Primitive options

Why does DS does not have edit options for the primitive you have rezzed? I used to work with primitives for many years in the virtual environment SecondLife and there was so much I could do with it. I even made a pretty large mount of money in Secondlife selling my creations made with primitives and scripts. That was like 10 years ago though. :)

I would love to see some or the same edit options for primitives I used to have in Secondlife available in Daz Studio, it will be a huge boost for my creativity with DS. It would be great if I could use taper, hollow, triangle, twist, top shear, slice... on a loaded prim!

 

SL prim options

Comments

  • alan bard newcomeralan bard newcomer Posts: 2,202
    edited November 18

    ramon73 said:

    Why does DS does not have edit options for the primitive you have rezzed? I used to work with primitives for many years in the virtual environment SecondLife and there was so much I could do with it. I even made a pretty large mount of money in Secondlife selling my creations made with primitives and scripts. That was like 10 years ago though. :)

    I would love to see some or the same edit options for primitives I used to have in Secondlife available in Daz Studio, it will be a huge boost for my creativity with DS. It would be great if I could use taper, hollow, triangle, twist, top shear, slice... on a loaded prim!

     

    SL prim options

    Probably limited by basic settings deep within the original structure of the program. 
    Although Meshgrabber has rotating etc options added to it. 
    OTOH .. you can do a lot with basic primatives exporting and reimporting into larger more complex items. 
    And you can import objects from other places that are more complex. 
    Everything but the cars in this scene was created from daz primitives 
    Second scene except for the cars, plane, and base of the train engine was created in daz. 
    The fancy mesh grabber in premier mode seems to do a bit more ... I would have purchased it as a separate product for sure, I have the earlier one and use it a lot. 
    ----
    If it's an object in second life can you find it, edit, export it as an object and then bring it into daz?


     

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    Post edited by alan bard newcomer on
  • ramon73ramon73 Posts: 96

    No idea if it is limited deep within the program, I would think that such a thing is doable to add for the devs. It would just be so nice to do things with prims 'on the fly' without reverting to other programs. Your sample renders are nice examples, tbh I was not even thinking that big. Even creating a simple prop like a picture frame would already be welcome to have (a pane and a hollow cube) instead of having to load a store bought prop everytime.

  • The primitives are a plug-in, like many parts of DS (indeed, they were initially a separate product, possibly not free though I can't absolutely recall) so they could do anything the SDK allows.

  • ramon73 said:

    No idea if it is limited deep within the program, I would think that such a thing is doable to add for the devs. It would just be so nice to do things with prims 'on the fly' without reverting to other programs. Your sample renders are nice examples, tbh I was not even thinking that big. Even creating a simple prop like a picture frame would already be welcome to have (a pane and a hollow cube) instead of having to load a store bought prop everytime.

    I have a frame that I used mesh grabber to create new shapes for and then used them to create morphs
    So goes wide to either side or both or up but it never changes the size of the border like scaling would.

    I recently was working on a model of building and wanted siding so I made a simple object with daz. 
    create a flat plane 3 subdivisions,

        geo editor take out middle square and the one behind 
    mesh grabber take middle edges and make them all thinner
    thickener make tall
    meshgrabber pull in top front edges to bevel the sides 
    use meshgrabber ... export base object (to save it)
    use meshgrabber to extend one side of the fron.. export that, undo that extend other side, export that, then do same for each side going back 
    use morph loader pro in daz to create the morphing object and save it as a scene subset. 
    second image shows the sidingM ... scale wise its 1 foot so the laps on the siding are 4 inches high
    wrap it where you need it on a building make copies or instances ...stack above (after using the morphs to fit the base one)
    McLean and SY and dreamlight all have sets of morphing objects 

    morph frame.jpg
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  • CES3DCES3D Posts: 78

    Have you thought about using Gescon II: Constructive Solid Geometry?
    You can combine or subtract multiple objects to create new ones.

  • CES3D said:

    Have you thought about using Gescon II: Constructive Solid Geometry?
    You can combine or subtract multiple objects to create new ones.

    I've tried it a couple of times.. but it seems to want complex objects to start with rather then simple ones.  

  • chris-2599934chris-2599934 Posts: 1,824
    edited November 19

    alan bard newcomer said:

    you can do a lot with basic primatives exporting and reimporting into larger more complex items. And you can import objects from other places that are more complex. Everything but the cars in this scene was created from daz primitives

    Some great moelling work there, Alan. Is that the Nighthawks diner in the first one?

    Post edited by chris-2599934 on
  • CES3DCES3D Posts: 78

    alan bard newcomer said:

    CES3D said:

    Have you thought about using Gescon II: Constructive Solid Geometry?
    You can combine or subtract multiple objects to create new ones.

    I've tried it a couple of times.. but it seems to want complex objects to start with rather then simple ones.  

