Daz Studio 5 development update

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  • marblemarble Posts: 7,500
    edited July 2021

    benniewoodell said:

    marble said:

    benniewoodell said:

    Besides IK needing work, copy and pasting keyframes needs an overhaul. Worked great in Keymate but since that was taken away, it's been an absolute mess. And now I'm finding that if I do copy and paste keyframes, there's a 50/50 chance that the program will just sit there and crash if I try to move the cursor. The viewport goes grey, the characters are gone, and the little circle of death for a mouse cursor starts to show up. I just sat here for ten minutes and it didn't come back and I lost about twenty keyframes for the project I'm working on. 

     

    I'm still using KeyMate and GraphMate for my modest little clips. Maybe they removed some crucial features that I'm not aware of? I tried the new DAZ versions but preferred the old ones I bought years ago, 

    Yeah, I think they still work up through 4.12 but after that they're gone. With keymate, you could click and drag an entire keyframe for all the limbs at once anywhere you wanted, now you have to go in and manually click and drag the twist, side by side, and bend keys separately for each limb to be able to do that which is not feasible for someone trying to animate. And yeah, before copy and pasting was easy and great, and now it is not working. Stick with the version you're using if you want to use those plug-ins still. 

    Still confused, Bennie. I'm running 4.15.0.2 which, I think, is the present General Release version. My animation timeline still has tabs for KeyMate and GraphMate and I still use them often.  Are you saying that they are there but those features don't work in KeyMate or that the Keymate replacement doesn't have those features?

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    Post edited by marble on
  • benniewoodellbenniewoodell Posts: 1,969

    marble said:

    benniewoodell said:

    marble said:

    benniewoodell said:

    Besides IK needing work, copy and pasting keyframes needs an overhaul. Worked great in Keymate but since that was taken away, it's been an absolute mess. And now I'm finding that if I do copy and paste keyframes, there's a 50/50 chance that the program will just sit there and crash if I try to move the cursor. The viewport goes grey, the characters are gone, and the little circle of death for a mouse cursor starts to show up. I just sat here for ten minutes and it didn't come back and I lost about twenty keyframes for the project I'm working on. 

     

    I'm still using KeyMate and GraphMate for my modest little clips. Maybe they removed some crucial features that I'm not aware of? I tried the new DAZ versions but preferred the old ones I bought years ago, 

    Yeah, I think they still work up through 4.12 but after that they're gone. With keymate, you could click and drag an entire keyframe for all the limbs at once anywhere you wanted, now you have to go in and manually click and drag the twist, side by side, and bend keys separately for each limb to be able to do that which is not feasible for someone trying to animate. And yeah, before copy and pasting was easy and great, and now it is not working. Stick with the version you're using if you want to use those plug-ins still. 

    Still confused, Bennie. I'm running 4.15.0.2 which, I think, is the present General Release version. My animation timeline still has tabs for KeyMate and GraphMate and I still use them often.  Are you saying that they are there but those features don't work in KeyMate or that the Keymate replacement doesn't have those features?


     

    What?!? They don't show up for me anywhere, not even a spot to put in the license key, that's why I thought they were gone. Now what's wrong with my Daz? I'm going to have to put in a ticket then, thanks for letting me know it's still there for you. 

  • kyoto kidkyoto kid Posts: 41,083
    edited July 2021

    Masterstroke said:

    Maybe we are at the end of what a consumer market can get. I don't see a lot of progress anymore.
    Is there any technology expected for DAZ Studio, that will make joint bendings even more realistic? Off and on you see some companies creating amazing tech demos of new rigging methodes, but none of those make it into the markets, especially not into DS. I've seen videos, where an AI learned how fat and muscles move over a human scelleton in motion. None of this will most likeley ever make it into DS.
    Poser 12 upgrade is a full cycles support, DAZ Studio 5 upgrade is Mac support.
    Let's face it: We hobbyists are stuck.

    ...yeah, we still don't have a decent rib structure and movement.

    Post edited by kyoto kid on
  • TBorNotTBorNot Posts: 370
    edited July 2021

    No problem!

    Post edited by TBorNot on
  • dawnbladedawnblade Posts: 1,723

    Been away for a bit. Good to hear about the work on DS 5.

    Curious if Nvidia fixed the opacity/volumetrics issues, and if so does DS 5 (or another version of 4.15) have the updates?

  • HighElfHighElf Posts: 365

    DAZ 5 sounds nice. Maybe they will finally add the needed stuff by default, like Meshgrabber and UltraScatter. And a more convenient bridge for Blender would be nice. Smth similar to the Hexagon bridge. (With one click out to Hexagon and with another click back to DAZ.)

