What do you hope to see in 2014?

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  • cecilia.robinsoncecilia.robinson Posts: 2,208
    edited December 1969

    chohole said:
    I found it by just searching for Kong in the Rendo market place search.

    I finally found it too. When I searched for gorilla keyword, I only found a very weird robot... :o

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    bringho said:
    The most annoying misfeature in Daz Studio - witch should be a peace of cake to fix is the jerky motion of the camera when I try to make a fine adjustment using scene tool to move it up/down, right/left...

    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.

  • bringhobringho Posts: 239
    edited December 1969

    bringho said:
    The most annoying misfeature in Daz Studio - witch should be a peace of cake to fix is the jerky motion of the camera when I try to make a fine adjustment using scene tool to move it up/down, right/left...

    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.

  • MadbatMadbat Posts: 382
    edited December 1969

    Here's a few from my wishlist for 2014.

    Beards for Genesis 2 Male
    I'll be the first to admit I really suck at using Garibaldi. I've tried and failed to create wonderful facial or body hair. Perhaps LAMH is an easier approach, but I firmly believe I simply lack the talent necessary to make it look right. Even hairstyles elude my artistic abilities, with many strands of hair following the other in an all-too uniform style. So, beards then. Not the stubbly kind you get painted on textures, but everything from the gentlemanly beard to the long wizardly kind that could sweep the floor as you walk.

    Those are the main three I can think of right now. No doubt I'll find more things to add to my wishlist (though my desire for a K6 is anything but ephemeral) but that'll do for today.

    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.

  • ErdehelErdehel Posts: 386
    edited December 1969

    nice, short, masculine, modern, male hairstyles for g2 male.

    +1

    Few of the hair models sold here and elsewhere look like the hair I see on males in RL.

  • marymary Posts: 70
    edited January 2014

    more morphs for Olympia 6,and lali's bits or something like it for genesis 2 and a college setting

    Post edited by mary on
  • cecilia.robinsoncecilia.robinson Posts: 2,208
    edited December 1969

    Erdehel said:
    nice, short, masculine, modern, male hairstyles for g2 male.

    +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?

  • MadbatMadbat Posts: 382
    edited December 1969

    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

  • MadbatMadbat Posts: 382
    edited December 1969

    bringho said:
    bringho said:
    The most annoying misfeature in Daz Studio - witch should be a peace of cake to fix is the jerky motion of the camera when I try to make a fine adjustment using scene tool to move it up/down, right/left...

    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.

    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.

  • cecilia.robinsoncecilia.robinson Posts: 2,208
    edited December 1969

    Madbat said:
    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

    Can you explain it deeper please? I'm unsure about the meaning of the post above, while I'd like to hear your opinion.

  • MadbatMadbat Posts: 382
    edited December 1969

    Madbat senses bait for an argument...goes for breakfast instead.

  • DigitalrdwDigitalrdw Posts: 87
    edited December 1969

    Just waiting for Creature Creator For G2 Male and maybe Freak 6.

  • TheWheelManTheWheelMan Posts: 1,014
    edited December 1969

    Madbat said:
    Madbat senses bait for an argument...goes for breakfast instead.

    You laid out the bait, I'm afraid. "Freakish 16 year old doll people" is rather harsh. And unfair in my own opinion, anyway.

  • cecilia.robinsoncecilia.robinson Posts: 2,208
    edited December 1969

    Madbat said:
    Madbat senses bait for an argument...goes for breakfast instead.

    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.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    smay said:
    True Rigidity function for Daz Studio would be probably at the top of my list so that clothing could be easily created with non-deformable buttons.

    Current rigidity maps only prevent deformations of the mesh when the parent mesh morphs. In order to have weight maps not deform the item you have to manually fill every polygon of the rigidity zone with the average of the values of every weight map that affects the zone. Since most buttons on an outfit are in the torso this means they could be influenced by dozens of weightmaps. This means it can take several hours of trial and error to get a single button to not deform when the figure moves.

    I have an outfit I'm working on with around 24 buttons in the chest area. It would take weeks to manually make them all rigid (this is why so many products for Daz Studio have buttons in the chest that distort when you move the torso, it's just too much work to make them truly rigid).

    To automate this would be one of the easiest functions to implement yet all these years of Daz's existence and True Rigidity is still absent.

    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.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    My driveway...but that doesn't really count...

    smay said:
    True Rigidity function for Daz Studio would be probably at the top of my list so that clothing could be easily created with non-deformable buttons.

    Current rigidity maps only prevent deformations of the mesh when the parent mesh morphs. In order to have weight maps not deform the item you have to manually fill every polygon of the rigidity zone with the average of the values of every weight map that affects the zone. Since most buttons on an outfit are in the torso this means they could be influenced by dozens of weightmaps. This means it can take several hours of trial and error to get a single button to not deform when the figure moves.

    I have an outfit I'm working on with around 24 buttons in the chest area. It would take weeks to manually make them all rigid (this is why so many products for Daz Studio have buttons in the chest that distort when you move the torso, it's just too much work to make them truly rigid).

    To automate this would be one of the easiest functions to implement yet all these years of Daz's existence and True Rigidity is still absent.

    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.

    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...

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    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.

  • rbtwhizrbtwhiz Posts: 2,250
    edited December 1969

    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

  • LaughingVulcanLaughingVulcan Posts: 77
    edited December 1969

    heinz0r said:
    I would like to see plugins for the major 3D applications (preferably Cinema4D), so that you can pose the DAZ figures inside of them natively and with proper deformations. I know its quite the request but I have been looking for something like this since I started out with V4+M4 years ago.

    I'm a Lightwaver, so I second this :snake: ...would be great to be able to work back & forth... :)

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    heinz0r said:
    I would like to see plugins for the major 3D applications (preferably Cinema4D), so that you can pose the DAZ figures inside of them natively and with proper deformations. I know its quite the request but I have been looking for something like this since I started out with V4+M4 years ago.

    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.

  • Kendall SearsKendall Sears Posts: 2,995
    edited December 1969

    mjc1016 said:
    heinz0r said:
    I would like to see plugins for the major 3D applications (preferably Cinema4D), so that you can pose the DAZ figures inside of them natively and with proper deformations. I know its quite the request but I have been looking for something like this since I started out with V4+M4 years ago.

    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.

    Keep your eyes open.

    Just sayin.

    Kendall

  • LaughingVulcanLaughingVulcan Posts: 77
    edited December 1969

    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! :) )

  • cecilia.robinsoncecilia.robinson Posts: 2,208
    edited December 1969

    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.

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    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).

  • cecilia.robinsoncecilia.robinson Posts: 2,208
    edited December 1969

    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.

  • SockrateaseSockratease Posts: 813
    edited December 1969

    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!!!

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    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.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    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.

    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.

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    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.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    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.

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