What features would you like to see appear in dazstudio 5?

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  • nonesuch00nonesuch00 Posts: 18,274

    I would really like the drop to floor command to actually drop the character to the ground rather than hover an inch above or into the floor.

    Me too. I had to cancel my last render and start new ones 3 times yesterday owing to the difficult of getting the model's feet planted correctly on the ground and once i did that I could still see that those feet defy anatomy and physics the way they were posed so it was either accept the good enough for government work mantra or spend x amount of my time fixing that pose. Now I question just what it was I paid for in that pose. DAZ needs a modern physics engine, even if it's parred down to a subset at first to aid in posing, clothing & hair dynamics, and animations. Anything else would be a bespoke by-the-seat-of-the-pants kludge that ultimately would have too make exception cases to be relavant to being helpful or productive in DAZ Studio in creating realistic renders aka what autofit has mutated into.

    And I might extend my previous comment to ask that the UIs be extended with a logical labeling/catalogueing framework to extend the suggestions above.

    My question is though can DAZ Studio's current Smart Content have the capability of creating multiple top level categories and the ability to turn on & off the filtering by DAZ 'technial specifications', i.e. filter by 1860 - 1865, USA, military, enlisted but turn off the G8F, G8M, or G8 filters that would exclude old M4/V4 clothing that could be used via Wear Them All and so on? Then I might take the time to make my own DAZ Catalogues of Content Catagories.

    Thanks.

  • wolf359wolf359 Posts: 3,834

    My question is though can DAZ Studio's current Smart Content have the capability of creating multiple top level categories and the ability to turn on & off the filtering by DAZ 'technial specifications', i.e. filter by 1860 - 1865, USA, military, enlisted but turn off the G8F, G8M, or G8 filters that would exclude old M4/V4 clothing that could be used via Wear Them All and so on? Then I might take the time to make my own DAZ Catalogues of Content Catagories.

    Thanks.

     Alot of variables there 

    it would take alot of  AI "learning" of what your presonal Categorizations are I think

  • Oso3DOso3D Posts: 15,040

    One thing that would be cool is if you selected a body part, it would link to related specific morphs.

    So you could have feet morphs for raised/tense tendons, compression of heel or toe base, and so on

  • ebergerlyebergerly Posts: 3,255

    Just fix the whole content management system so that you don't have to look in 12 different places to find something. Please. It can't be that difficult....

    Poses...no, Presets, then Poses....no, Content Library, then Categories, then Saved Files, then Presets, then Poses. Oh wait, you didn't categorize it first. 

    It's in Scenes...no, Scene without the S...no, Saved Files, then Scenes...no Scene without the S...

    No, Shaders...no, wait, Shader Sets...no, Materials...no, Shaders/Iray, not the regular Shaders, and not the 3Delight...

    Insane. 

  • nonesuch00nonesuch00 Posts: 18,274
    wolf359 said:

    My question is though can DAZ Studio's current Smart Content have the capability of creating multiple top level categories and the ability to turn on & off the filtering by DAZ 'technial specifications', i.e. filter by 1860 - 1865, USA, military, enlisted but turn off the G8F, G8M, or G8 filters that would exclude old M4/V4 clothing that could be used via Wear Them All and so on? Then I might take the time to make my own DAZ Catalogues of Content Catagories.

    Thanks.

     Alot of variables there 

    it would take alot of  AI "learning" of what your presonal Categorizations are I think

    Thanks. I will give it a try. If they are generically exportable I will upload them to shareCG and link in the Freebies section as they will still be generic categories and nothing like personal names (although I could see the need for historical names and superhero types but won't delve into that).

    1st order of business based on what others that have made their own categories & lost them is how to correctly export and import them.

    Still not sure of working around the frustration of selecting a G8 character and not being able to unselect the G8 Smart Filter for content. I will investigate that when my render finishes.

  • nonesuch00nonesuch00 Posts: 18,274

    One thing that would be cool is if you selected a body part, it would link to related specific morphs.

    So you could have feet morphs for raised/tense tendons, compression of heel or toe base, and so on

    That sounds really cool. Really liked that Poser 12 Beta 2 video. Guess I will be upgrading from Poser 2014 Game Dev Pro after all. LOL, not that I'll be any more diligent on making games with all this tech though.

