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I never check those lists anyway and from what I know about DIM it only checks update for files it downloaded before, correct?
Are you seriously saying your DIM launches so slow that you can launch your browser
My browser is always open and login is always on so I go to Product Library immediately if I need anything (it is bookmarked). So yes, DIM would probably launch slower than that.
Are you seriously saying your DIM launches so slow that you can launch your browser
My browser is always open and login is always on so I go to Product Library immediately if I need anything (it is bookmarked). So yes, DIM would probably launch slower than that.
Whatever works for you I guess. lol I just launch DIM and leave it open. I also don't leave my PC on at night, so when I turn it on, my browser isn't open and I'm not logged in. ;)
I never check those lists anyway and from what I know about DIM it only checks update for files it downloaded before, correct?Yes. And I'm only pointing out a reason it is useful. I believe personal choice belongs to each person. I never said anyone needs to use DIM.
Not arguing.
Well seems like you like the long way Kattey. That's your thing. Mine is keeping it simple and DIM keeps it simple, for my anyways. :exclaim:
I just don't see the purpose of DIM because, for example, if I had to start it every time, in time to start it I can just go to Product Library and quickly download just what I need and put it where I want to put it. Zero hassle, no more time than to use DIM, full control over download and installation. I know you don't want to hear this, so this is for those reading your post.
From "Product Library," instead of pushing the blue button push the green button and you can "be on your merry."
No need to start Install Manager, open zips and install files. The green button handles it for you.
Spooky, for all the ups and downs on this blasted site ( I know you'll say this has nothing to do with the actual software but it does affect the end users total experience at DAZ 3D so I mention it, last night was a nightmare and just gave up and went to bed) I have to say this last beta for DS and DIM are BRILLIANT pieces of work. THANKS!
Weird..
I try the 64 bit version on it's own - 07x error......
I click on the 32-bit version in DIM, download and install.........
Click on the 32-bit version - fine and dandy, no probs - click on the 64-bit fine and dandy, no probs!!!!!
It's weird that one fine with the 32-bit version installed, but yet it doesn't when the 64-bit is installed on it's own....
Ah,well at least I'm up and running with DAZ Studio again, thank the gods.... frakking hell.
I would love to hear more about the Rigid Follow Node like a practical example and a few steps to workflow. It sounds like an example might be a better alternative to parenting props to figures the way I have done previously with robot joints (which need to maintain their rigid shape) but I'm not sure if this is what I think it is.
Is it? How does this differ from rigidity group participants and references?
Load Genesis. Select Genesis (i.e. the root node). Activate the Polygon Group Editor tool. Select a polygon or two on the tip of the nose. Right click, select Polygon Assignment > Create Rigid Follow Node From Selected... This will cause a dialog to be displayed. Enter a name for the node (i.e. "NoseTipFollower") and click Accept. A Rigid Follow Node will be created and associated with the selected polygon(s). The new node will be parented to the bone/node selected at the time you click the action (I had you select the root for a reason - but you would normally select the node that has the most influence on the transforms of the reference geometry). Change the active view tool to one of the node selection tools (i.e. Universal). Rotate the head. Notice that the Rigid Follow Node follows the head even though the node is parented to the root node? Now, navigate to a morph that you know moves the geometry on the tip of the nose (i.e. "Nose Depth"). Adjust the slider while watching the Rigid Follow node. Notice that it keeps its relative position/rotation to the reference geometry of the figure? Think about how you can use that... for things like piercings (i.e. ear, nose, brow, lip, etc), or buttons on a shirt, or anchors for robotic joints, or... you get the idea.
The Rigid Follow Node inherits from the Instance Node, so you can either set its target and use it as a rigidly following instance... OR... you can parent a prop to the Rigid Follow Node and have it rigidly follow the reference geometry in the figure.
Where Rigidity Group Participants/References relate to a figure's own geometry... Rigid Follow Nodes relate to the geometry of some other object's geometry.
-Rob
Wow. Perfectly clear and thorough reply to all my questions. Thank you so much Rob, and thanks for this cool new tool. Can't wait to try it and find excuses to use it!
