Send in the clones - no working properly

krakensurfkrakensurf Posts: 26
edited December 1969 in The Commons

Hello,

I'm using DS4.6 and SITC DS4 Pro. On Win7(64bit).

The script launches and allows me to select and clone an object (rock.duf) but none of the translations are applied to the new clones. All I end up getting is a pile of objects in the same spot and orientation. So if I clone 50 rocks, I see one rock that has 49 other rocks in the same spot.

If the original scene has objects, once I run SITC it deletes whatever was there originally.

Does this thing even work with 4.6?

Comments

  • Cris PalominoCris Palomino Posts: 11,355
    edited December 1969

    Looking at the store page, it shows DS 4.6 for this particular version. Is this the one you got?

  • krakensurfkrakensurf Posts: 26
    edited December 1969

    That's the one.

    I tried it again this morning. If you load the object it appears in the scene, but now the "clone" button stays grayed out for all panels.

    Here is the error message from the logs:

    ecuting DAZ Script file: C:/Users/James/Documents/DAZ 3D/Studio/My Library/Scripts/Utilities/SendInTheClones DS4 PRO/SITC DS4 PRO.dse
    DEBUG: cFileName = G:/Stardust/asteroids.duf
    DEBUG: cFileType = duf
    DEBUG: lastfileloc = G:/Stardust
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    WARNING: general\dzscene.cpp(4753): Index out of range in DzScene::getSelectedNode()
    DEBUG: wFindCloneFileBtn = Load the figure/prop/scene you want to clone
    DEBUG: wFindCloneFileBtn = Load the figure/prop/scene you want to clone
    Script executed successfully.


    --- Okay ---

    That's the first problem. I closed the script reloaded the object and now the clone button appears. I select random and change all the settings so that nothing is at 0.

    Now the log reads:

    Executing DAZ Script file: C:/Users/James/Documents/DAZ 3D/Studio/My Library/Scripts/Utilities/SendInTheClones DS4 PRO/SITC DS4 PRO.dse
    DEBUG: cFileName = G:/Stardust/asteroids.duf
    DEBUG: cFileType = duf
    DEBUG: lastfileloc = G:/Stardust
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    DEBUG: wFindCloneFileBtn = G:/Stardust/asteroids.duf
    DEBUG: wFindCloneFileBtn = G:/Stardust/asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    Script executed successfully.

    But there is nothing but the same object within itself.

    Untitled-3.jpg
    1902 x 1081 - 278K
  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    Did you go to the third tab called Random Clone Settings Only, and setup the translation ranges for x, y and z?

  • krakensurfkrakensurf Posts: 26
    edited December 1969

    Yes. All values were set to create a range of min/max values. Nothing was left to "0" zero. Not even the scale on the previous tab is left at zero.

    Seriously, I didn't do anything wrong. Its your software.

    --------------------------------------------------------------------------

    *** Scene Cleared ***
    File loaded in 0 min 0.1 sec.
    Loaded file: alite.duf
    Executing DAZ Script file: C:/Users/James/Documents/DAZ 3D/Studio/My Library/Scripts/Utilities/SendInTheClones DS4 PRO/SITC DS4 PRO.dse
    DEBUG: cFileName = G:/Stardust/asteroids.duf
    DEBUG: cFileType = duf
    DEBUG: lastfileloc = G:/Stardust
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    WARNING: general\dzscene.cpp(4753): Index out of range in DzScene::getSelectedNode()
    DEBUG: wFindCloneFileBtn = Load the figure/prop/scene you want to clone
    DEBUG: wFindCloneFileBtn = Load the figure/prop/scene you want to clone
    DEBUG: cFileName = G:/Stardust/asteroids.duf
    DEBUG: cFileType = duf
    DEBUG: lastfileloc = G:/Stardust
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    WARNING: general\dzscene.cpp(4753): Index out of range in DzScene::getSelectedNode()
    WARNING: Script Error: Line 1024
    WARNING: TypeError: Result of expression 'oSelected' [null] is not an object.
    WARNING: Stack Trace:
    ()@:1024
    Error in script execution!

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    What is the product you are working with? I can see if I can recreate it. I just tried with a prop from a .duf file and had no issue.

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    hyena5 said:
    Hello,

    I'm using DS4.6 and SITC DS4 Pro. On Win7(64bit).

    The script launches and allows me to select and clone an object (rock.duf) but none of the translations are applied to the new clones. All I end up getting is a pile of objects in the same spot and orientation. So if I clone 50 rocks, I see one rock that has 49 other rocks in the same spot.

    If the original scene has objects, once I run SITC it deletes whatever was there originally.

    Does this thing even work with 4.6?


    In this case you may have loaded a Scene.duf which clears the previous scene as part of itself. You would want to load something that was saved as a Scene Subset.

  • krakensurfkrakensurf Posts: 26
    edited September 2014

    I created a new asteroid and saved it as a subset.
    No difference in problem...it might even be worse.

    version 2.0 (DS4.5) is what it says at the bottom, if memory serves it was product 15235.