    Starting with simple objects can still yield quite interesting results.
    For instance, this sample was made by subtracting three Cylinder Primitives (Sides:32) from a Cube Primitive (Divisions:10).
    Gescon II Settings: Precision 5.0 / Smoothing steps 1.

    Screenshot 2024-11-19 203959.png
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  • CES3D said:

    alan bard newcomer said:

    CES3D said:

    Have you thought about using Gescon II: Constructive Solid Geometry?
    You can combine or subtract multiple objects to create new ones.

    I've tried it a couple of times.. but it seems to want complex objects to start with rather then simple ones.  

    Starting with simple objects can still yield quite interesting results.
    For instance, this sample was made by subtracting three Cylinder Primitives (Sides:32) from a Cube Primitive (Divisions:10).
    Gescon II Settings: Precision 5.0 / Smoothing steps 1.

    I was working really simple .. like it doesn't want to cut out a from a plane ... or very limited number of quads because I basically wanted it to do a cut out of four windows in a wall and get a uv attached to it.
    So do have to play at more depth. 
    I think Bryce does a lot of stuff like this. 
    And I need to find my 3dshards login stuff because I want to grab the tubing maker.  
    This image only has 7 faces and I wanted to cut it and end up with the uv for it. But so far can't get gescon to do it. But have to go back and work somemore. 

    ref image brick flat copy.jpg
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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,303
    edited November 20

    there is always https://www.daz3d.com/hexagon-beta in the store for free, has a 2 way bridge with D|S

    or https://www.daz3d.com/carrara-8-5 which is frequently heavily discounted for DAZ+ members, loads a lot of DAZ content

    otherwise Blender (most popular)

    Wings3D, if you like barebones

    countless paid 3D modeling softwares

    can grab Modo right now for a free 10 year license https://www.daz3d.com/forums/discussion/709536/modo-3d-discontinued-free-to-download-ten-year-offline-license#latest

    why fiddle with primitives when you can actually model stuff

    Post edited by WendyLuvsCatz on
  • cause I'm lazy with learning new stuff... 
    And of course all my work in theater and has a carpenter was with primitives like 2x4s and 4x8 sheets of plywood.. used to thinking in that mode

     

  • CES3DCES3D Posts: 78

    alan bard newcomer said:

    cause I'm lazy with learning new stuff... 
    And of course all my work in theater and has a carpenter was with primitives like 2x4s and 4x8 sheets of plywood.. used to thinking in that mode

     

    Ah, so you want to create objects (and appropriate UVs) with the minimum number of facets?
    In that case, Gescon isn't suitable for your purpose, as you've said.
    What we need is a simple primitive editing tool. 

  • alan bard newcomeralan bard newcomer Posts: 2,202
    edited November 22

    CES3D said:

    alan bard newcomer said:

    cause I'm lazy with learning new stuff... 
    And of course all my work in theater and has a carpenter was with primitives like 2x4s and 4x8 sheets of plywood.. used to thinking in that mode

     

    Ah, so you want to create objects (and appropriate UVs) with the minimum number of facets?
    In that case, Gescon isn't suitable for your purpose, as you've said.
    What we need is a simple primitive editing tool. 

    keep hoping to find a quick way to get uvs. 
    ---
    Let's see if I can link to my gallery page with four examples on it. 
    https://www.daz3d.com/gallery/user/6153079028187136#gallery=newest&page=1&image=1235106 ;
    this creates what looks like a link but doesn't seem to function
    ---
    Text from Gallery

    1) this widget has 12 morphs
    2) morphing interior ... to stick behind windows
    3) morphing door ... windows can also be wood
    4) building with interior walls up and down morphed to fit
    ... the curtains open the windows open and the shade goes up and down.
    5-7) perhaps a really overlooked feature in daz... the content library. These are all things I've created and sort of sorted and more needs to be done. Does any other program include this kind of library?
    ---
    Mesh Grabber and Thickener have certainly made things easier the past couple of years.

    Image below is the last one from the set above. 
    ---
    Do any of the export formats create UVs when exporting?

    daz building.jpg
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    main.jpg
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    Post edited by alan bard newcomer on
  • felisfelis Posts: 4,463

    Correct link https://www.daz3d.com/gallery/user/6153079028187136#gallery=newest&page=1&image=1235106

    An export will not generate an UV. If an object(s) has UV when exported, it can be included in the export.

  • WendyLuvsCatz said:

    https://forum.daz3d.com/forums/discussion/36930/mcjboxuv-make-usable-uv-maps-ds1-ds4-5

    sometimes I think I have too much stuff other times I know I do ... I've had this stuck somewhere safe for a while 

     

  • felis said:

    Correct link https://www.daz3d.com/gallery/user/6153079028187136#gallery=newest&page=1&image=1235106

    An export will not generate an UV. If an object(s) has UV when exported, it can be included in the export.

    I figured the odds were nil but would be a great product.  

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