Organizing/Packaging custom mats.
I've made a costume in Daz, using custom Mats for a bodysuit.
The files are organized, but not in my library as a ...product? Preset? ..content library item?
Is there some way to get the parts organized so I can just have an entry for them in my Content Library?
(Ideally, I would love to be able to put this up like on ShareCG or dA for others to use, but looking into what's needed for that, file wise and legal wise is down the road..first thing is just organizing for myself).
Comments
In your Library yes. Create a product Then Copy all items from your Contents Pane to the Product Folder you created. Once done, right click your folder in the Product Folder and select Create Category (always good) so that you can easily find your product. You can then create a Metadata file for your product.
This link should help clarify things for you. I hope this was what you were looking for!
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/adding_metadata/start
I'm not sure this is what I meant to ask about..
I wound up doing a manual grouping of the actual files, then reapplying them in Daz to the new locations.
I've made a wearable preset which does put the whole outfit on a naked character, so that's good...
If I wanted to duf files to apply the various mats, would I do that with material presets?
Would they work outside my own file structure, like if I was to give my jpgs to someone else? Or would they need to have their stuff installed the same way mine is?
Your textures should be placed in ... Runtime/Textures/ ... and usually with a vendor sub-folder and a project folder inside that. Once you have the textures in the runtime you will need to redo the mat preset so that it will have relative path references to the textures instead of the absolute ones in may have now.
This is why there's a /Runtime/Textures/ folder, and why saved files should always go into a folder in a content location D|S knows about. If you follow these rules, a texture preset (or any other type of D|S file, like a prop or scene) properly saved into your content location can be installed into any other content location on anyone else's computer, and load into a scene with no errors.
Technical explanation: the folder path to a file (whether a texture or a data file for an object or morph) is split by D|S into two parts; the path to the content folder, and the location of the file in the content folder. The settings in the Content Directory Manager mean D|S always knows the first half of the path, this means the content files only need to store the second half of the path. This only works when you save files into the content folder; if you don't, then the entire folder path to each texture or data file as it exists on your computer is used instead. This means anyone else with a different content folder structure might be stuck with a huge bunch of can't-find-file errors, and might not be able to use the content at all.
Ah..thanks that helps more.
A little short cut I use when I have texture links to a place where they shouldn't be like the desktop, is to save a Daz scene file with the item. Then rename or move the textures to where they should be ie -Runtime/textures/Yourname/Projectname. Then reopen the saved item and it will prompt you that it can't find the first texture then to locate it. After the process is finished your item should all the correct textures and be ready to save. I find this method quicker and more thorough than working my way through manually.
This method works fine except if you need to change the file type for some reason, if the original link is a png Daz won't let you replace the file with a jpg.