How do I archive my SBH & DS figures to free-up my system

Hi everyone,

1 - I'm looking to free up my old computer by archiving my many DS figures and SBH projects which I have created, at present my SSD is hanging in at 9GB and in the red! sad

2 - Also, I've created at least 100 G9 morphs which are saved on my desktop and all have been launch via Morph Loader and save as morph assets .......Can I also delete these??

 

I would love to archive around 100GB at least to free-up my system.  Any advice is more than welcome.

 

Thanks in advance

Barbz

Comments

  • AllenArtAllenArt Posts: 7,169

    You can delete your original morphs IF and ONLY IF you've saved them as morph assets in DS first. You need to do that in order for them to be saved in the data folder.

  • lilweeplilweep Posts: 2,490
    edited June 2023

    love how you dont mention the file formats you are talking about.

    If your "morphs" are .obj mesh files that are already imported into morph loader and saved as either Scene file or morph asset in one of your Content libraries, then you can delete the obj.  If you have them saved as morph asset in a Content directory, then you can delete the Scene file too.

    SBH wearable presets have embedded geometry saved as an encrypted binary string, so converting SBH scene files to presets probably isnt going to save you much space vs just having them in a Scene or Scene Subset. 

    Saving out all your files as compressed presets/assets rather than uncompressed could save space.

    Sometimes it's easier just to get another SSD.  Theyre cheap now.

    Post edited by lilweep on
  • ShadowBox24ShadowBox24 Posts: 184

    AllenArt said:

    You can delete your original morphs IF and ONLY IF you've saved them as morph assets in DS first. You need to do that in order for them to be saved in the data folder.

    Brilliant, thats what I thought!  Thank U

  • ShadowBox24ShadowBox24 Posts: 184

    lilweep said:

    love how you dont mention the file formats you are talking about.

    If your "morphs" are .obj mesh files that are already imported into morph loader and saved as either Scene file or morph asset in one of your Content libraries, then you can delete the obj.  If you have them saved as morph asset in a Content directory, then you can delete the Scene file too.

    SBH wearable presets have embedded geometry saved as an encrypted binary string, so converting SBH scene files to presets probably isnt going to save you much space vs just having them in a Scene or Scene Subset. 

    Saving out all your files as compressed presets/assets rather than uncompressed could save space.

    Sometimes it's easier just to get another SSD.  Theyre cheap now.

    love how you dont mention the file formats you are talking about.        blush 

     

    If your "morphs" are .obj mesh files that are already imported into morph loader and saved as either Scene file or morph asset in one of your Content libraries, then you can delete the obj.  If you have them saved as morph asset in a Content directory, then you can delete the Scene file too.

    Brilliant that's what I thought but wasn't sure.

     

    SBH wearable presets have embedded geometry saved as an encrypted binary string, so converting SBH scene files to presets probably isnt going to save you much space vs just having them in a Scene or Scene Subset. 

    My early SBH test creations are saved as scene duf files and my latter are all saved as Scene Subset. 

    My main concern are the SBH Scene Subset files which are more than 100+ hair style projects, I would like to archive these projects to revisit/complete at a later date.   I thought I could archive via Zip format and reload back into DS for later use.

     

    The other big one are all the DS character figures I have created and save as Scene duf files, at present these are working characters which I use frequently in several ongoing projects ....I have quite alot ..LOL smiley  Can these be archived via zip format too.

     

    And if anyone, understands Native Instruments core plugins on C drive.  Thus far I have move NI/Kontact 6 presets to another drive (F drive) without screwing it up and that has free-up at least 12GB, but now I have NI wanting to download a new Kontact 7 plugin and its presets.   I would love to download the Kontact 7 and its presets to F drive, as I have 500GB of available space waiting with open arms.

     

    Barbz

     

  • ShadowBox24ShadowBox24 Posts: 184

    ta

  • Hey
    Can you tell us what your computer system/components consists of?

    In the grander scheme of things...100GB is not too much... Its not hard to add an additional HDD/SSD to an existing system.

    and if money is tight, there is always the 
    https://www.daz3d.com/forums/discussion/472196/pay-it-forward-daz3d-style/p1

     

  • lilweeplilweep Posts: 2,490

    ShadowBox24 said:

    as I have 500GB of available space waiting with open arms.