    When it left its beta stage I will give it a run for sure. ^^

  • It has been stated elsewhere that Studio runs single-threaded during basic operations. If Studio 5 could be updated to multi-threaded operations, would that speed up basic tasks like loading a base character? (This might be beneficial to users who've purchased and installed huge numbers of morphs.)

  • benniewoodellbenniewoodell Posts: 1,969

    benniewoodell said:

    marble said:

    benniewoodell said:

    marble said:

    benniewoodell said:

    Besides IK needing work, copy and pasting keyframes needs an overhaul. Worked great in Keymate but since that was taken away, it's been an absolute mess. And now I'm finding that if I do copy and paste keyframes, there's a 50/50 chance that the program will just sit there and crash if I try to move the cursor. The viewport goes grey, the characters are gone, and the little circle of death for a mouse cursor starts to show up. I just sat here for ten minutes and it didn't come back and I lost about twenty keyframes for the project I'm working on. 

     

    I'm still using KeyMate and GraphMate for my modest little clips. Maybe they removed some crucial features that I'm not aware of? I tried the new DAZ versions but preferred the old ones I bought years ago, 

    Yeah, I think they still work up through 4.12 but after that they're gone. With keymate, you could click and drag an entire keyframe for all the limbs at once anywhere you wanted, now you have to go in and manually click and drag the twist, side by side, and bend keys separately for each limb to be able to do that which is not feasible for someone trying to animate. And yeah, before copy and pasting was easy and great, and now it is not working. Stick with the version you're using if you want to use those plug-ins still. 

    Still confused, Bennie. I'm running 4.15.0.2 which, I think, is the present General Release version. My animation timeline still has tabs for KeyMate and GraphMate and I still use them often.  Are you saying that they are there but those features don't work in KeyMate or that the Keymate replacement doesn't have those features?


     

    What?!? They don't show up for me anywhere, not even a spot to put in the license key, that's why I thought they were gone. Now what's wrong with my Daz? I'm going to have to put in a ticket then, thanks for letting me know it's still there for you. 

    @Marble I am so happy you brought this up that you're still using it. I just went and looked at the plugins part again and there was a spot for it there, I don't know how I missed it before when I checked, but I just put it in and am very happy to have Keyframe back :) 

  • PerttiAPerttiA Posts: 10,024

    zombiewhacker said:

    It has been stated elsewhere that Studio runs single-threaded during basic operations. If Studio 5 could be updated to multi-threaded operations, would that speed up basic tasks like loading a base character? (This might be beneficial to users who've purchased and installed huge numbers of morphs.)

    If the loading process of a figure is not changed, adding more cooks (threads) to the task might mess it up even more.

  • You may well be right. I have no idea. All I know is many customers have complained about crushingly slow Genesis loading times as a result of buying too many base figure morph packs.  If this is something that can be fixed in a brand new Studio build, all for the better. Otherwise customers will continue to be penalized by buying and installing more morph assets, and this is obviously counterproductive from DAZ's perspective since they offer Studio for free and depend on selling add-ons, including morphs assets, to sustain their business model.

  • marblemarble Posts: 7,500

    benniewoodell said:

    benniewoodell said:

    marble said:

    benniewoodell said:

    marble said:

    benniewoodell said:

    Besides IK needing work, copy and pasting keyframes needs an overhaul. Worked great in Keymate but since that was taken away, it's been an absolute mess. And now I'm finding that if I do copy and paste keyframes, there's a 50/50 chance that the program will just sit there and crash if I try to move the cursor. The viewport goes grey, the characters are gone, and the little circle of death for a mouse cursor starts to show up. I just sat here for ten minutes and it didn't come back and I lost about twenty keyframes for the project I'm working on. 

     

    I'm still using KeyMate and GraphMate for my modest little clips. Maybe they removed some crucial features that I'm not aware of? I tried the new DAZ versions but preferred the old ones I bought years ago, 

    Yeah, I think they still work up through 4.12 but after that they're gone. With keymate, you could click and drag an entire keyframe for all the limbs at once anywhere you wanted, now you have to go in and manually click and drag the twist, side by side, and bend keys separately for each limb to be able to do that which is not feasible for someone trying to animate. And yeah, before copy and pasting was easy and great, and now it is not working. Stick with the version you're using if you want to use those plug-ins still. 

    Still confused, Bennie. I'm running 4.15.0.2 which, I think, is the present General Release version. My animation timeline still has tabs for KeyMate and GraphMate and I still use them often.  Are you saying that they are there but those features don't work in KeyMate or that the Keymate replacement doesn't have those features?