  • Oso3DOso3D Posts: 15,040

    Thanks. I have some musculature and flex packages for Genesis 2, I think, but it's hard to do much other than flail and set 'all muscle volumes'

    Being able to say 'hey, bulk that out' rather than looking up anatomy terms would be great.

  • PetercatPetercat Posts: 2,321
    edited June 2017

    I would like to be able to customize defaults.

    Camera always loads with current viewpoint, movements and rotations locked, if theuser desires.
    Poses always load as if "ctrl" was held down, no y-axis rotation.
    When I open a tab, it always opens where I left it last, no more "hit shaders, iray, metals, scroll down" for each item when I'm shading several clothing items with similar shaders, for example. The current method is a time waster.
    Rotations stay aligned with the figure. If I use the x-axis to rotate a figure, using the y-axis should still rotate it around a line running from head to crotch, z-axis should rotate it through a line running through the chest. Or stomache, wherever.
    A "Set to next surface down" so I can place a cup, a cap, or a cat on a table, or a floor, or wherever.
    If I could change the image name in the middle without the cursor jumping to the far right as soon as I type the first character...
    From "Judy Standing G2F 001" to "Judy Sitting G2F 001", for example.
    I really don't care about exotic improvements like adding another modifier for SSS tweaking or whatever. Just make Studio easier and more efficient to work with.
    My time is valuable, too, and it is a diminishing resource.
    Just improve the user interface. Larger fonts, too.

    And if Studio 4.99999 or so could simply replace the older version without changing or deleting anything else on my computer, that would be nice, too.
    And work with Windows 7 and/or Linux.
    Keep older versions of Studio available for download. Not doing so has never made sense to me.
     

    Post edited by Petercat on
  • fred9803fred9803 Posts: 1,564

    "And if Studio 4.99999 or so could simply replace the older version without changing or deleting anything else on my computer, that would be nice, too"

    This. Release all new versions as updates to the previous version that can be applied as an "update" to the version you have. The recent "improvements" are only minor adjustments to the previous base program that could easily be released as an update rather having to download and install a completely new version of DS.

  • Wiccan1Wiccan1 Posts: 198

    Larger GUI font options!    Please!

  • Richard HaseltineRichard Haseltine Posts: 102,199
    Wiccan1 said:

    Larger GUI font options!    Please!

    We know this is being worked on.

    fred9803 said:

    "And if Studio 4.99999 or so could simply replace the older version without changing or deleting anything else on my computer, that would be nice, too"

    This. Release all new versions as updates to the previous version that can be applied as an "update" to the version you have. The recent "improvements" are only minor adjustments to the previous base program that could easily be released as an update rather having to download and install a completely new version of DS.

    Updatign DS should do anything to other applications or content - if it is,s omethign is going wrong. I'm not sure, other than be=andwidth, what the perceived beenfit of patching is - the drawback is the potential for unintended file differences between isntalaltions to cause problems.

  • PetercatPetercat Posts: 2,321
     
    fred9803 said:

    "And if Studio 4.99999 or so could simply replace the older version without changing or deleting anything else on my computer, that would be nice, too"

    This. Release all new versions as updates to the previous version that can be applied as an "update" to the version you have. The recent "improvements" are only minor adjustments to the previous base program that could easily be released as an update rather having to download and install a completely new version of DS.

    Updatign DS should (not?) do anything to other applications or content - if it is,s omethign is going wrong. I'm not sure, other than be=andwidth, what the perceived beenfit of patching is - the drawback is the potential for unintended file differences between isntalaltions to cause problems.

    Then something has gone with every installation of a new generation of a new version of Studio that I've ever installed.
    Don't the instructions even specify backing everything up before the installation?
    Standard practice, I know, but with most programs it's a just-in-case precaution. With Studio, it seems to be a necessity.

    And what is the rationale for not making older versions of programs and plugins available at DAZ, Richard? What would it hurt?

  • fred9803fred9803 Posts: 1,564
    edited June 2017

    "And what is the rationale for not making older versions of programs and plugins available at DAZ, Richard? What would it hurt?"