    ==============

    Executing DAZ Script file: C:/Users/James/Documents/DAZ 3D/Studio/My Library/Scripts/Utilities/SendInTheClones DS4 PRO/SITC DS4 PRO.dse
    DEBUG: cFileName = G:/Stardust/asteroids.duf
    DEBUG: cFileType = duf
    DEBUG: lastfileloc = G:/Stardust
    File loaded in 0 min 0.0 sec.
    Loaded file: asteroids.duf
    WARNING: general\dzscene.cpp(4753): Index out of range in DzScene::getSelectedNode()
    WARNING: Script Error: Line 1024
    WARNING: TypeError: Result of expression 'oSelected' [null] is not an object.
    WARNING: Stack Trace:
    ()@:1024
    Error in script execution!

    Untitled-3.jpg
    971 x 675 - 55K
    Post edited by krakensurf on
  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    Instead of saving it as a scene subset try to save it as a prop.

  • krakensurfkrakensurf Posts: 26
    edited December 1969

    How do you do that? I tried but it wants to be attached to another model. This is bumming me out. It looks like I'll be manually creating an asteroid field. :(

  • krakensurfkrakensurf Posts: 26
    edited September 2014

    Nope. I've tried saving it as different "assets" nothing works. Same error as usual.

    See if these files work for you.


    At least this way we'll know if its the model or the software

    Post edited by krakensurf on
  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    When you saved it as a scene subset, was it selected... The error you getting is that nothing is selected in the scene.

    The .duf files can be tricky....

  • krakensurfkrakensurf Posts: 26
    edited December 1969

    Yes it was selected, a dialog box appears with the object and check mark next to it, at the bottom a "compression" checkbox (checked).
    Just resaved it for s-n-g and it still fails. Did you try those files? did they work for you?

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    hyena5 said:
    Nope. I've tried saving it as different "assets" nothing works. Same error as usual.

    See if these files work for you.

    http://jscottmedia.com/images/asteroid.duf
    http://jscottmedia.com/images/asteroids.duf
    http://jscottmedia.com/images/asteroid.duf.png
    http://jscottmedia.com/images/asteroids.duf.png

    At least this way we'll know if its the model or the software

    I'd need the object file... What product did you get this from?

  • krakensurfkrakensurf Posts: 26
    edited September 2014

    Link removed


    It was from rundna or some other 3D site, its just a bunch of different shaped asteroids. This is for the Asteroid.duf...lets make life simple and see if one rock will clone.

    Post edited by Richard Haseltine on
  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    If it isn't your product I'm afraid you can't post the geometry (or texture) file.

    Do you get the same issue if you a primitive (Create>New primitive and save) rather than the asteroid?

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    The asteroid.duf file worked fine for me.

    Here's a screen capture of what I did.

    http://youtu.be/8VJkVQlxfDE

  • krakensurfkrakensurf Posts: 26
    edited December 1969

    Awesome!

    That's what I was expecting to happen.

    I noticed you are running version 2.0.1 Where can I get that? Mine is version 2.0

    No matter what I do 85% of the time the file that I load fails and does not illuminate the "clone" button. When it does ( 1 out of 15x ), I do exactly what you have done - so that no translation setting is at "0" and all I get are a pile of rock in the same orientation and position...visually it appears as one rock but in the scene tab you can see all the objects that were created.

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    I know I had sent 2.0.1 to DAZ a long time ago, but I guess it didn't get updated. I have sent you a link to download the updated version thru PM.

  • krakensurfkrakensurf Posts: 26
    edited December 1969

    Now we are cooking with napalm. Works perfectly. Thanks...but you owe me a wig to hide all the hair I had pulled out.

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    Sorry about that... I really thought that DAZ had posted the update... I'll get in touch with tomorrow and get them to do update what they have.

  • GranvilleGranville Posts: 696
    edited December 1969

    Good troubleshooting everyone.

    I've had this same problem for a long time too. I hope DAZ will release the update soon.

  • krakensurfkrakensurf Posts: 26
    edited December 1969

    Hello,

    Started using SITC clones. Very temperamental script. If I load an object, clone it, then before closing, select another object to clone...often, the clone button does not appear. When it does appear, none of my settings take hold and it stacks all the clones into
    the same space.

    So far my work around is to launch SITC load the object, clone it, then close it. Repeat for all my objects (an asteroid belt).
    The is very time consuming and awkward.

    There may be reasons why the script has to work this way. Can you at least make it store my clone settings so I don't have to go through every option umpteen times.

    Thanks

  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    There was an update to SITC Pro a few days ago - when did you download, and exactly which version are you using?

  • krakensurfkrakensurf Posts: 26
    edited October 2014

    I'm using version 4.6pro 64 bit on win7, SITC version 2.0.1 (which I got directly from Draggon*)

    It would be nice if you could select several objects and clone them all at the same time. I think the other problem for me is that I can't export the objects anyhow. I created 120 asteroids and tried to run them through Octane and it locked up, then tried the Octane alembic export and it locked, then tried the Daz alembic export and it crashed.

    To recreate the problem just load an object, clone it, then load another and try to clone it...you'll see. It will either fail to give you the clone button or it will clone them all in the same spot.

    Thanks
    James

    Post edited by krakensurf on
  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    I hadn't realised that you were the person who'd prompted the update. Please don't start new threads when the subject is a continuation of a previous thread - at best it wastes time as people go over old ground, and at worst it means the thread isn't seem by those who were helping before. I've now merged this with the older thread.

Sign In or Register to comment.