     

    What?!? They don't show up for me anywhere, not even a spot to put in the license key, that's why I thought they were gone. Now what's wrong with my Daz? I'm going to have to put in a ticket then, thanks for letting me know it's still there for you. 

    @Marble I am so happy you brought this up that you're still using it. I just went and looked at the plugins part again and there was a spot for it there, I don't know how I missed it before when I checked, but I just put it in and am very happy to have Keyframe back :) 

     

    Glad to be of some help, Bennie. After all, I've been helped by your advice enough times already. 

  • thenoobduckythenoobducky Posts: 68
    edited July 2021

    It has been stated elsewhere that Studio runs single-threaded during basic operations. If Studio 5 could be updated to multi-threaded operations, would that speed up basic tasks like loading a base character? (This might be beneficial to users who've purchased and installed huge numbers of morphs.)

    Multithreading is not just a switch the dev can turn of on though. Beside Daz is already multithreaded. It is just some stuff are inheriently single thread and difficult to make it run in parallel. I think Daz should improve the character loading process but it would have to come from a separate effort than the porting to the new framework process.
    Post edited by thenoobducky on
  • Ron Knights said:

    Let's face Reality. Windows users who refuse to update will experience incresing difficulties until they either decide to update or give up on DAZ Studio. Linux users will never see a Linux version of DAZ Studio. I remember a few years ago some computer company released computers with Linux installed. They didn't sell. Apple computers are nice, but not good for DAZ Studio. You can't build a Mac computer to your desired specs. 

    Once we face Reality, our computer experience is vastly improved.

    No offense, but I don't believe you're speaking from experience.. I've been running Daz Studio on my (previous) Macs just fine! Of course mileage varies given your spec setup and whether or not you're rendering something the scale of a Pixar movie; but even when I used to run Bootcamp, I would get similar if not better performance on the MacOS side. The main issue with running DAZ on a MacOS system is that (it seems) many developers are either afraid or just don't want to bother working out the code to make certain plugins/addons compatible. I've never had any really noticeable issues until I bought the M1 Macbook and downloaded Daz 4.12 just to find out it was completely broken. Seeing as we (M1 users) haven't been able to use Daz Studio for the better part of a year and haven't heard anything besides *crickets* from the dev team up until now, I've given up on waiting and took a new approach to modeling in Blender (using base-meshes as a start point) and actually like those results better; especially now that I've found iClone/Character Creator 3 throughout my search for a Daz alternate.

    Also you CAN build a Mac computer to your desired specs - it's called a "Hackintosh". I've already began a desktop build so I can run MacOS and Windows without using a virtual machine, in which I'll likely be making a move to CC3/Blender solely. However I would love to see if Daz can somehow fit in that workflow if/when a MacOS version is ever released, it has some of the best and most extensive 3d model content I've seen available online.

  • TBorNotTBorNot Posts: 370

    The hardware of the computer isn't the problem with running Daz on the Mac.

  • 3Don3Don Posts: 690
    edited July 2021

    TBorNot said:

    The hardware of the computer isn't the problem with running Daz on the Mac.

    What is?

    Post edited by Richard Haseltine on
  • digitelldigitell Posts: 577

    So "basically" the new Daz Studio 5 is for Mac users and PC users should continue to use Daz Studio 4..?

  • wsterdanwsterdan Posts: 2,349
    edited July 2021

    digitell said:

    So "basically" the new Daz Studio 5 is for Mac users and PC users should continue to use Daz Studio 4..? 

    My take is that everyone should use DAZ Studio 4.x until DAZ Studio 5 is released near the very end of the year. The beta should probably be tested by the same people who normally test the betas (in this case testing more for stability than new features) and this pre-beta is mostly of interest to Mac people who currently can't currently run any version of DAZ Studio under the latest version of the operating system, Big Sur.

    -- Walt Sterdan 

    Post edited by wsterdan on
  • PerttiAPerttiA Posts: 10,024

    digitell said:

    So "basically" the new Daz Studio 5 is for Mac users and PC users should continue to use Daz Studio 4..?

    The version they are going to release, will be PRE-Beta, which means it probably has more problems than usually with beta-versions, so if you have a working DS 4 and especially if you are doing anything with time limits for someone else, using the PRE-Beta would not be a good idea.

    On the other hand, if your DS usage is about passing time and you have some understanding of the technology, troubleshooting problems is one way to pass time too.

  • VisuimagVisuimag Posts: 569

    You can install multiple versions of DAZ, so those want to test it can do so without disrupting their other installation(s).

  • This is amazing news. For us Mac users who have used Daz for years but have not been able to use it for a year, it's a huge note of optimism.

    One question:
    Since Mac users on OS13+ can no longer use DIM, how would we actually be able to download the PRE-Beta?