    The last time I asked I was told it was too much work for the DAZ support people to support more than one version of the program at a time. So previous versions were made unavailable for download when a new version was released

    Post edited by fred9803 on
  • TheKDTheKD Posts: 2,696

    I would really like the drop to floor command to actually drop the character to the ground rather than hover an inch above or into the floor.

    Yeah, this plus my previous call for dynamics is still all I want.

  • TaozTaoz Posts: 9,971

     

    fred9803 said:

    "And what is the rationale for not making older versions of programs and plugins available at DAZ, Richard? What would it hurt?"

    The last time I asked I was told it was too much work for the DAZ support people to support more than one version of the program at a time. So previous versions were made unavailable for download when a new version was released

    No one forces them to support older versions, it's quite common that companies do not support older versions but still have them available for download.

  • Singular3DSingular3D Posts: 542
    edited June 2017
    Petercat said:
     
    fred9803 said:

    "And if Studio 4.99999 or so could simply replace the older version without changing or deleting anything else on my computer, that would be nice, too"

    This. Release all new versions as updates to the previous version that can be applied as an "update" to the version you have. The recent "improvements" are only minor adjustments to the previous base program that could easily be released as an update rather having to download and install a completely new version of DS.

    Updatign DS should (not?) do anything to other applications or content - if it is,s omethign is going wrong. I'm not sure, other than be=andwidth, what the perceived beenfit of patching is - the drawback is the potential for unintended file differences between isntalaltions to cause problems.

    Then something has gone with every installation of a new generation of a new version of Studio that I've ever installed.
    Don't the instructions even specify backing everything up before the installation?
    Standard practice, I know, but with most programs it's a just-in-case precaution. With Studio, it seems to be a necessity.

    And what is the rationale for not making older versions of programs and plugins available at DAZ, Richard? What would it hurt?

    I'd love to go to DS 4.9, but my DS 4.8 works well and I'm afraid that there is no way back. I established a good workflow with external software, but I'm not sure if it still works with a higher version...

    Older versions don't have to be supported, but there should be a way back. If I had such a way, I already would have installed 4.9.

    Post edited by Singular3D on
  • ragamuffin57ragamuffin57 Posts: 132

    alsurface shader would be rather spiffing
     Anders Langland's alShader, which is designed to reproduce  the appearance of skin  is now open source  would like to see this  as well as dynamics

  • Serene NightSerene Night Posts: 17,672

    I agree with the suggestion of fixing content management categories. Particularly environments which can be quite difficult to find but also correct spelling errors which cause duplications. I personally dislike finding poses inside additional folders named after pa's and usually go in and take them out. I want to sort poses by their names not have to remember who created what to locate a pose set.Sometimes poses and expressions are put elsewhere too adding to the confusion such as with a specific prop.

  • wolf359wolf359 Posts: 3,834

    I'd love to go to DS 4.9, but my DS 4.8 works well and I'm afraid that there is no way back. I established a good workflow with external software, but I'm not sure if it still works with a higher version...

    Older versions don't have to be supported, but there should be a way back. If I had such a way, I already would have installed 4.9.

     THIS^

  • namffuaknamffuak Posts: 4,169
    Petercat said:
     
    fred9803 said:

    "And if Studio 4.99999 or so could simply replace the older version without changing or deleting anything else on my computer, that would be nice, too"

    This. Release all new versions as updates to the previous version that can be applied as an "update" to the version you have. The recent "improvements" are only minor adjustments to the previous base program that could easily be released as an update rather having to download and install a completely new version of DS.

    Updatign DS should (not?) do anything to other applications or content - if it is,s omethign is going wrong. I'm not sure, other than be=andwidth, what the perceived beenfit of patching is - the drawback is the potential for unintended file differences between isntalaltions to cause problems.

    Then something has gone with every installation of a new generation of a new version of Studio that I've ever installed.
    Don't the instructions even specify backing everything up before the installation?
    Standard practice, I know, but with most programs it's a just-in-case precaution. With Studio, it seems to be a necessity.

    And what is the rationale for not making older versions of programs and plugins available at DAZ, Richard? What would it hurt?

