Daz Studio BETA - version 4.23.0.4! (*UPDATED*)

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Comments

  • crosswindcrosswind Posts: 7,270

    MrRogerSmith said:

    Is there any place I can read more about the improved export tools advertised for 4.23?  Is Daz still just using the same bridges, or is there something new?

    No detailed info. so far, but just check your DIM, there should be some updated bridges pushed to you. I got Daz to Blender and Daz to Maya, brand new versions. And they both work for 4.22 / 4.23,  no Premier subscription is needed.

  • MasterstrokeMasterstroke Posts: 1,995

    What exactly are the base advantages for upgrading without any subscritions?

  • ElorElor Posts: 1,647

    Masterstroke said:

    What exactly are the base advantages for upgrading without any subscritions?

    It's what you'll get (the improved autofit is not here right now)

  • MasterstrokeMasterstroke Posts: 1,995

    Elor said:

    Masterstroke said:

    What exactly are the base advantages for upgrading without any subscritions?

    It's what you'll get (the improved autofit is not here right now)

    WOW ^^ 

  • LeanaLeana Posts: 11,783

    Masterstroke said:

    What exactly are the base advantages for upgrading without any subscritions?

    There's a blog post about version 4.23 here: https://www.daz3d.com/blog/daz-studio-premier-and-daz-studio-4-23-updates

  • MasterstrokeMasterstroke Posts: 1,995
    edited October 9

    Leana said:

    Masterstroke said:

    What exactly are the base advantages for upgrading without any subscritions?

    There's a blog post about version 4.23 here: https://www.daz3d.com/blog/daz-studio-premier-and-daz-studio-4-23-updates

    Thanks, I have not seen that :-) 

    Quote
    "Easily transfer your creations to other software using Daz Studio’s enhanced exporting tools, including file > send to options for Blender and Maya in their native file formats."
    So, does that mean, I can export a scene or a character to Blender in *.blend format without having a DAZ + or premier subscription??

    Post edited by Masterstroke on
  • oddboboddbob Posts: 397

    Is anyone finding that the smart content tab takes longer to populate in the last couple of versions or have I just hit critical mass of installed stuff?

  • AshiquorAshiquor Posts: 4

    Can anyone clarify how do this "Plus, you can now convert Daz rigs for Unreal Engine or Mixamo with just a few clicks, allowing you to experiment with animations in Mixamo or directly integrate characters into your Unreal projects." works?

    Is it integrated somewhere in the menu which I was not able to locate, or does it come in the future when the new DazToUnreal plugin will be released?

  • 3D-GHDesign3D-GHDesign Posts: 686

    what happened with abbe???????? Is it intended or just an issue? or the abbe was wrong before and it was just a glitch I could make with it?
    today I tried to make my promo and my shader doesn't work well. I checked and I guess the abbe is the problem.

     

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  • Richard HaseltineRichard Haseltine Posts: 101,443
    edited October 9

    The update for Gensis 8 AutoFit should now be available, for all users as I understand it.

    The free content for the new sample scenes and interactive lessons is also available, enter the following in DIM if it is getting lost:

    sku::87397,88597,88643,88648,88916,89016,91304,91738,92841,104102,91232

    Post edited by Richard Haseltine on
  • Richard HaseltineRichard Haseltine Posts: 101,443

    Ashiquor said:

    Can anyone clarify how do this "Plus, you can now convert Daz rigs for Unreal Engine or Mixamo with just a few clicks, allowing you to experiment with animations in Mixamo or directly integrate characters into your Unreal projects." works?

    Is it integrated somewhere in the menu which I was not able to locate, or does it come in the future when the new DazToUnreal plugin will be released?

    It is referring to Bridges, the Blender one was updated today (or at least, appeared in DIM).

  • Richard HaseltineRichard Haseltine Posts: 101,443

    oddbob said:

    Is anyone finding that the smart content tab takes longer to populate in the last couple of versions or have I just hit critical mass of installed stuff?

    I haven't noticed any change, and there isn't anything in the Change log that seems likely to cause that. It is always possible that there is a databse issue specific to you, so I would suggest making a point to export userdata - especially if you have added metadata yourself. Content Library option menu>Content DB Maintenance and check Export User data.

  • crosswindcrosswind Posts: 7,270

    oddbob said:

    Is anyone finding that the smart content tab takes longer to populate in the last couple of versions or have I just hit critical mass of installed stuff?

