help associating products with figures

jimmulvaneyjimmulvaney Posts: 341
edited May 2016 in Daz Studio Discussion
Should you stumble upon this post while looking for answers, I am happy to report my particular issue was resolved in this thread and am looking forward to writing metadata for all my older generation content, that needs it.

Hello, I have decided to bite the bullet and cut my teeth on editing metadata for generation 4 content, and I gotta say it has been an interesting journey and I am really liking it because being able to use the smart content pane with older content is so ideal for me! Anyways, I ran into an issue... in the screenshot below you can see Victoria 4.2 loaded and selected, Aiko 4 Base installed as a product, that product contains a material preset called "+Apply First", the smart content pane is set to Filter by Context, selected category is Materials. What you do not see is the Aiko 4 Base product as an option in the smart content pane. Now I know for a fact the category is set for that material asset and it even shows up in the Local User 'product', under the Materials category. But why does the Aiko 4 Base product not show in the main Materials category when V4 is selected? Is there a way to associate a product with a figure?

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Post edited by jimmulvaney on

Comments

  • jimmulvaneyjimmulvaney Posts: 341

    To follow up; I just noticed that if I do the same thing, only selecting the Shaping category instead, both the Aiko 4 Base product and even The Girl 4 Base product show up, when V4 is selected and smart content is set to filter by context. I have looked at the metadata for both and cant figure out what is missing.

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  • It looks like there is an error in the metadata for the materials. If you go to the Content Library Product list (which I can see showing in your screenshots) and right click the Aiko 4 Base product icon and select "Edit Metadata". A largish window will pop up with 2 tabs, Product and Assets. Click on the Assets tab and find one of the materials (e.g "+Apply First"). Click on it and in the lower half of the window select the "Compatabilities" tab. Check that there are compatabilities and if so that they are correct. In the case of the Aiko materials the compatabilities should be "/Generation4/Victoria 4" and (I think) "/Generation4/Victoria 4#Aiko".

  • jimmulvaneyjimmulvaney Posts: 341
    edited May 2016

    Hi Hiro, thanks for that but I dont see what I am missing. In my screen shot you can see that even the assets for shaping have no compatability assigned but again they show up in the smart content. Also, when I try to add a compatibility base, Victoria 4.2 Base (or similar) is not an option. I have the option to add one of my own but i decided not to as it is a whole other level of metadata I do not understand. LOL

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    Post edited by jimmulvaney on
  • Those items do not have compatibilities as far as I can see. See attached screenshot (of Hiro 4—I don't have Aiko, but they should have similar metadata). Note the little white triangles showing that there is data (click on the triangles to open the branches). I can't see them on your screenshots.

    Right click to add compatibilities (action menu is shown) and a list will open from which you can select the figure the asset is compatible with (i.e. Victoria 4 in the case of Aiko, as she is a morph of V4). As the listed items have the same compatibilities you can select them all and add the compatibilities en masse.

    I can't account for why the shapes are listed despite not having compatabilities (perhaps it is scene ID?). If they are working as expected then leave them, but try adding the compatibilities to the materials and see if they then come up when Aiko is selected in scene with context checked.

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  • jimmulvaneyjimmulvaney Posts: 341

    That did the trick Hiro! Thank you so much! Apparently the key was that the Generation four models are listed under the Generation 4 compatibility base! I was looking for Victoria 4/ V4/ Victoria 4.2/ V4.2.. something along those lines. It appears there is something more to creating your own Cbase than just giving it a name? whatever, but were it not for your screenshot I would never have known where to look, Thank you! The future of my gen4 content is looking bright indeed!

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  • Great—I'm glad that helped!

    You create a compatibility base in the DB Editor under Compatibility tab. You can see in your screen shot there is a greyed-out button which says "Not declared"  (it's only greyed-out because there is no file selected in the list). If you click on that control you can select "Declared As" and then click "Database" which is at the other side. This opens the list again, but this time you right-click and use the options to create a new root compatibility base, and once created, select it.

    However, you also need to load the item in the scene, select it in the scene list then go to the options menu for the scene pane (the square icon at the top left of it), select Edit and then Scene Identification. (Scene ID can also be found from the Edit menu under Object.) In that dialogue you need to select that base you created under Compatibility Base and click accept (it will be blank initially, even though you have assigned it in DB Editor).

     

  • jimmulvaneyjimmulvaney Posts: 341

    Yikes! More work. Thanks anyways, but I am not much of a content creator, but I will say THAT was extremeley helpful incase I ever want to do more than make 2d art, I now know and understand how to setup a compatability base thanks to you! You have quite a talent for explaining these kinds of things. wink

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