then Ctrl + Z, it turns asymmetric. (ss2)
Well, this is a total disappointment as well for me and I sure hope they paid you out-rightly for the plugin, @ManFriday, because if you went the way of residuals from Premier then I have a feeling you'll be disappointed.
While I spend a lot of money in the store here and use the application for my own income, the features that Daz offers for Premier does not justify a $20 a month expense from me, as I am locked into using G8 figures and products for my work and income, so there is no incentive for me to join.
I wish you the best and I am sorry that I won't have this new tool, but feel that Daz is pricing themselves out of the market, which means they will find other ways to increase revenue that will further tax this Community.
I rather pay 40$ (one payment) for this as a separate tool rather than 20$ per month!
But will the "Mesh Grabber" that kinda already on the store = https://www.daz3d.com/mesh-grabber-win = work in the future?
Or just until the next update so if you want a "Mesh Grabber" you'll have to do the premier!? ...nice move Daz"...
It should work up to DS 5 (or whatever it is called) at least, and DS 4 will still be available for download once that is released.
It took a bit to skim both these MeshGrabber Bundle threads but I'm glad I did.
a) I bought the rest of the Mesh Grabber Bundle yesterday, having already the 1st two products and this seems to be what ManFriday calls MeshGrabber 3.0
b) I intend on subscribing without interruption to DAZ Premier. That has what ManFriday called MeshGrabber 4.0 directly integrated into DAZ Studio plus further improvements. The formats used by MeshGrabber 4.0 are completely backwards compatible should I decide to unsubscribe, or take my PC offline (criminals are all the time hacking you know), and use the MeshGrabber 3.0 bundle to do edits.
Is that right (mainly the backwards and forwards compatibility)?
I have considered getting the MeshGrabber 3.0 bundle the past few days. But then I saw this thread. What would be the main difference or reason for not getting 3.0 and opting for Daz Premier? I just need to pull geometry of figures, clothes, props, etc. here and there as needed. It also needs to animate the mesh pull. For example, no mesh pull at frame 0, but a 100% pull at frame 15 or 30. Will Version 3.0 be good enough?
Mesh Grabber 3 will be good enough for your mesh pulls, but to do the animation, I think you will have to save the pulls as morphs and animate the morphs. I don't know a way to animate vertex movements directly.I don't think there is a way to keyframe them. I doubt if Mesh Grabber 4 differs in that regard, but I don't have Premier to test that theory. Going Premier just to do a few mesh pulls seems like a very expensive overkill. I own all the Mesh Grabber 3 parts. If I didn't, I'd be buying it fast before it disappears from the store, like some of the other Man Friday tools.
Ok, sounds good. The morphs option will work for me. Thanks for your reply!
How about this "Morph Master" That's on sale today? Does that Look useful?
I'm still using DAZ Studio 4.21. The ad says it works with Version 4.23. Does anyone know if it is compatible with version 4.21?
if it doesn't work, you can always return it within 30 days, afaik.
Do you think it will add to mesh grabber?
Almost certainly, but it was only tested and released with the latest release DAZ Studio in DAZ 3D, although the PA probably started developing it, and maybe even finished developing it, using a prior version of DAZ Studio.
And does this seem like a really big development in terms of what will be able to do with mesh grabber and morphs? Or does this have just a little or maybe nothing to add to mesh grabber?
If you mean Morph Master product per se, the scripts in that product have nothing to do with Mesh Grabber. The vendor, in the promo / tutorial video, just reshaped the mesh on figure's body and/or other objects by using Mesh Grabber ...