    Yes, I experienced the same issue since DS 4.21, with both General Release and Public Build, with Win11. I don't know the root cause other than a sort of glitch to me... and I don't think it's an issue of DS or cms database, because it sometimes happens especially when I use VPN.

    So, I will further check and test anyway ~~

  • EllessarrEllessarr Posts: 1,395

    hey what happened with the scene info tab?????? which you could add in previous version but on this new one i can't find it????

    i means the panel which show info of the scen when you click on object of the scene like a character or outfit part, showing info like poly count, that scene info was really important for me but i can't find it anymore at last for the "non payed" or free version"

  • AsgardAsgard Posts: 2

    Ashiquor said:

    Can anyone clarify how do this "Plus, you can now convert Daz rigs for Unreal Engine or Mixamo with just a few clicks, allowing you to experiment with animations in Mixamo or directly integrate characters into your Unreal projects." works?

    Is it integrated somewhere in the menu which I was not able to locate, or does it come in the future when the new DazToUnreal plugin will be released?

    Also trying to figure this out. How does the rig conversion for Unreal and Mixamo work?

  • crosswindcrosswind Posts: 7,270

    Ellessarr said:

    hey what happened with the scene info tab?????? which you could add in previous version but on this new one i can't find it????

    i means the panel which show info of the scen when you click on object of the scene like a character or outfit part, showing info like poly count, that scene info was really important for me but i can't find it anymore at last for the "non payed" or free version"

    The old scene info pane (SDK Example) is discontinued. The new info panel is on the top of Scene Pane. You can right-click to Detach it and drag it to other pane group.

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  • crosswindcrosswind Posts: 7,270
    edited October 10

    Asgard said:

    Ashiquor said:

    Can anyone clarify how do this "Plus, you can now convert Daz rigs for Unreal Engine or Mixamo with just a few clicks, allowing you to experiment with animations in Mixamo or directly integrate characters into your Unreal projects." works?

    Is it integrated somewhere in the menu which I was not able to locate, or does it come in the future when the new DazToUnreal plugin will be released?

    Also trying to figure this out. How does the rig conversion for Unreal and Mixamo work?

    Just wait for the new updated Daz to Unreal bridge (maybe plus another plugin...) released...

    Post edited by crosswind on
  • EllessarrEllessarr Posts: 1,395
    edited October 10

    crosswind said:

    Ellessarr said:

    hey what happened with the scene info tab?????? which you could add in previous version but on this new one i can't find it????

    i means the panel which show info of the scen when you click on object of the scene like a character or outfit part, showing info like poly count, that scene info was really important for me but i can't find it anymore at last for the "non payed" or free version"

    The old scene info pane (SDK Example) is discontinued. The new info panel is on the top of Scene Pane. You can right-click to Detach it and drag it to other pane group.

    hmm thanks, i found it

    Post edited by Ellessarr on
  • @elor if you could update (if you haven't already done so) the Beta to 4.23.0.3, and let us know if it fixed the MF seamster plugin. Any other macOS users with pre-Premier MF plugins, your feedback in this version would be appreciated.

  • ImagoImago Posts: 5,192

    DAZ to Blender doesn't create any export files in th FIG folder anymore.

  • crosswindcrosswind Posts: 7,270

    Imago said:

    DAZ to Blender doesn't create any export files in th FIG folder anymore.

    No change, it still saves exports to C:\Users\Your Win Account\Documents\DAZ 3D\Bridges\Daz To Blender\Exports\FIG

    You coundn't find them there ?

  • ElorElor Posts: 1,647

    DoctorJellybean said:

    @elor if you could update (if you haven't already done so) the Beta to 4.23.0.3, and let us know if it fixed the MF seamster plugin.

    I didn't see the new built but now that I installed it, Manfriday's Seamster and OBJ Companion are loading fine with it.

    The first launch of Daz Studio 4.23.0.3 was a bit slow, but the second one went faster.

    I did some tests with OBJ Companion (exporting an OBJ, modifiying it in Blender, and importing it back as a morph) and everything worked as they are working with Daz 4.21.0.5. Which means the bug related to window not having the correct height I reported in the plugin's commercial topic are still here, which is, I suppose, expected: as far as I can see, no update happened on these plugins.

    I don't know enough about Seamster to check if everything is working as intended, but I was able to open its panel.

    I don't remember if Mesh Grabber 3 loaded with the previous built, but every MG3 plugins are loaded with the current beta version and that's the extend of what I own from Manfriday's library.

