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I finally found it too. When I searched for gorilla keyword, I only found a very weird robot... :o
Not sure what you mean by "scene tool". There's a scene tab, camera controls in the View tab and on the Viewport border, and various selection tools in the Toolbar.
Jerkiness is most likely some combination of two things, neither of which are really caused by D|S the program.
The speed of updating the Viewport depends pretty much entirely on the capacities of your graphics card. If it's good enough to display a static camera view, but not quite good enough to update quickly enough to keep up with camera movement, you'll get jerkiness for at least a few seconds. Usually it settles down, but if your graphics card is marginal, the jerkiness might persist. Look at Help>Troubleshooting>About Your Video Card to see how well D|S and your video hardware get on together. The important items are just the first few lines.
Another possibility, if you use the control dials in the Parameters tab to move a camera, these dials increase or decrease by a step value, which can be changed in "Parameter Settings" (the little gear icon) for each parameter. Look at the "nudge" value, and see if turning it down helps any.
Not sure what you mean by "scene tool". There's a scene tab, camera controls in the View tab and on the Viewport border, and various selection tools in the Toolbar.
Jerkiness is most likely some combination of two things, neither of which are really caused by D|S the program.
The speed of updating the Viewport depends pretty much entirely on the capacities of your graphics card. If it's good enough to display a static camera view, but not quite good enough to update quickly enough to keep up with camera movement, you'll get jerkiness for at least a few seconds. Usually it settles down, but if your graphics card is marginal, the jerkiness might persist. Look at Help>Troubleshooting>About Your Video Card to see how well D|S and your video hardware get on together. The important items are just the first few lines.
Another possibility, if you use the control dials in the Parameters tab to move a camera, these dials increase or decrease by a step value, which can be changed in "Parameter Settings" (the little gear icon) for each parameter. Look at the "nudge" value, and see if turning it down helps any.
Thanks for the reply SpottedKitty!
Sorry about the sloppy description of the problem. What I tried to say was the 'Camera Controls in the View Tab'...
Why did I not think of using the nudge parameter? Come to think of It I've never even noticed it earlier...
I expect my old GeForce GTX 470/PCIe/SSE2 to still offer acceptable performance.
With your input I I tried adjusting the X, Y and Z-Translate Nudge from 1 all the way down to 0.001 and it helps if I nudge the camera with the Parameter Tab controls. Unfortunately the camera controls in the View Tab seem to have it's own nudge setting as it is unaffected by this nudge setting.
Oddly enough the step size becomes smaller (almost acceptable) when I change to Docked View Controls.
Guess I'll have to get used to have them docked, which by the way gives access to the Bank View control.
Keep your eyes peeled. That wish is likely to be granted in very interesting ways. :-)
Kendall
As long as it doesn't involve LAMH. That simply doesn't work on my system. since the last update+Catz.
Personally though, I'm hoping for a Genx for G2F and G2M. I liked Rawarts creature morphs for Genesis over the ones for G2. Plus I have a heap of morphs from Hellfish Studios that I'd like to port over.
+1
Few of the hair models sold here and elsewhere look like the hair I see on males in RL.
more morphs for Olympia 6,and lali's bits or something like it for genesis 2 and a college setting
+1
Few of the hair models sold here and elsewhere look like the hair I see on males in RL.
I second that. The starter bundle for M6 includes... Casual Long Hair, right? Are we in biblical times or what?
I think a few vendors are REALLY into Fabio.
That and freakish 16 year old doll people. I dunno, it all looks the same to me, and has since V4/M4
Thanks for the reply SpottedKitty!
Sorry about the sloppy description of the problem. What I tried to say was the 'Camera Controls in the View Tab'...
Why did I not think of using the nudge parameter? Come to think of It I've never even noticed it earlier...
I expect my old GeForce GTX 470/PCIe/SSE2 to still offer acceptable performance.
With your input I I tried adjusting the X, Y and Z-Translate Nudge from 1 all the way down to 0.001 and it helps if I nudge the camera with the Parameter Tab controls. Unfortunately the camera controls in the View Tab seem to have it's own nudge setting as it is unaffected by this nudge setting.
Oddly enough the step size becomes smaller (almost acceptable) when I change to Docked View Controls.
Guess I'll have to get used to have them docked, which by the way gives access to the Bank View control.
I've been getting odd camera misplacement since the last update. It usually kicks itself to a position below the x-z plane and centers it's view at 0. I don't think it's my card, I have a radeon 6950, so it's still decent, and my drivers are up to date. I've noticed auto fit also doesn't work as well either. For some items it's no longer functional, either adding what looks to be a push modifier, or just mangling things.
Can you explain it deeper please? I'm unsure about the meaning of the post above, while I'd like to hear your opinion.
Madbat senses bait for an argument...goes for breakfast instead.
Just waiting for Creature Creator For G2 Male and maybe Freak 6.
You laid out the bait, I'm afraid. "Freakish 16 year old doll people" is rather harsh. And unfair in my own opinion, anyway.
You laid out the bait, I'm afraid. "Freakish 16 year old doll people" is rather harsh. And unfair in my own opinion, anyway.
Seriously, I cannot understand what you mean by the phrase quoted above. I would like to, however, that's why I asked for a more detailed answer if possible.
Digitalrdw, your suggestion about Creature Creator sounds great. Especially if it would cover all the shapes from Creature Creator for Genesis. I saw DarioFish is currently making anthropomorphic creatures for Genesis. There is catfolk as his work in progress at the moment and from our talk on DA I can hope for primates and crocodilians on the way when he has finished the catfolk. Seriously, that would be great.
