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Yep busy couple of months. I saw your question about Tanaka, and I DO remember older playthroughs (last year before chapter 8 was released) where i didn't see the "Trick" depending on how i treated her. So I thought maybe they went back and changed something after adding Chapter 8 (since you need the coins for Amanda's ice cream..) and that maybe the video you watched was older or preceded an "update" so I look at the script for Chapter 7. After looking at the Script, It is still possible to NOT see the trick, so my theory was wrong. Anyway I'll post that part of the script in your other thread so you can look at it there ;)
i never stopped looking for the original but never found it anywhere, must be a custom job.
i was looking a making a Kindra character and i did buy a couple of figures that kinda sorta look like her, and i also wanted to make Artemis herself/itself/thatself - pretty sure i have her figure in my library but i forgot which and will have to trawl through them all to dig her/it/that out.
the geoshell part doesn't look that hard, most of it follows the mesh's edges
NO I DID NOT KNOW about Vue so many thanks for pointing that out, now downloaded them all.
i still have Vue Xtreme on my old Win XP abacus, i used to use it to make skydome hemispheres back in my old Battlefield 2 days, which means around 20-ish years ago
(i also remember the name Vue D'esprit for some reason, but i don't think i ever used that)
------------------------------------
having been fed up with the long times taken for a simple DS pose to apply to a figure, i went looking for solutions and in the Daz forum the concensus seemed to be 'it is the clothing and hair that is causing it to take so long'
i thought this sounded like a load of old horse jobbies and so conducted an experiment.
i saved the basic A pose (i.e. no pose at all) of a basic G8F with no hair, no clothes, not even eyelashes. then i applied the new pose to the figure - it took ages to apply, as usual.
the pose was around 450k which seemed high.
i looked through the newly saved pose with np++ and noticed there is a whole bunch of expressions from unrelated figures in there.
e.g. Brynn - i bought her in a bundle for her hair, never loaded the character at all, but there is a bunch of smile, squint, kiss, laugh etc. etc. in the pose, more stuff belonging to Bitsy which i have also never loaded, plus a mountain of others
i am wondering if we need some sort of scrubber to get rid of anything like that which shouldn't be there. i got a pose cleaner but that isn't any help, it requires me to go through and manually select each parameter one by one for cleaning. bugger that.
the other solution might be to delete ALL expressions - i always set mine up manually anyway - but i suspect DIM would just restore them all next time i ran it...
wow, hello. i didn't think anyone else would be following this, i thought we would have lost everyone after the second page.
Now to your Poses problem... Yep I had that problem a couple of years ago with Poses that I had created, and with a few PA's sets similar to what you are experiencing. With that pose file size being 450k that is a SURE SIGN that the PA did NOT properly save out their Poses.
You absolutely do NOT need to delete any of your expression sets though, so put that hammer down NOW and back away slowly.... ;) grab that scalpel over there instead...
Here is the Proper way to do it and i'll describe more below:
https://steamcommunity.com/sharedfiles/filedetails/?id=3285902777
The most important step is Selecting that "Check all Modified Only in the 1st part of the image....
When that is done you will see something similar to what is in the 2nd part of the image, make note of the WHITE check marks instead of YELLOW, this lets you know that only some of properties in there are selected. Now for MY regular poses I have "Compress file" unchecked because i get into them quite often.
************EDIT ADDED LATER FOR "ABSOLUTE" POSE SAVES**********
If you want an Absolute save as opposed to Relative....
AFTER you have selected CHECK ALL MODIFIED ONLY.... Expand the TINY triangle under properties (to the left of Genesis 8) now click on the white check mark next to hip, so it turns yellow again, add a check mark (or click the white one) under general which should now be yellow too...
You Should be able to save now and end up with an "Absolute" that has effectively dumped all the excess unused expressions and other under Pose Control, and all unnecessary ejCM's that aren't being used under hidden, while keeping any necessary Pose Controls (ie think left hand and thumb using Grasp).