    As a former sysadmin/systems programmer/DR manager - the steps for ANY upgrade are 1) make a backup; 2) make a copy of the backup; 3) do the upgrade (preferably on a test/non-production system); if things work correctly here then repeat steps 1 - 3 on the production system. I have 9 usb-3 external drives spread over my 3 systems currently for backups and copies. And the only time I've had issues with an upgrade of Studio was the switch to postgres from valentina for the cms - I found out that my valentina DB had become corrupted at some point. I will admit I have not done much recategorization of DAZ content to date; most of my smart content maintenance has been adding 3rd party items.

    As for keeping previous versions available at DAZ - there would be a noticeable amount of coding required on both the web product library and DIM to allow selection of a specific version of 4.x for download/install. And no matter how many disclaimers and eula agreement checkboxes are added, some people would expect support for the older releases and DAZ is not staffed for this. My approach has been to grab a copy of the current Studio installers when a new public beta comes out - that's pretty much a guarantee that there will be a new release soon and its time to grab the current one.

  • nonesuch00nonesuch00 Posts: 18,274
    namffuak said:
    Petercat said:
     
    fred9803 said:

    "And if Studio 4.99999 or so could simply replace the older version without changing or deleting anything else on my computer, that would be nice, too"

    This. Release all new versions as updates to the previous version that can be applied as an "update" to the version you have. The recent "improvements" are only minor adjustments to the previous base program that could easily be released as an update rather having to download and install a completely new version of DS.

    Updatign DS should (not?) do anything to other applications or content - if it is,s omethign is going wrong. I'm not sure, other than be=andwidth, what the perceived beenfit of patching is - the drawback is the potential for unintended file differences between isntalaltions to cause problems.

    Then something has gone with every installation of a new generation of a new version of Studio that I've ever installed.
    Don't the instructions even specify backing everything up before the installation?
    Standard practice, I know, but with most programs it's a just-in-case precaution. With Studio, it seems to be a necessity.

    And what is the rationale for not making older versions of programs and plugins available at DAZ, Richard? What would it hurt?

    As a former sysadmin/systems programmer/DR manager - the steps for ANY upgrade are 1) make a backup; 2) make a copy of the backup; 3) do the upgrade (preferably on a test/non-production system); if things work correctly here then repeat steps 1 - 3 on the production system. I have 9 usb-3 external drives spread over my 3 systems currently for backups and copies. And the only time I've had issues with an upgrade of Studio was the switch to postgres from valentina for the cms - I found out that my valentina DB had become corrupted at some point. I will admit I have not done much recategorization of DAZ content to date; most of my smart content maintenance has been adding 3rd party items.

    As for keeping previous versions available at DAZ - there would be a noticeable amount of coding required on both the web product library and DIM to allow selection of a specific version of 4.x for download/install. And no matter how many disclaimers and eula agreement checkboxes are added, some people would expect support for the older releases and DAZ is not staffed for this. My approach has been to grab a copy of the current Studio installers when a new public beta comes out - that's pretty much a guarantee that there will be a new release soon and its time to grab the current one.

    Lots of places make you do a test restore of the backup(s) in an isolated offline enviroment too. Also nowadays there is always almost (a) redundant server(s) to fail over to that is/are removed from the data mirroring process if the upgrade is not desireable to keep. And it's not always 100% obvious that an upgrade is harmlessly correct either.  

  • Lots of places make you do a test restore of the backup(s) in an isolated offline enviroment too. Also nowadays there is always almost (a) redundant server(s) to fail over to that is/are removed from the data mirroring process if the upgrade is not desireable to keep. And it's not always 100% obvious that an upgrade is harmlessly correct either.  

    That's part of testing the upgrade on a non-production system. They install it, then use it for a while to see if there are any things that don't work as they should. Of course, this assumes that the production environment is nominally similar to the non-production one.