    I also looked at every other plugin while I was looking at the plugin panel, and all have a green icon: none of the ones I own (mainly UltraScenery and tools related to it I think) have a problem preventing them to load with the current built.

  • ImagoImago Posts: 5,192

    crosswind said:

    No change, it still saves exports to C:\Users\Your Win Account\Documents\DAZ 3D\Bridges\Daz To Blender\Exports\FIG

    You coundn't find them there ?

    Compltetely empty.  I tried numberless times, DAZ Studio says it has been exported but nothing is generated.

     

  • crosswindcrosswind Posts: 7,270
    edited October 10

    Imago said:

    crosswind said:

    No change, it still saves exports to C:\Users\Your Win Account\Documents\DAZ 3D\Bridges\Daz To Blender\Exports\FIG

    You coundn't find them there ?

    Compltetely empty.  I tried numberless times, DAZ Studio says it has been exported but nothing is generated.

     

    If so, firstly check the Intermidiate Folder setting in DTB dialogue, is it correctly set ?

    Secondly, after export is done, check DS log as well.

    Edit: Be noted that bridges don't support unicode, so you Windows account name has to be ASCII only.

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    Post edited by crosswind on
  • ImagoImago Posts: 5,192

    crosswind said:

    If so, firstly check the Intermidiate Folder setting in DTB dialogue, is it correctly set ?

    Secondly, after export is done, check DS log as well.

    Edit: Be noted that bridges don't support unicode, so you Windows account name has to be ASCII only.

    All is set correctly, it works perfectly on all other versions of DAZ Studio.

    Blender always finds the last working export file I did in 4.21 and loads it correctly.

    I deleted that old one, to see if it was an overwriting problem, but nothing, on 4.23 that folder stays empty.

  • crosswindcrosswind Posts: 7,270

    Imago said:

    crosswind said:

    If so, firstly check the Intermidiate Folder setting in DTB dialogue, is it correctly set ?

    Secondly, after export is done, check DS log as well.

    Edit: Be noted that bridges don't support unicode, so you Windows account name has to be ASCII only.

    All is set correctly, it works perfectly on all other versions of DAZ Studio.

    Blender always finds the last working export file I did in 4.21 and loads it correctly.

    I deleted that old one, to see if it was an overwriting problem, but nothing, on 4.23 that folder stays empty.

    That's odd ~ the plugin works both in 4.22.0.16 and 4.23.0.3 on my side.

    Then, if you check "Show FBX Dialog", are the export rules there are all correct ?

  • Richard HaseltineRichard Haseltine Posts: 101,443

    crosswind said:

    Ellessarr said:

    hey what happened with the scene info tab?????? which you could add in previous version but on this new one i can't find it????

    i means the panel which show info of the scen when you click on object of the scene like a character or outfit part, showing info like poly count, that scene info was really important for me but i can't find it anymore at last for the "non payed" or free version"

    The old scene info pane (SDK Example) is discontinued. The new info panel is on the top of Scene Pane. You can right-click to Detach it and drag it to other pane group.

    It is still an SDK sample, but it has been modified to show the new pane system with detachable tabs (pages) - though I am not sure if it is in the actual SDK or if that will have to waiot for the DS 5 SDK.

  • crosswindcrosswind Posts: 7,270

    crosswind said:

    Ellessarr said:

    hey what happened with the scene info tab?????? which you could add in previous version but on this new one i can't find it????

    i means the panel which show info of the scen when you click on object of the scene like a character or outfit part, showing info like poly count, that scene info was really important for me but i can't find it anymore at last for the "non payed" or free version"

    The old scene info pane (SDK Example) is discontinued. The new info panel is on the top of Scene Pane. You can right-click to Detach it and drag it to other pane group.

    It is still an SDK sample, but it has been modified to show the new pane system with detachable tabs (pages) - though I am not sure if it is in the actual SDK or if that will have to waiot for the DS 5 SDK.

    Thank you for the clarification, Richard !
  • EllessarrEllessarr Posts: 1,395

    hey one question how exactly work the "skeleton convertion is something from the daz editor or the bridges?, it's only for "payed" membership?, because i really would love to convert daz characters skeletons to unreal engine skeleton

  • ImagoImago Posts: 5,192

    crosswind said:

    That's odd ~ the plugin works both in 4.22.0.16 and 4.23.0.3 on my side.

    Then, if you check "Show FBX Dialog", are the export rules there are all correct ?

    Once again, I did everything as always. Same steps, same setup, same windows, same popups but no output files. sad

     

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