******************************************************************
Now for The Hierarchical Pose Preset, 3rd part of the image, we CANNOT get an option to "check modified only" so the best practice for ME anyway is to turn off "include Root Pose" these files will then load in seconds not minutes, there is a down side to this though when saving a H_Pose out in an Environment or Room, you will lose any WORLD Coordinates (ie for GOTO Poses) So make sure you save those out as Regular poses.
The 4th part of the image show selecting the G8F hip, then selecting ALL Children, then right clicking on Parameters and choosing Restore Selected Items Pose, I would not trust the a PA's restore/reset preset alone, because they will typically only reset THEIR morphs/translations... So the best way is to use the Restores from the Parameters tab, and yes you can just use Restore Figure pose in most cases, so it's up to you.
So that's all fine and dandy but now how are YOU going to apply that to fix you're long loading Poses you ask?
First off, I would recommend that you either create a new file/folder on your desktop or in one of drives called something like DAZ TEMP POSE SAVES, (or !!!DAZ TEMP etc if not on the desktop to push it to the top of the list.) if you put it in a drive i would right click on the folder and also choose "Pin to Quick Access" so that you can get back to it, well, QUICKLY...
I would also HIGHLY recommend that you set DAZ up to run Instances (so that you can at least work in your main DAZ while fixing these in INSTANCES
to do this, make a copy of your DAZ Studio shortcut on your Desktop, (change that -copy or whatever to Instance so you know that's what it is and not your Main) Now right click on the new shortcut and under the Shortcut tab where it says target paste this at the end of the line:
-instanceName #
There needs to be ONE space between the " and that so it should look like this:
.exe" -instanceName #
NOT THIS:
.exe"-instanceName #
(Then Click Apply)
Anyway now you are setup to open as many instances as your comp can handle.... (use task manager to track your memory usage.
I would also make a backup of the poses you're about to fix/replace, mainly for the THUMBNAILS
ONWARD!!!
Open an instance, or say 7 or 8 (or your Main) load a G8F/M BASE or DEV (this will use the least memory, since no textures are applied, ie more instances able to open) apply the pose, save out as described above OUTSIDE of DAZ
******
IE: hit the plus sign in the original poses location then browse to your TEMP location that you "pinned" in quick access"
******
WITH EACH POSE THE EXACT SAME NAME AS WHAT YOU ARE REPLACING, once all your poses that you want to replace are in your temp location select ONLY the .duf files and Copy/ Paste them into the location of the original poses (right click an original pose, browse to file to get to them, and yeah you already knew that ;))
******
of course do a TEST with the first pose you saved out IE: replace only it's .Duf in the original location and apply it to a zero posed G8 (id' just load in a 2nd G8) so you can see for yourself how quick YOUR new save poses.... should be 1 to 3 seconds max.
*******
This will keep all the original Thumbnails intact as well as the original Meta Data if it/they had any... also if you messed something up (which i do plenty if i have to many folders and instances going, you ALWAYS have your backups, or worst case reinstall the originals with DIM.
****SIDE NOTE
This is also how you can properly save out Hand and Feet pose for say weapons or Heel, inside of Wearables....
with the Wearable Preset UI opened for saving select the pose tab, put a CHECK in "include Pose Settings in Presets" then on the right side open that panel and choose check only/Check all modified only (just like for the regular pose) But THEN you will need to UN-CHECK any that are not related directly to hand or foot pose that you are saving, so that will always depend on what you are doing. so for a hand pose you would make sure everything except the HAND and the POSE CONTROLS (at the very bottom) only have what is being used for the Hand. Same goes for Feet, now if you are wanting to save out say a weapon pose in a striking pose or something like that (not just held at zero) then you are going to want to leave EVERYTHING from that arms Collar down checked... Also with G3F's heels poses you typically want to leave everything checked on both legs not just the feet due to their base Zero pose. Anyway I probably use THAT way of saving out my posed/equipped props then any other (ie H_Pose) with a backup hand or feet pose preset that is the same as what was used/saved inside the wearable...