  • tj_1ca9500btj_1ca9500b Posts: 2,057
    edited June 2017

    'Marionette' style figure adjustments.  By this I mean you grab a body part, and drag it around, automatically adjusting the various sliders as you move say a hand through the 3d space.  You could 'anchor' a body part (say chest), with other parts adusting approprately to the anchor locations.  So say if you needed a sitting pose, you'd anchor the feet, and then grab the head and nudge it downwards and back. This would bend the knees, to allow for the shortened height, and if you then went 'backwards, the legs would achieve a 'sitting' position.  Or you could drag the head forward and down to achieve a kneeling position.  The 'anchored' part couls still twist in place, or be 'hard locked so that it doesn't move, depending on how you anchor it - say shift left click to soft anchor/allow for a change in orientation while staing in the same location, shift right click to lock that joint in place.  Then you could adjust each part individually once you've set up your general pose, to dial it in better.

    While the mouse will get you 'x/y adjustments', maybe the mouse wheel could adjust your 'z' axis (from your current point of view) when moving a joint around.

    Limits would come into play here, and the softare would 'judge' how to bend the various joints involved based on how wide their limits are.  Twisting to one side could be accomplished by say anchoring/hard locking the pelvis, then grabbing a shoulder and swinging it forward or back.  Joints would not 'bend' past their limits using the 'marionette' method of pose adjustments, but of course you could always increase the limit range beforehand.

    Maybe you could 'shift alt click' or some similar convention to 'select' a joint, then click on an adjacent joint and start dragging that joint around in 3d space for more targetted adjustments.  When in 'posing' mode of course.  This would be much quicker than playing with three diferent sliders for each joint.  In this case, you might be adjusting a slider for an adjacent body section as well as the current body section, for things like forearms that are in turn 'twisted around' by the shoulder twist adjustment.

    Perhaps if you used some keystroke combination while clicking on a hand would 'engage' a grip controller, where you'd then click/drag the mouse up and down to open or close the fingers, again as opposed to having to look for the grip slider.  This might be a fun use for the mouse wheel.

    I'm sure there is probably another program out there that does something similar to this, but being able to adjust poses in 'real time' in Daz, as opposed to hunting for sliders, would be cool, and save some time in the process.

    Post edited by tj_1ca9500b on
  • 'Marionette' style figure adjustments.  By this I mean you grab a body part, and drag it around, automatically adjusting the various sliders as you move say a hand through the 3d space.  You could 'anchor' a body part (say chest), with other parts adusting approprately to the anchor locations.  So say if you needed a sitting pose, you'd anchor the feet, and then grab the head and nudge it downwards and back. This would bend the knees, to allow for the shortened height, and if you then went 'backwards, the legs would achieve a 'sitting' position.  Or you could drag the head forward and down to achieve a kneeling position.  The 'anchored' part couls still twist in place, or be 'hard locked so that it doesn't move, depending on how you anchor it - say shift left click to soft anchor/allow for a change in orientation while staing in the same location, shift right click to lock that joint in place.  Then you could adjust each part individually once you've set up your general pose, to dial it in better.

    While the mouse will get you 'x/y adjustments', maybe the mouse wheel could adjust your 'z' axis (from your current point of view) when moving a joint around.

    Limits would come into play here, and the softare would 'judge' how to bend the various joints involved based on how wide their limits are.  Twisting to one side could be accomplished by say anchoring/hard locking the pelvis, then grabbing a shoulder and swinging it forward or back.  Joints would not 'bend' past their limits using the 'marionette' method of pose adjustments, but of course you could always increase the limit range beforehand.

    Maybe you could 'shift alt click' or some similar convention to 'select' a joint, then click on an adjacent joint and start dragging that joint around in 3d space for more targetted adjustments.  When in 'posing' mode of course.  This would be much quicker than playing with three diferent sliders for each joint.  In this case, you might be adjusting a slider for an adjacent body section as well as the current body section, for things like forearms that are in turn 'twisted around' by the shoulder twist adjustment.

    Perhaps if you used some keystroke combination while clicking on a hand would 'engage' a grip controller, where you'd then click/drag the mouse up and down to open or close the fingers, again as opposed to having to look for the grip slider.  This might be a fun use for the mouse wheel.

    I'm sure there is probably another program out there that does something similar to this, but being able to adjust poses in 'real time' in Daz, as opposed to hunting for sliders, would be cool, and save some time in the process.

    There is something close to this already in DAZ Studio.