I often have the same problem. It would be great if there was some kind of tool for creating buttons.Rigid Follow Nodes do a good job with this. Create your button, and attach it and instances of it to the clothing.
My driveway...but that doesn't really count...
Rigid Follow Nodes do a good job with this. Create your button, and attach it and instances of it to the clothing.Spooky...I'm trying to understand exactly what you are saying...
Basically, we create 1 button, do all the work and then..instance it? How, exactly, does one go about doing the Rigid Follow Node or is that a property that comes about because of the instancing? I've stayed away from buttons for the difficulties involved in keeping them from looking like something Salvidor Dali would have on his clothes...
I think that a rigid follow node has things attached to it, so you set up the nodes and then attach an instance of the button to each. Possibly - I know I had the wrong end of the stick with rigid follow nodes at one point.
DzRigidFollowNode inherits DzInstanceNode... which means it can do everything an Instance Node can do... plus some (i.e. rigidly follow). An Instance Node can instantiate another node's geometry - that is its purpose. Through a property provided on an Instance Node (i.e. Instance Mode), it can be set to instantiate not just the Instance Target, but that target and its node children (the default).
So, if you create a Rigid Follow Node (viewport context menu while Polygon Group Editor is active - the selected polygons become the reference for the rigid following) and you parent a button (or something else) to it... Then you create other Rigid Follow Nodes and you choose the first Rigid Follow Node (or the button) as the Instance Target for them, you will have instantiated that button into multiple nodes that rigidly follow the geometry to which they are individually bound. Thus, you will have copies of the same button that transform with the reference geometry, but do not deform with that geometry.
The difference between choosing the button and the first Rigid Follow Node as the Instance Target for the other Rigid Follow Nodes comes down to whether or not you want the transforms (i.e. offsets) between the button and the first Rigid Follow Node to be propagated to all of the other nodes instancing it. If you do, choose the first Rigid Follow Node. If you don't, choose the button.
Note, because they are instances, any material changes you make to the actual button affects them all.
-Rob
I'm a Lightwaver, so I second this :snake: ...would be great to be able to work back & forth... :)
I'm a Lightwaver, so I second this :snake: ...would be great to be able to work back & forth... :)
I think the that the first of these type 'bridges' could be for Blender...there's already some scripts around that do some/most of it...but as an actual 'bridge' type plugin would be great.
I think the that the first of these type 'bridges' could be for Blender...there's already some scripts around that do some/most of it...but as an actual 'bridge' type plugin would be great.
Keep your eyes open.
Just sayin.
Kendall
Since I am working with and love the little dears...
I would LOVE to see an updated version of BelBel & ChibiBel...and if it could be done with Geografting on Genesis I, you'd have my undying gratitude. :-) :-) :-)
(All I ask....PLEASE get rid of ChibiBel's Bigfoot feet and those grody, fungal-infected-looking toenails/fingernails that stick out like a sore, well, thumb! :sick: :gulp:
...and the ability to give HER longer fingernails...she IS a girl after all! :) )
I have another idea as well. A blonde-proof option to export all material presets made via Surfaces Tab into a single JPG to make textures. Not a DUF or DSON file, but a plain graphic. This way Poser users would be able to apply them manually (I guess). Also, making all dynamic clothes and hairdos work painlessly in DS. And a support for PZ3 files please.
That would run into problems with lighting - either you wouldn't put specularity, translucence, velvet etc. on the texture (in which case the results would be wrong in Poser) or you would (in which case the results would be wrong in all but identical lighting in Poser).
Lighting could be adjusted or replaced by DS-compatible one. It's mainly the problem of loading a scene and adjusting it later.
What do I hope to see in 2014?
The same thing everybody has been clamoring for since prior to The Dawn Of Creation...
THE MILLENNIUM COW!!!
I would like to see adiitional render options, like render in layers, render in passes, automatic creation and addition of alpha masks and depth masks.
DS parses PZ3 files fine. It has from the beginning. However if you want to be able to save your DS scene as a Poser scene file, doubt that's going to happen at this stage. Back in the DS3/Gen4 and lower days when the majority of products had obj files, cr2's and what not, it would have been fairly easy to save a DS scene as a PZ3 and open it in Poser. Yes, you would lose certain things between the 2 apps because the 2 apps don't handle things the same way but you could have ended up with the basics of the scene. Once DS4 was released, well, it's all water under the bridge at this point.
Unless the DS texture is shader based, Poser users can (and if they've been using Poser long enough even remember doing in the days before user hacks like mat poses) manually apply textures. Shaders are directly linked to the render engine which is why DS and Poser can swap shader trees.
If by dynamic clothes and hair you mean using Poser dynamics in DS, talk to Optitex. DAZ handed all aspects of cloth dynamics over to them shortly after the merger with Gizmoz. DS already has two different dynamic hair plugins available so I'm not sure what more is needed in the hair category.
Thought of another one.
When using D-Forms if I have the eyes turned off I would expect the D-Form to ignore it but that's not the case. I turn back on the eyes and they are deformed along with what ever I've done to the head.
So my wish is if an area is turned off in the Surfaces OR the Scene tab it will be ignored when using the D-Forms.
Happens with Poser magnets. The tech team at Curious Labs explanation was that even though you can't see it, it 's still there and is affected by the magnet.