  • inquireinquire Posts: 2,213

    wsterdan said:

    digitell said:

    So "basically" the new Daz Studio 5 is for Mac users and PC users should continue to use Daz Studio 4..? 

    My take is that everyone should use DAZ Studio 4.x until DAZ Studio 5 is released near the very end of the year. The beta should probably be tested by the same people who normally test the betas (in this case testing more for stability than new features) and this pre-beta is mostly of interest to Mac people who currently can't currently run any version of DAZ Studio under the latest version of the operating system, Big Sur.

    -- Walt Sterdan 

    Can Mac users run both DAZ Studio 4 and 5 on the same computer? I would guess not. You'd need a new computer for DS 5, and an older Mac for DS 4: is that correct?

  • nemesis10nemesis10 Posts: 3,442

    'Can Mac users run both DAZ Studio 4 and 5 on the same computer? I would guess not. You'd need a new computer for DS 5, and an older Mac for DS 4: is that correct?"  No,The opposite is true; people trying the beta will be able to run whatever version of Daz Studio that works for them can run Daz Studio 5 also.  The problem is that many Mac users higher than Catalina or running an M1 computer can't run Daz Studio at all so the beta will be a chance to have a working version.

  • charlescharles Posts: 848
    I started with the first page and then jumped to the last. Is this 5 version stating its primary focus is for Mac and leaving the much more numerous windows users with a negative to what they are use too? I am also totally opposed to multithreaded versions unless they allow for multiple instances. NO damn Mutex!
  • LeanaLeana Posts: 11,770

    charles said:

    Is this 5 version stating its primary focus is for Mac and leaving the much more numerous windows users with a negative to what they are use too?

    The framework update will benefit windows users too, we just don't know yet what the new features it brings will be besides "now works with Big Sur".

  • wsterdanwsterdan Posts: 2,349
    edited August 2021

    charles said:

    I started with the first page and then jumped to the last. Is this 5 version stating its primary focus is for Mac and leaving the much more numerous windows users with a negative to what they are use too? I

    No; the framework update will update Windows and Mac users to the same feature set, has been planned as neccessary for long before there was a "Big Sur", and if they moved it up a little *because* of Big Sur, it's only a pre-beta that's happening a little sooner, but version 5 was already being talked about a year or two ago, it was already inevetiable. They put it off as long as possible knowing that it would be disruptive, but it was going to happen sooner or later, even if they decided to drop Mac support entirely. Time, and software march on.

    You don't need to update when it's eventually released closer to the end of the year (and shouldn't if you depend on scripts or plug-ins that might not get updated right away, or ever), you don't have to try the Beta when it's availble later this year, and you certainly aren't affected by a pre-Beta unless you want to see what DAZ looks like when it doesn't run your scripts or plug-ins and probably a whole lot of other things (personally I'd advise against it as there is most likely nothing "new" and lots and lots that will no longer work).

    So, the "primary focus" for the update to DAZ Studio 5 is not for the Mac users, nor is it for the "much more numerous" Windoes users, although the pre-Beta is geared to help Mac users start testing a little earlier than Windows users if they want to, only because there's code at the core to keep it functional with the latest OS (basically more needs to be tested that doesn't affect Windows users)... but a pre-Beta for Mac users doesn't leave the much "more numerous windows users with a negative to what they are used to" unless they want to test it, which again, I wouldn't personally recommend.

    Despite the many insinuations that Windows users are going to lose a lot of features because of Mac users, it's just not true. They could have decided to not release the pre-beta and instead just releaed the DAZ Studio 5 beta later this year and no one would have been pointing fingers at Mac users causing problems for Windows users.

    For the record, things lost in DAZ Studio 5 will be lost to Mac users as well as Windows users.

    To reiterate, DAZ Studio Verson 5 does not have "its primary focus for Mac"; the pre-Beta is mainly for the Mac users, but not DAZ Studio Version 5.

    -- Walt Sterdan

     

    Post edited by wsterdan on
  • battfieldbattfield Posts: 75

    hjake said:

    PerttiA said:

    hjake said:

    shootybear said:

    Changing the topic somewhat: I wouldn't hate Daz 5 if it supported 2 (or more) collision sources for things like the smoothing modifier.

    Wouldn't supporting multiple collision sources exponentially increase calculations? How would that effect performance? How many scenarios that require muiltiple sources to smooth one mesh over another mesh where the first mesh has to interact with a third mesh?

    These are questions not veiled criticisms.

    Maybe referring to something like shirt smoothing over not only the figure but also the pants.