  • tj_1ca9500btj_1ca9500b Posts: 2,057
    edited June 2017

    'Marionette' style figure adjustments.  By this I mean you grab a body part, and drag it around, automatically adjusting the various sliders as you move say a hand through the 3d space.  You could 'anchor' a body part (say chest), with other parts adusting approprately to the anchor locations.  So say if you needed a sitting pose, you'd anchor the feet, and then grab the head and nudge it downwards and back. This would bend the knees, to allow for the shortened height, and if you then went 'backwards, the legs would achieve a 'sitting' position.  Or you could drag the head forward and down to achieve a kneeling position.  The 'anchored' part couls still twist in place, or be 'hard locked so that it doesn't move, depending on how you anchor it - say shift left click to soft anchor/allow for a change in orientation while staing in the same location, shift right click to lock that joint in place.  Then you could adjust each part individually once you've set up your general pose, to dial it in better.

    While the mouse will get you 'x/y adjustments', maybe the mouse wheel could adjust your 'z' axis (from your current point of view) when moving a joint around.

    Limits would come into play here, and the softare would 'judge' how to bend the various joints involved based on how wide their limits are.  Twisting to one side could be accomplished by say anchoring/hard locking the pelvis, then grabbing a shoulder and swinging it forward or back.  Joints would not 'bend' past their limits using the 'marionette' method of pose adjustments, but of course you could always increase the limit range beforehand.

    Maybe you could 'shift alt click' or some similar convention to 'select' a joint, then click on an adjacent joint and start dragging that joint around in 3d space for more targetted adjustments.  When in 'posing' mode of course.  This would be much quicker than playing with three diferent sliders for each joint.  In this case, you might be adjusting a slider for an adjacent body section as well as the current body section, for things like forearms that are in turn 'twisted around' by the shoulder twist adjustment.

    Perhaps if you used some keystroke combination while clicking on a hand would 'engage' a grip controller, where you'd then click/drag the mouse up and down to open or close the fingers, again as opposed to having to look for the grip slider.  This might be a fun use for the mouse wheel.

    I'm sure there is probably another program out there that does something similar to this, but being able to adjust poses in 'real time' in Daz, as opposed to hunting for sliders, would be cool, and save some time in the process.

    There is something close to this already in DAZ Studio.

    See what happens with you give up on Daz help pages?  (too many broken links every time I've tried to read through tutorials).  I just now played with the active pose tool (still learning) and indeed this does much of what I suggested.  Maybe not the hand grip thing (there are other thngs for that though, and Genesis 8 has a slider for that), but...

    I had assumed this was somehow tied in with those animate products I keep seeing on the store pages, i.e. I'd have to buy those to maybe do what I described, but in fact the 'default' active pose tool has it covered.  Nothing to see here, carry on!

    Thanks for 'making me look'!

    Post edited by tj_1ca9500b on
  • 'Marionette' style figure adjustments.  By this I mean you grab a body part, and drag it around, automatically adjusting the various sliders as you move say a hand through the 3d space.  You could 'anchor' a body part (say chest), with other parts adusting approprately to the anchor locations.  So say if you needed a sitting pose, you'd anchor the feet, and then grab the head and nudge it downwards and back. This would bend the knees, to allow for the shortened height, and if you then went 'backwards, the legs would achieve a 'sitting' position.  Or you could drag the head forward and down to achieve a kneeling position.  The 'anchored' part couls still twist in place, or be 'hard locked so that it doesn't move, depending on how you anchor it - say shift left click to soft anchor/allow for a change in orientation while staing in the same location, shift right click to lock that joint in place.  Then you could adjust each part individually once you've set up your general pose, to dial it in better.

    While the mouse will get you 'x/y adjustments', maybe the mouse wheel could adjust your 'z' axis (from your current point of view) when moving a joint around.

    Limits would come into play here, and the softare would 'judge' how to bend the various joints involved based on how wide their limits are.  Twisting to one side could be accomplished by say anchoring/hard locking the pelvis, then grabbing a shoulder and swinging it forward or back.  Joints would not 'bend' past their limits using the 'marionette' method of pose adjustments, but of course you could always increase the limit range beforehand.