**********ONE MORE SIDE NOTE
I've got an ID for you, assuming you have played Lust Academy Season 3, Penny is HD Kayla remake and Kayla Hair, who is also Tara from BaD... Kayla comes with a very good Hair set along with the character, and sometime ago it was used in a Promo for a new G9 character. I looked everywhere for that hair and eventually gave up thinking it was a kit bash style of a couple OOT Hairs. Luckily LA s3 came along and i realized even though i wrote down who Penny was, I never made a version of her, so when looking for Kayla in my content I also found that HAIR i searched all over for. (Tara also uses Kayla's Hair as well in BaD. Think Glory Hole e8 party) also the reason it couldn't be found online WITHOUT know WHO it is, well it's because she is a Rarestone/Nirvana collaboration.
Also had a pretty good feeling you would be familiar with VUE, and looks like i was right. That E'sprite version was the most basic version you could get of it. I have it and learned on it before side-grading to Infinite and Extreme (to use with Max). They were smart to have that version back then. I would have never bought infinite and extreme at their prices right out of the gate.
hah, good to see some of the forgotten relics in my library being useful
the other part of the puzzle is Artemis's hair and character - i have both of those, i don't recall the names offhand but Daz used them in a promo header which you've probably seen many times, a blonde girl with several lip rings
----------------------
ye gods, that is quite a tutorial, thanks for typing all of that - i will go through it step by step and see what it offers. there's a couple of interesting settings i've never used before
usually i avoid 'check modified only' like the plague for poses, because they are what i term 'relative' but i've only used it simply, your method is more complex and might avoid the issues i have with modified-only poses
*** i don't know the correct terms, in my head i call them Relative and Absolute, e.g.
Relative
arm is at 25 degrees
pose sets arm to 15 degrees
result, arm goes to 25+15=40 degrees
Absolute
arm is at 25 degrees
pose sets arm to 15 degrees
result, arm goes to 15 degrees
...afaik, Relative poses only work from zeroed positions. i need all my poses to be Absolute, i.e. to 'become this shape, regardless of what you were before' - and that includes any bones that are set to zero (bones which modified-only ignores)
it is usually hugely inconvenient, or completely destructive, for me to apply a Relative pose to a figure in my scenes - normally my figure is already partially posed, but i want to use *these arms* or *this head and neck* etc. without having to zero said items first
...but this is just an explanation of my current workflow
i will go through your method and see what it can do for me
thanks again.
----------------------
nice! i did wonder how you ran DS in multiple instances.
thanks for posting the command line argument.
----------------------
no i haven't even returned to LA1 yet, let alone LA2 or LA3, and i don't remember Tara from BaD - BUT i am very familiar with Kayla/Kayla-Remake and her sister Fredda.
Kayla was used as Heidi in Bare Witness (with Jenny Wild Summer hair) and she has some unique thick puffy eyelids that made me make up my own Puffy Eyelids morph - before discovering that i'd already had Kayla in my library for years
----------------------
i'm not sure how much use i will get out of new Vue - i've had various versions of Bryce over the years and never really got into it, preferring 3ds max for making terrains - but i found it really useful for skies and hopefully 2024 Vue can do them even better.
I never spotted a character that could be her Main skin/shape, only the cyborg part. So if you know who she is please do tell ;) Also must have missed those recent promo's you were talking about.
****** After some more looking, I think she may be Dren for G8F, is that who you think she is? going to load her up and compare her to Artemis on the table, she's got a easily marks to idea on her torso and legs********* NVM shapes close, wrong skin though.
