Sending files to Daz3D, from an external program. VB6...

JD_MortalJD_Mortal Posts: 760

I am curious if I can send files (parameters and data specific to Daz3D), from a program made with VB6 (Visual Basic 6) {Pre .NET version that makes actual executables.}

Either by standard windows "%" sends, like when you launch files with appended parameters to the executable path...

Or, by direct API calls, or other "methods".

There is a few reasons I want to do this...

One, is for creating my own "content locator", because the current method is just a pain in the butt to edit. Simple "Tag words" and "Root words" for classification and locating, would have sufficed. However, we seem to have to be database programmers, just to setup simple things like this, for everything. Though, part of that is just due to the "smart content", which I understand. However, when working with projects, I don't need the whole catalog until I do... Plus, there is a lot of junk in my catalog that I don't need, until I do... cluttering everything in odd category listings.

Two, is for "creating objects", that are composed of multiple objects, without having to add another set of code internally into Daz3D, which I really don't have time to figure-out/learn how to program another pseudo-language to make it happen. Such as "Chairs", which have 20 different "feet", 20 different "legs", 20 different "seats" which have 20 different seat-trimmings, 20 different "backs" which have 20 different sub-styles each... all which have about a million different "material styles"... (Created in an external editor, so they can be imported as individual objects of a scene. As one, or as an arranged set around a table, or as rows of seats... etc... before going to the actual Daz3D program.) Not including the morphs, which would be left to "Daz3D", for final control. (If I can export those parameters, that is a bonus. But I think that goes back to scripting.)

Keeping in mind that these items may or may not be "in daz"... Some will just be "imported" and injected into a scene, as a "final created object", or "group of objects".

Post edited by JD_Mortal on
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