    Maybe you could 'shift alt click' or some similar convention to 'select' a joint, then click on an adjacent joint and start dragging that joint around in 3d space for more targetted adjustments.  When in 'posing' mode of course.  This would be much quicker than playing with three diferent sliders for each joint.  In this case, you might be adjusting a slider for an adjacent body section as well as the current body section, for things like forearms that are in turn 'twisted around' by the shoulder twist adjustment.

    Perhaps if you used some keystroke combination while clicking on a hand would 'engage' a grip controller, where you'd then click/drag the mouse up and down to open or close the fingers, again as opposed to having to look for the grip slider.  This might be a fun use for the mouse wheel.

    I'm sure there is probably another program out there that does something similar to this, but being able to adjust poses in 'real time' in Daz, as opposed to hunting for sliders, would be cool, and save some time in the process.

    There is something close to this already in DAZ Studio.

    See what happens with you give up on Daz help pages?  (too many broken links every time I've tried to read through tutorials).  I just now played with the active pose tool (still learning) and indeed this does much of what I suggested.  Maybe not the hand grip thing (there are other thngs for that though, and Genesis 8 has a slider for that), but...

    I had assumed this was somehow tied in with those animate products I keep seeing on the store pages, i.e. I'd have to buy those to maybe do what I described, but in fact the 'default' active pose tool has it covered.  Nothing to see here, carry on!

    Thanks for 'making me look'!

    You're welcome.

  • Fixme12Fixme12 Posts: 589
    Fixme12 said:
    JOdel said:

    Less breakage of plugins on updates. Three quarters of the things that people are asking for could be added to the program if someone wrote plugins for them. We don't *all* animate. We don't *all* demand dynamics. Plugins that *work* could provide those features. We've got available plugins (or had available plugins) for two different hair systems. One might have needed to choose which one to use, since I think one couldn't run both, but if you could take your plugins with you when you update there would be a lot less of an issue.

    Sure, maybe one might have to decide between Optitex and Marvelous Designer, but being able to run either, and still update to the next Studio version (or the next four versions) would go a long way toward pluging the gaps.

    it's better if this is in the main software without plugins that got broke without support after awhile...
    may be a free version and a PRO version with the more advanced stuff like dynamics,softbody,collisions,animation, is better Poser was also not free at last.
    Still regret that 've still updated it, as it's more like another dead soft and only use poserfusion mostly.

    I doubt DAZ3D will try a paid version AGAIN, since most of the additional features that were part of the paid version back in 2009-2010 are now included for free and folks that use them would quite rightly be upset if the update required cost money.

    If the features this time (not like in 2009) at fair price are really well worked out, and only then! why not? Certainly not as what they did/do as in poser (it really needs a total rebuild from the ground)...
    The big funds will not run from Bryce and Carrara (problem G3, G8 support) anymore these days - and the path of new content, for most of us hanging around here have most styles of shirts,pants,shoes,...
    If you get what i mean...?
    What would be the funds to develope the soft 's future or alternative?
    Subscription? Then we all running a way from here ;c) No wonder why so many left Adobe & welcomed Affinity as example.

  • GnotMeGnotMe Posts: 131
    ebergerly said:

    Just fix the whole content management system so that you don't have to look in 12 different places to find something. Please. It can't be that difficult....

    Poses...no, Presets, then Poses....no, Content Library, then Categories, then Saved Files, then Presets, then Poses. Oh wait, you didn't categorize it first. 

    It's in Scenes...no, Scene without the S...no, Saved Files, then Scenes...no Scene without the S...

    No, Shaders...no, wait, Shader Sets...no, Materials...no, Shaders/Iray, not the regular Shaders, and not the 3Delight...

    Insane. 

     

    Yes, this is a major problem. I preferred the older version without the on-line content. It worked well.

     

  • GnotMeGnotMe Posts: 131

    I would really like the drop to floor command to actually drop the character to the ground rather than hover an inch above or into the floor.

    Me too.

  • GnotMeGnotMe Posts: 131

    Prior to iRay, the live view would show the user what the render would look like, not exactly but at least the general skin color etc would be close. With iRay, the live view is nothing like the render and faces look really different and I'm not talking simply skin color.

    Is this not possible ?

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