Now BACK TO THE POSES!!!!
yep those WILL be saved out Relative, main reason for that method i described was to DUMP the excess data that the original PA should not have saved into the Pose. You know how we each get set in our ways, and i guess my way is the "relative route" lol. Purely because if I don't save mine that way, i too will end up with excess data that i don't need (ie hundreds of expresses/shapes --think zevo breast control-- that don't need to be included in the pose....ok some of those breasts controls usually need to be included in my poses... but you get my point I hope). So thinking about how to Make those Absolute for you instead of Relative... We are going to need to add ONE more step... which you may only need to do for the first pose you look, we'll see.
AFTER you have selected CHECK ALL MODIFIED ONLY.... Expand the TINY triangle under properties (to the left of Genesis 8) now click on the white check mark next to hip, so it turns yellow again, add a check mark (or click the white one) under general which should now be yellow too...
You Should be able to save now and end up with an "Absolute" that has effectively dumped all the excess unused expressions and other under Pose Control, and all unnecessary ejCM's that aren't being used under hidden, while keeping any necessary Pose Controls (ie think left hand and thumb using Grasp).
Also a good practice/method for using "Relative" Poses is to employ the "CTRL-Click" on them.
So for example, I have my character posed but then decide i want to change only the LEFT arm... i select the left collar node and then it's children and Restore their default pose, with only those nodes still selected i then CTRL-Click on the pose i want the left arm from... "The Pose Preset Load Options" UI pops up, Under Options where it says Nodes, I change it from Root to selected, and Click Accept.... and have now used a full Body pose preset to apply a Partial pose to ONLY the left arm...
gonna edit that other post for typo's and add that step up there too.
$$$$$$$$$$$$*************$$$$$$$$$$$****************
Dude, it looks like our discussion has come full circle. Artemis is using P3D Aria for her skin.... (100% match on all markings legs/Torso and nipples color) Not her eyes of course, and those brows (even though they are very close to Aria's) look like they are from the same Brow MR he used for Zelda that i mentioned earlier in the thread. Also I MAY have been right about Dren for the shape. With her at 70% Aria Head and 80% Dren, it's very close. Definitely gets very close for the unique Nose/nostril shape as well as curves on the lips. I added some "Lips Thin at 70%" and did a bit of fine tuning on the nose Tip and wings and also added eye iris -25% and with that I am damn near there... Totally see Artemis staring back at me.
https://steamcommunity.com/sharedfiles/filedetails/?id=3286869932
Note that this is image is with Aria's base painted brows still used. Not with fibermesh brows from the MR. I will make and add those later.
yes i have both of those hairs, i would use the SueYee 'after the shower' look
-----------------------------
i had the same thought, i'm glad that it's correct - select modified-only and then feed the other bits back in, but hopefully avoiding the extra junk being injected.
still haven't tried any of this new pose stuff yet, been busy with other stuff***
-----------------------------
SNAP yes i came back here to post right now because i just came to exactly the same conclusion, but for a different reason - looking closely at Artemis' weird squished-up nose, i began focusing on noses in my AVN screenshots... and found a good match with CS's Tara a.k.a. Aria. i wasn't 100% sure about the eyebrows, but they were close enough for me... and the first thing i see here is you mentioning Aria, so that confirmed it for me. your screenshot removed any doubts i had.
-----------------------------
***one other facet of the 'unwanted injected crap' issue showed up last night - 'file found.'
last night, every time i loaded one of my figures i got a 'file found' error popup, which was weird because it was referring to a missing *scene* Ball Joint Doll 00.duf (which was the starter setup scene for my Lexi Dimante merchandise toy, since deleted. the scene got deleted, not the toy.)
unusual because i'd never had an external scene show up as missing before, and my brain automatically read 'file found' as 'file not found'
i only noticed when i loaded up a really old char that i had since re-made the body morph for... and it couldn't find the morph.
so now i had an error popup with 'file found' AND 'file not found'
i solved it by a brutal hack, i.e. i created a new empty scene and saved it as Ball Joint Doll 00.duf and the errors stopped - but according to the log, every figure was trying to reference that old scene for some reason
log entry:
2024-07-11 05:04:19.355 [ERROR] :: Open File Failed - Could not read file: /Scenes/Ball Joint Doll 00.duf
...anyway it works now without glitching
So Question 1, have you tried loading the toy that was in that scene (I'm assuming you saved it out as a Subset Preset from the + sign in one of your folders) and did it load intact, or did you get a "missing geometry error, and it only load Cubes for said geometry??