    Okay, so in that instance you are thinking of an untucked  shirt which goes over the torso and then over the pants? So could you smooth the shirt first over the torso and then over the pants? Can smoothing be cumulative?

     For example, you can wear a jacket over a shirt.
    You can wear a jacket over a shirt, or put bottoms such as denim pants inside a shirt.
    For example, a jacket over a shirt, a shirt with bottoms such as denim pants, and a shirt over underwear.
    Increasing the number of collision targets to multiple may indeed require more processing, but the effect will be worth it for the great results.

     

    例えばシャツの上にジャケットを羽織ったり
    シャツの中にデニムパンツなどのBottomsを入れたりといった重ね着、
    下着の上にシャツを着たりという芸当を可能とするためにはスムージングモディファイアの衝突ターゲットが一つでは役不足ということです。
    衝突ターゲットを複数に増やすのは確かに処理は増えるかもしれませんが効果はそれに見合うだけの素晴らしい結果をもたらすことでしょう。

  • hjakehjake Posts: 904

    battfield said:

    hjake said:

    PerttiA said:

    hjake said:

    shootybear said:

    Changing the topic somewhat: I wouldn't hate Daz 5 if it supported 2 (or more) collision sources for things like the smoothing modifier.

    Wouldn't supporting multiple collision sources exponentially increase calculations? How would that effect performance? How many scenarios that require muiltiple sources to smooth one mesh over another mesh where the first mesh has to interact with a third mesh?

    These are questions not veiled criticisms.

    Maybe referring to something like shirt smoothing over not only the figure but also the pants.

    Okay, so in that instance you are thinking of an untucked  shirt which goes over the torso and then over the pants? So could you smooth the shirt first over the torso and then over the pants? Can smoothing be cumulative?

     For example, you can wear a jacket over a shirt.
    You can wear a jacket over a shirt, or put bottoms such as denim pants inside a shirt.
    For example, a jacket over a shirt, a shirt with bottoms such as denim pants, and a shirt over underwear.
    Increasing the number of collision targets to multiple may indeed require more processing, but the effect will be worth it for the great results.

     

    例えばシャツの上にジャケットを羽織ったり
    シャツの中にデニムパンツなどのBottomsを入れたりといった重ね着、
    下着の上にシャツを着たりという芸当を可能とするためにはスムージングモディファイアの衝突ターゲットが一つでは役不足ということです。
    衝突ターゲットを複数に増やすのは確かに処理は増えるかもしれませんが効果はそれに見合うだけの素晴らしい結果をもたらすことでしょう。

    I haven't tested it but couldn't you smooth the shirt over the torso then the jacket over shirt?

  • I hope Daz commission someone to write better documentation because the current one for DS4 is horribly out of date and incomplete.

  • hjake said:

    battfield said:

    hjake said:

    PerttiA said:

    hjake said:

    shootybear said:

    Changing the topic somewhat: I wouldn't hate Daz 5 if it supported 2 (or more) collision sources for things like the smoothing modifier.

    Wouldn't supporting multiple collision sources exponentially increase calculations? How would that effect performance? How many scenarios that require muiltiple sources to smooth one mesh over another mesh where the first mesh has to interact with a third mesh?

    These are questions not veiled criticisms.

    Maybe referring to something like shirt smoothing over not only the figure but also the pants.

    Okay, so in that instance you are thinking of an untucked  shirt which goes over the torso and then over the pants? So could you smooth the shirt first over the torso and then over the pants? Can smoothing be cumulative?

     For example, you can wear a jacket over a shirt.
    You can wear a jacket over a shirt, or put bottoms such as denim pants inside a shirt.
    For example, a jacket over a shirt, a shirt with bottoms such as denim pants, and a shirt over underwear.
    Increasing the number of collision targets to multiple may indeed require more processing, but the effect will be worth it for the great results.

     

    例えばシャツの上にジャケットを羽織ったり
    シャツの中にデニムパンツなどのBottomsを入れたりといった重ね着、
    下着の上にシャツを着たりという芸当を可能とするためにはスムージングモディファイアの衝突ターゲットが一つでは役不足ということです。
    衝突ターゲットを複数に増やすのは確かに処理は増えるかもしれませんが効果はそれに見合うだけの素晴らしい結果をもたらすことでしょう。

    I haven't tested it but couldn't you smooth the shirt over the torso then the jacket over shirt?

     This is impossible if there is only one current collision target.
    Especially in layering, poke-through becomes a problem.

  • SeraSera Posts: 1,675
    Multiple collision targets is one of the things I wish I had asked Daz for back when they sent out the survey. I have the kindred arts product that tries to simulate it, but it just isn't the same. Is it too late to add that to Daz 5???
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