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Hmm, interesting, probably depends on what the format is. Did you use obj or fbx?
OK, it comes in as groups, but the FBX importer still doesn't do it correctly, yet. So maybe in the future this can be done.
It's a Code66 day for my cart with a new item and one older one I couldn't pick-up. before.
Thanks for the work you do for us Totte.
Mary
Thanks you!
I like creating tools to make your life with Daz Studio easier and more productive.
cannot recall but Carrara can import obj as separate meshes as well as FBX rigged so in place
I am not sure why D|S messes up the latter so much
a decent FBX import is something many people would love especially for rigged stuff
Does ist work with Studio-Version 4.15 ? Anybody tested it with older versions ?
THX in advance !
Yes, I've just used it in 4.15.1.84
Well if anyone could blow it up, it would be me, and I did not! I followed the instructions for Urban Future 7 exactly and it worked just perfectly. Loved the interface and the tutorial.
I do need to point out there is a reference to the version of Daz Studio it was tested on "42.0.0.3" which I believe the periods got away from the typist and it should read "4.20.0.3". Just in case a few years from now someone looks back on this and thinks there was a version that made it to '42....'.
Edit to add: Just did Medieval Docks and it is amazing to see the individual buildings and look at them from all angles now. Thank you Totte and Faveral.
Not sure how to ask this, but some sets load as grouped items. Will it keep those groups? I am thinking of deepseas domus of victory arena that loads the arena attached to several other group sets. Does it do the group sets or does it make each part a separate item?
It will make each item a separate item, each item it finds.
OK, thank you.
Super asset. Have splitted Urban Future 6 in 214 seconds.
Is it posible to have all props translations set to 0?
Nope, what I do is I move them to zero (calculated from the bounding box of the asset) as most assets are modelled with a translation (mesh is offset to the location the have), which means you cannot change that unless you recalculate every vertex in the mesh (which will break UV mapping), so I do what can be done. Some sets do have the props when all translations are zero, in the center, but most sets have then at zero where they are in the set.
https://www.daz3d.com/forums/discussion/comment/7413816/#Comment_7413816
It's not the orgin that is off (that manifests as the item is rotating not around its center, but around whereever the origin is set). This is the actual mesh that is offset and the origin is at zero related to the mesh, two different issues.
I will buy the prop splitter but need to make sure I have enough money in the bank first
you got that into the store rather fast
Yes, I've been busy over the summer....
Thanks a lot, @Totte and @WendyLuvsCatz
Well, maybe Mary can't break it, but things always break for me without trying. I have a magic touch. It isn't exactly broken, but the result was not what I expected. I converted Cozy Winter Preload 1 from the Cozy Winter product by Peanterra. The scene structure is strange, with trees in one group and the snow on the trees in another group. Both the tree and the snow were converted to individual props, but the snow prop no longer lined up with the tree prop on the Y axis.
Edit: I looked at another split from this set, and I see that it is all three axes that are off on that, not just Y.
Now we need a tutorial about how to delete split props that didn't work right. Do I just delete the folder from the content library, or do I have to dig around in the data folder to delete some stuff?
The snow props are not aligned but adjusted manually in the set then.
The dsf structure is in /data under your username and then the setname as a folder.
Does that mean I need to delete that data folder as well as delete the props from the content library interface?
I used Explorer's Den, and set it to Props.
In Windows:
I've mapped a folder named Totte for my Library path, and the data folder is in E:\_Content\_Totte\data\username\!ExplorersDen Props.
In the same Library path you'll find the props in E:\_Content\_Totte\Props\!ExplorersDen Props.
Delete both !ExplorersDen Props folders.
Thanks for the advice, DoctorJellybean. That is what I thought, but I wasn't sure.
I tried something more straightforward and got much better results. I did Courtyard Italia. I think I will avoid all convoluted Peanterra stuff.
I use Poser 11 Pro to import Kitbash3D fbx for DS because the fbx in DS is broken, from my point of view. From Poser 11, buildings come as groups, and then I must begin a long process of Geometry Edit deleting, moving to world center, scaling to G8, saving, reloading, repeat. If there's a quicker way, I'd jump on it. Automated would be even better.
Quick test of some buildings from Medieval Docks.
One can load a Poser scene into Daz Studio, convert materials to iray and save as a Daz Studio Scene Subset.
After that one can split such scene subset with this tool.
Below is an example render from Daz Studio.
You can split Poser set directly, it will save the props as .duf props.
After looking closer at your problem, I guess the issue is the code that "centers the props" base the center upon bounding box center, so if you zero any translstions they should be aligned.
Any chance you could create a product to split like this but save as fbx?
Thanks!
You mean save each separate item out as an fbx?
Like point at a folder of static and rigged props and export everyting as their own expot files (.obj / .fbx etc)?