Question 2, Do you think you made a morph on one of the characters in that scene as well?
trying to understand why a Character would be looking for something from a Prop... (since you know, they don't have the same geometry so can't use the same morphs.
Now for your OLDER file loading with an error, yeah that will happen if you change the name of a morph or something, The older scene file will still look for the original .dsf that was saved into scene file. So for that you should just RESAVE that scene, and the next time you load it, it will not be looking for the old. dsf data and the scene should load faster, and without error. Keep in mind that you are likely to also see this error again when you load any Subset/Preset that also has that older/replaced morph still attached to it. So to fix that, Just save over/replace the (ie update) older preset with what currently loaded into the scene, and new save SHOULD also dumb that older data, and the next time you load it, come in without an error. Now I said SHOULD for a reason, there are always exceptions, and they specifically relate to, once again , Proper Saving of Assets.
I do hate to use the that term "Proper" by the way, but it's the best way to describe it, as simply saying the "Correct" doesn't cut it. As there is a correct way to save out props or hair, characters, whatever.... as PRESETS. So when I use the term PROPER, think saving via the FILE/SAVE AS/SUPPORT ASSET menu, as opposed to the + sign from within a file inside the content library. In that a respect when you save things out "Properly" you will create the associated data files (ie .dsf) for the geometries, UV's, Morphs, Mat Surfaces, and their Texture paths. This will ALSO create the "RELATIVE FILE PATHS" for the object.
When you save out a subset/preset or even a Wearable/preset, if the Object was not Properly saved out, (ie the data for the object in it's CURRENT STATE, only resides inside the DAZ Scene you created it/modified it/ or imported it into) then when make said PRESET Save, DAZ is going use THAT SCENE as the source for all the data and it will write an "ABSOLUTE FILE PATH" to that scene inside the Preset. You will be able to this is happening or HAS Happened, by the SIZE of the preset file. A Correct preset file will be very small. One that is referencing a SCENE as it's source, and not the PROPER data files, is going be HUGE.
You will also notice that this will affect the overall file size of any NEW scene that said Preset was added to. So now and example...
So say I want to take a G9 Hair style and put it on G8F... So with my G8F loaded i decide to just use AUTO-FIT and I'm happy with results, so I figure i will make a wearable preset for it and save it in a G8F Hair folder in my Content Library... I then decide i want the original Thumbnail from the G9 so i browse to the G9's hair preset file location to make a copy of the thumbnail... I then go to the new G8's "WEARBLE"preset location and notice the .DUF for that new preset is HUGE compared to the original G9's "HAIR" preset... but oh well I decide, and move on to other things....
6 months later for whatever reason I have scene that i decide to use that ONE G8F hair style WEARABLE PRESET on five G8F's. so I save that scene out, and it's taking forever to save.. I then go look at that scene file and it's damn near 800megs!!! What the hell is going on there! Well, it's because all that DATA for the G8F hair style is being written into the new scene based on the "ABSOLUTE" paths that were being stored in the Wearable Preset that i created 6 months earlier, instead of referencing "RELATIVE" paths to Properly saved data files for a NEW G8F "Hair" asset, had I saved out that New G8F version Properly to begin with, which would have resulted in that same scene saving out at say... 20megs.
Also note that if I later decided to go back and delete that scene that i created the G8F auto-fitted WEARABLE preset version in, then the next time i use that wearable preset it's simply going to load cubes and scream at me about missing geometry, Since it can no longer find that original scene that stored the auto-fitted hair in. This will also affect every Previous scene, or subset preset, that i may have saved out with that Wearable used in it.