For some reason this is what my version looks like after the update. So lost.. I hope i dont have to reinstall all the apps if i reinstall... its pretty time consuming
The other day, I set up a scene, lit it with one of the sets in the Lantios Core Lighting 3 set, and when I hit ‘Render’ I got this message:
3Delight message #13 (Severity 1): R2054: primitive (or parts of) ‘’ discarded during eye-split
The render window was black and the progress indicator filled up, then, when it got to 100% it then rendered properly. Anyone any idea why this happened!? It's never happened with any version of DS that I've had before. However, I tried a new scene earlier and that rendered just fine.
Interesting....
CHEERS!
DOH! Wrong thread!
CHEERS!
Load Genesis. Select Genesis (i.e. the root node). Activate the Polygon Group Editor tool. Select a polygon or two on the tip of the nose. Right click, select Polygon Assignment > Create Rigid Follow Node From Selected... This will cause a dialog to be displayed. Enter a name for the node (i.e. "NoseTipFollower") and click Accept. A Rigid Follow Node will be created and associated with the selected polygon(s). The new node will be parented to the bone/node selected at the time you click the action (I had you select the root for a reason - but you would normally select the node that has the most influence on the transforms of the reference geometry). Change the active view tool to one of the node selection tools (i.e. Universal). Rotate the head. Notice that the Rigid Follow Node follows the head even though the node is parented to the root node? Now, navigate to a morph that you know moves the geometry on the tip of the nose (i.e. "Nose Depth"). Adjust the slider while watching the Rigid Follow node. Notice that it keeps its relative position/rotation to the reference geometry of the figure? Think about how you can use that... for things like piercings (i.e. ear, nose, brow, lip, etc), or buttons on a shirt, or anchors for robotic joints, or... you get the idea.
The Rigid Follow Node inherits from the Instance Node, so you can either set its target and use it as a rigidly following instance... OR... you can parent a prop to the Rigid Follow Node and have it rigidly follow the reference geometry in the figure.
Where Rigidity Group Participants/References relate to a figure's own geometry... Rigid Follow Nodes relate to the geometry of some other object's geometry.
-Rob
I don't understand this at all.
I made a shirt that has buttons on it. In order to get the buttons to maintain their shape when the figure wearing the shirt moves I have to.
1) Select the figure
2) With polygon group editor I select the polygons I want the buttons to follow and create a Rigid Follow Node for them.
3) Parent each button on the shirt to the Rigid Follow Node on the figure?
How the heck do you parent only a part of a geometry? Won't this cause buttons to pass through the mesh of the shirt they're part of as they follow the figure wearing the shirt? How do I then save the Rigid follow nodes? Are they saved when I save the shirt? Do I have to create them each time I want something to wear the shirt? This seems like a horrible system for maintaining the shape of the buttons on a shirt. What happens when a shirt for Genesis 1 gets autofit to Genesis 2?
The buttons on a shirt deform because they aren't filled with a uniform weight map. You can fix this by filling every polygon of a button with a uniform value for each weightmap that affects it. This is very tedious because a button on the torso can be influenced by many different weightmaps and you have to fill them with the average of each map.
I can see this Rigid follow Node working for props that need to be accurately parented to a polygon but for clothing it doesn't seem to make any sense at all.
A much better way to maintain rigidity of buttons and clasps and other hard surfaces on clothing would be if you created a rigidity group and then the software automatically filled that rigidity group with a uniform average of the value of every weightmap influencing the rigidity group's reference polygons.
Or am I completely misunderstanding how this Rigid Follow Node works?
Rigid Follow Node, as I understand it, is for creating an item (a prop, presumably) that will stick to the surface of the figure - in Rob's example, a nose-piercing that will move as morphs move the mesh it is attached to, not just as posing moves it's parent node as happens with a standard prop. To apply it to buttons I think you'd need to make each button a separate item, then parent each to a distinct Rigid Follow Node.
Well that makes sense.
It would be nice if Daz would implement a way of creating true rigidity in clothing meshes to save the tediousness of having to manually fill the rigidity groups with the uniform weights.