     

    Barbz

     

    Put your scene and scene subsets there then. 

  • FirstBastionFirstBastion Posts: 7,762
    edited June 2023

    Buy yourself a portable hard drive and put your entire content library on there,  then point the DazStudio content manager to the drive.  Your SSD should only have the program,  the content should be on a drive with more space.  A 1 or 2 terrabyte drive should do for starters.

    Post edited by FirstBastion on
  • lilweeplilweep Posts: 2,490

    FirstBastion said:

    Buy yourself a portable hard drive and put your entire content library on there,  then point the DazStudio content manager to the drive.  Your SSD should only have the program,  the content should be on a drive with more space.  A 1 or 2 terrabyte drive should do for starters.

    I dont think you should point your Content library to a folder where you save Scene and Scene Subset files. No point, as far as i know. If anything, only causes problems.

    You can load them from outside of Content library.

    If there are assets in them you need for other scenes, can merge them in or save them in content directory as a support asset and preset. 

  • FirstBastionFirstBastion Posts: 7,762

    I've only been using DazStudio for a decade and a half,  and I use the portable drives for the content library. so...

  • LeanaLeana Posts: 11,742
    edited June 2023

    lilweep said:

    FirstBastion said:

    Buy yourself a portable hard drive and put your entire content library on there,  then point the DazStudio content manager to the drive.  Your SSD should only have the program,  the content should be on a drive with more space.  A 1 or 2 terrabyte drive should do for starters.

    I dont think you should point your Content library to a folder where you save Scene and Scene Subset files. No point, as far as i know. If anything, only causes problems.

    It has always worked perfectly well for me, since the very first version of DS beta. Using things from outside content library is what causes problems in my experience (references end up saved with full paths for example). So I'm curious of which problems you may have had with it.

    And the point is that you can then find them easily in content library or smart content just like your other content, which is rather useful for subsets that you use often for example.

    Post edited by Leana on
  • lilweeplilweep Posts: 2,490

    Leana said:

    lilweep said:

    FirstBastion said:

    Buy yourself a portable hard drive and put your entire content library on there,  then point the DazStudio content manager to the drive.  Your SSD should only have the program,  the content should be on a drive with more space.  A 1 or 2 terrabyte drive should do for starters.

    I dont think you should point your Content library to a folder where you save Scene and Scene Subset files. No point, as far as i know. If anything, only causes problems.

    It has always worked perfectly well for me, since the very first version of DS beta. Using things from outside content library is what causes problems in my experience (references end up saved with full paths for example). So I'm curious of which problems you may have had with it.

    And the point is that you can then find them easily in content library or smart content just like your other content, which is rather useful for subsets that you use often for example.

    well, the problem is that if the user is doing content creation which this person admitted to in OP, then it can cause problem with duplicate formulas and other conflicts if they have a problematic Scene file in their Content Library.

    But for finalised assets, then that makes sense to include them in content library (if Scene or Scene Subset is how the asset will be saved).  

    For Scenes or Scene Subsets that have half-completed content creation projects in them and multiple versions, those can cause problems if left in Content Library.  There are many posts on these forums where that was person's problem with Duplicate Formulas or some such.

  • LeanaLeana Posts: 11,742

    Oh, ok. I see the potential problems with half-finished items.

    For content creation I would most likely use the same setup as when I did beta testing for a friend: create an alternate content directory set including only a specific content directory where I have nothing but those items and their required items if there are any, and switch to that content directory set when working on the new items.

  • Richard HaseltineRichard Haseltine Posts: 101,015

    I am not sure how having the saved content in a content directory could cause duplicate formula issues. Those, if they are not conflicts with another product, are usually the result of running ERC Freeze twice on the same controller. Anything saved as an asset is going to go to a content diectory, anything embedded in a scene is accessed only by that scene.

  • lilweeplilweep Posts: 2,490

    Richard Haseltine said:

    I am not sure how having the saved content in a content directory could cause duplicate formula issues. Those, if they are not conflicts with another product, are usually the result of running ERC Freeze twice on the same controller. Anything saved as an asset is going to go to a content diectory, anything embedded in a scene is accessed only by that scene.

    hmm maybe i am misremembering my problem. I moved my Scenes out of the My Library content library, as is their default, for some reason. 

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