*****I didn't finish****
So now I not only have a broken Wearable preset but a ton of scenes and other Wearable presets that had that hair along with outfit's saved in it... So I Decide it's time to fix it....
So i create new scene and RE-auto-fit said hair on to a G8F again, only THIS time I I'm going to save out via File/Save As/Support Asset/--Figure/Prop Assets. So before I save it out this way I make Sure that Under SCENE IDENTIFICATION I set the Hair's Preferred Base to Genesis8/Female. I Also created a New file in my library's DATA folder under my Author name, for that Hair style with G8F at the end... So now that I have done that I start the Proper Save... Now I still like were I had created that original WEARABLE PRESET, and luckily i had pinned it's location to quick access before i opened the file/save as/ETC.... menus, so i click on the folder from quick access and ALSO decide to just keep that wearables file name and just OVERWRITE
the file. So i select that and click accept. The Figure/Props Assets Save Options UI pops up,
I then Make sure I'm saving it to the Drive i want under Asset Directiory....
I Make Sure the Vendor Name is "My Author Name" (even though i didn't make the geometry it's my version and I don't want to clutter up the Original Vendors Files...
Now Under Product Name I click the triangle and select the name of the G8F file I created in the Drives Data/MY AUTHOR NAME File.....
Then under Item Name, Since it's already filled with the original name I just leave it...
(if other assets where going to be saved into this product file i would name them appropriately, ie for an outfit say, blah_Top_G8F, or Blah_Shorts_G8F, because these are the name of the Sub-files that data for each asset in the product will be saved in...
Now I make Sure the Set Content type is Follower/Hair....
I Then check Set Category, this is an Updo so I select default/Hair/Updo...
Since this was an auto-fit, it already has the Set compatibility Base filed with the original from the G9, so I just leave it.... (if this was my own creation i would make a new compatibility base by clicking the dots (...) which opens the Select a Compatibility Base UI..... I then click the HAMBURGER (upper right corner) and select Create New Root Compatibly Base... I type in MY AUTHOR NAME PREFIX with that hairs name and G8F at the end... i then COPY it before i hit enter... After i have hit enter I then PASTE the name i created in the search bar for this UI i click the magnifying glass... It finds my new base I click OK.
Lastly I make sure that the Set Compatible With is Checked, and says Genesis 8/Female.... If i Doesn't I add the check mark, Click on the dots(...) and Browse to Genesis 8/Female. NOT GENESIS 8 FEMALE/FEMALE (they need to remove that)...
I then click accept and it starts saving.... and it's done but oh look, it over wrote my thumbnail!!! DAMN IT, well back to original G9 to make another copy... And oh look at that!! Now my new Hair Preset is the SAME SIZE as the original G9's Preset!!
So now I decide to go back to that 800meg file five G8F scene (which was loading Cubes after i deleted the original wearable scene) and HEY the hairs are there, I re-save the scene and go check it's size... NICE 24 megs.... Because DAZ is now referencing properly saved Relative paths to the hairs geometries, and not data from ABSOLUTE paths for a scene.
And since I over wrote the original broken wearable when i saved out the Hair asset, all other broken presets that were using that file name to reference the hair wearable are also loading geometries again instead of cubes, but they need to be re-saved as wearables again to dump the excess data....
There are probably a lot of typo's in there so I'll try to clean that up later....
the only times (apart from this unique 'file found' issue) that i've had grey cubes or error popups with my own stuff, it has been very obvious what went wrong, or, a known situation where i improved a morph and deleted the old - and in that case, i rely on the popup to inform me that whichever figure i loaded needs the newer morph applied and then to be re-saved
----------------------------------
i'm more concerned about it wanting a resource from a *scene* - references to props and morphs are to be expected, and glitches are easily solved... but never have i had any reference to an older scene before, i always thought scenes were stand-alone entities.
in fact, as you mentioned, i have often used scenes as a kind of storage for e.g. i wanted to keep an older version of a prop/outfit but i don't want it in my library. if i ever needed the old version, i could load the old scene and it would be there waiting
----------------------------------
yep. and in every other case, it has been either expected, or easy to fix.
----------------------------------
for most part, my saved hair sets are a reasonable file-size.
the exceptions are when i have modified the geometry itself, e.g. Monica Hair - got it out of her eyes, only 82mb. Cora Hair - got rid of the metal chain and jewel around the top, very costly at 1.2gb.
the most common one though, is where i have separated a ponytail/pigtail and saved the head and tails as separate objects, attached by RFNs. i can always add bones to the new tails if needed.
mostly i do this because any significant changes to the figure's neck can cause a kink or side-step in the hair, having a separate tail avoids this completely
----------------------------------
almost all my stuff is saved as sub-sets and i don't have dependency issues trying to locate old scenes (and as my HDD space decreases, i have been deleting old scenes by the truckload)
the only times i save e.g. a wearable as a figure/prop is when i have made a morph for it, for either correction or added functionality
----------------------------------
pics of Linda Ponytail and the ball-joint bodysuit i have.
Linda Ponytail with different tails that can be switched in or out.
iirc, the original BJD by SP3D was a smart prop, or similar... i think it was a freebie from their patreon page, but i can't check because the last time i went back there, everything had been hidden behind a non-searchable pay-wall with blurry pics.
i converted it to a conforming bodysuit so i could use it on any figure - not sure if the term 'geoshell' is correct here, it's more like a typical DS shoe or sock, a wearable that sets the figure's geometry beneath it to not-visible
the Lexi D specific version will have different hands and feet - where they are not just a big flat pad like those shown here - hers will have more detail and fingernails showing.
https://steamcommunity.com/sharedfiles/filedetails/?id=3288446963
https://steamcommunity.com/sharedfiles/filedetails/?id=3288302478
Yep that is the way I treat or think of the majority of my "Scenes", I consider them as"Master Files" when I'm making stuff, so I don't really care what their file sizes get up to.. Now actual story scenes or photo shoots that USE said created Items, I want those Scenes to be small as possible, because there are likely to be MANY versions of the scene saved out as they PLAY out. Anyway, I would say 95% or more of what I save out IS in just Preset format (via the + sign in there respective folder). I only use that "PROPER" method, when it is absolutely necessary. So trust me, I'm not saying something like "YOUR DOING IT ALL WRONG!!" just pointing out a way to cut down some file size and free up that drive space ;)
Also for me i see the most "errors" on some of my older scenes for the very same reasons, and too expect them. A simple re-save "Updates" what they are ♥♥♥♥♥♥♥♥ about MOST of the time. but there are exceptions... Some of which could be as simple as what Version DAZ was at when the older save was created... Others, are self inflicted, by changing a scene name, that another scene or wearable WAS pulling something from... Could be as simple as a fit control morph on an item that i didn't save out so the scene became the source for it. Have had that happen a number of times.
Nice job on those Tails too! I definitely don't have that Ball Joint Doll. I did get ones from DAZ for G8's (and may G9s? can't remember) sometime ago, have yet to use it though.
been trying to clear my backlog of AVNs and have come to the conclusion that over 80% of them are unfinished.
many of them are too heavy on sex and too light on story for my tastes, i think the last couple that i actually enjoyed and kept playing until they abruptly ended, were Sun Breed and Leaving DNA.
no more error popups or glitches since that last 'file found' one, so fingers crossed that i've seen the last of it...
my DS has been rather dozy since the last couple of updates (since they made the shutdown a front focused process instead of a background one) - every now and then, for no apparent reason, it will hitch for a couple of seconds - even with minimal geometry in the scene. i hope that that improves with the next updates...
i'm still getting the OoT transmitted-colour glitch, which i thought was supposedly fixed across all OoT hair sets.
i recently loaded up, for the very first time, 'Super Sleeky Hair' or similar name, which glitched - and i realised i hadn't saved my scene, which i had been working on for over an hour and didn't want to lose it.
i found that DS did come back to life again if i waited long enough - about 20 - 30 mins.
the renderer was dead and required a restart, but at least the file i/o worked and i could save my scene.
I also had an Older OOT hair crash a scene of mine a while back so there are definitely still more broke ones lurking. I don't recall which one it was, i know it was not sleek hair though, since i have used it recently.
That RSSY G9 to G8 has some issues. But overall I have got some good results, and some that to be tossed. Oddly, it seemed to be PA specific as to which ones would come out good and bad. I did get some amazing results on some of the heels i transferred down though, not all but some. So that is an improvement over the older ones.
The biggest problem it has though, It cannot handle clothes with RFN's AT ALL. It will halt the process and leave the UI in limbo... and when you close the UI you will see a weird HIP node with no bone in the scene tab... It also leaves DS in a VERY unstable state which will eventually crash. It's not just limited to RFN's though either. It's pretty much any item that has any kind of attachment to it. IE-- a Dforce Weight Map or a Dforce Addon. So the only way to get those items to transfer is to save out a new wearable version without those, and transfer that instead.
For RFN's you then use a G9 in the G8 clone shape wearing the G9 version of the item, then load a G8 and put the transferred item on it, and then manually create new RFN's based on the positions of the originals (that the G9 with G8 Clone is wearing) and then re-parent those objects (ie BUTTONS) to the new RFN's....
In other words it creates some work extra work so can be a PITA. Of course you have to do the same thing if you were to auto-fit with the MMX clone since that too dumps RFN's.
I'm also sure you will see that MMX clone is actually superior as to the results it gives, when you test the same item using both methods.. (except some footwear. Which seems to always be the exception as a given) So on a few of the really BAD RSSY transfers I ended up using the transfer utility and moved the weight maps from the MMX auto-fit version to the RSSY converted version, and then Re-saved (ie-updated) that item.... wait for it.... the "PROPER" way.... lol
Lastly though, I had one BIG problem with it were it was not able to read far enough into the Data files of a couple different PA's items, to LOCATE the geometries. If i recall correctly they both happen to be DAZ originals. I did eventually get them to work by making new data file structures (backed up everything first) and editing the .dsf with note pad ++ to replace the old paths, then had to do the same with the presets for the Items... It was a ridiculous.... but it did work. I restored the original files for the G9 when i was done.
So my advice (though i'll bet if you've already used it, you've already seen some of the problems i mentioned) DON'T LOAD TO MANY ITEMS INTO THE QUE AT ANY ONE TIME!!!
because you are likely to have rebuild the QUE multiple times. It of course would be a better idea to inspect each item BEFORE you put them in the QUE, (possibly in an instance) but if you're doing BULK, who has time to look at them all!
i must admit i am surprised when some of these actually do get updated, i have a 50/50 expectation of any early access AVN being cut loose and abandoned.
ok, now i'm going to be looking for those (Lexi must be the most-travelled AVN character ever, she's liable to pop up anywhere)
yeah i was under the impression that the OoT hairs had all been solved.
i guess i should go through them all one by one and save my own fixed versions in my custom category
ok, thanks for the heads-up.
the RF Node thing doesn't bother me much, as i always re-jig those anyway using that 4-point method i mentioned earlier. i'll try to remember to un-parent any attachments before i run the converter.
i'm not bothered by queues either, i have yet to convert more than one item or figure at a time.
and a converter seems to take WAY more time to complete than using a clone + Txfer Utility (typically over 20 minutes, is that normal?) so i will stick to trying the MMX route first, and will only use the RSSY if the MMX fails.