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mostlyhuman2  
#1 Posted : Saturday, June 24, 2023 9:45:58 PM(UTC)
mostlyhuman2

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Hello there, Meipe! First off, apologies for this very long winded email.  I am porting Dicktator G9 to Maya (for personal use only) as i did with Dicktator 3, and there are some really strange and confusing naming issues in the dsf files. 


When looking at a formula you can usually clearly see what the outputs are, like: 


"output" :


"shaft_08:/data/meipex/Dicktator_Genitalia_G9/G9Dicktator/G9Dicktator_8666.dsf#shaft_08?orientation/z",


So here you would know the output is the shaft_08 joint z orientation.


While, looking at the DTG9 morph files I saw the foreskin namings didnt make any sense, like they were out of order.  I dont know if it has something to do with the geo shell (i dont really know how those work so maybe it is?)


So then I looked at the actual joint definitions in the main G9Dicktator_8666.dsf  file and they have a lot of issues and mismatched names. Notice how many have mismatched  ID, Name and Label numberings and many have the wrong parent listed:


// this one looks correct
"id" : "foreskin",
"name" : "foreskin_01",
"type" : "bone",
"label" : "Foreskin_01",
"parent" : "#shaft_10"


// this one looks correct
"id" : "foreskin_02",
"name" : "foreskin_02",
"type" : "bone",
"label" : "Foreskin_02",
"parent" : "#foreskin"


// this one is a bit off
"id" : "foreskin_",
"name" : "foreskin_03",
"type" : "bone",
"label" : "Foreskin_03",
"parent" : "#foreskin_02"


// this one seems confusingly off
"id" : "foreskin3",
"name" : "foreskin_04",
"type" : "bone",
"label" : "Foreskin_04",
"parent" : "#foreskin_"


// this one too
"id" : "foreskin2",
"name" : "foreskin_05",
"type" : "bone",
"label" : "Foreskin_05",
"parent" : "#foreskin3"


// this looks good
"id" : "foreskin_06",
"name" : "foreskin_06",
"type" : "bone",
"label" : "Foreskin_06",
"parent" : "#foreskin2"


// this one is off as well
"id" : "foreskin6",
"name" : "foreskin_07",
"type" : "bone",
"label" : "Foreskin_07",
"parent" : "#foreskin_06"


// looks off
"id" : "foreskin4",
"name" : "foreskin_08",
"type" : "bone",
"label" : "Foreskin_08",
"parent" : "#foreskin6"


// looks off
"id" : "foreskin5",
"name" : "foreskin_09",
"type" : "bone",
"label" : "Foreskin_09",
"parent" : "#foreskin4"


So because of the mismatched names when I look at an output in a morph file like this:


"output" :


"foreskin_02:/data/meipex/Dicktator_Genitalia_G9/G9Dicktator/G9Dicktator_8666.dsf#foreskin_02?orientation/x",


I'm not able to understand if it is actually the foreskin_02 joint, or looking at the joint definitions is it maybe foreskin_05?  If the names are a mistake is there any way you could correct it in an update so I can bring your awesomeness into Maya?  I don't use geo shells in the ports I just do them all as one model so if this is just a weird daz geo shell thing and beyond your control I will go cry in the corner for awhile and then try to figure something out.


Thank you as always and thank you for the awesome products you create for us!!

Edited by user Saturday, June 24, 2023 9:48:44 PM(UTC)  | Reason: Not specified

Meipe  
#2 Posted : Sunday, June 25, 2023 12:58:06 AM(UTC)
Meipe

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Thank you for bringing that to me! :)

In DS, we can only edit the "node name" and "node label", its "id" is assigned by the app when the node is created. Probably what happened is that some of the foreskin bones were created subdividing the existing ones, their names were edited but their "ids" weren't.

I suppose the only fix would be to to hack the G9Dicktator_8666.dsf file, I'll see if it can be done without breaking it...
mostlyhuman2  
#3 Posted : Sunday, June 25, 2023 1:01:07 AM(UTC)
mostlyhuman2

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Thank you so much! and be sure to work on a backup copy of the project first lol


mostlyhuman2  
#4 Posted : Sunday, June 25, 2023 1:06:29 AM(UTC)
mostlyhuman2

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Also while you are in there you might check all the other joints, i stopped at the foreskin joints so I could show you.


BrotherHades  
#5 Posted : Sunday, June 25, 2023 9:10:44 AM(UTC)
BrotherHades

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Originally Posted by: Meipe Go to Quoted Post
Thank you for bringing that to me! :)

In DS, we can only edit the "node name" and "node label", its "id" is assigned by the app when the node is created. Probably what happened is that some of the foreskin bones were created subdividing the existing ones, their names were edited but their "ids" weren't.

I suppose the only fix would be to to hack the G9Dicktator_8666.dsf file, I'll see if it can be done without breaking it...


 


How easy it is to edit depends on compression and or encryption in the original file. If saved uncompressed and unencrypted it should be able to be opened/edited in any good text editor. However if compressed or encrypted the file may load in a text editor but will be an un-editible unreadable mess. 


mostlyhuman2  
#6 Posted : Sunday, June 25, 2023 6:52:38 PM(UTC)
mostlyhuman2

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Meipe doesnt typically compress his dsf files. Also for your compression pleasure, Daz Studio has a built-in batch tool that can compress or decompress a file or many files or directories in one go :-)
thanks 1 user thanked mostlyhuman2 for this useful post.
haruchai on 6/26/2023(UTC)
haruchai  
#7 Posted : Monday, June 26, 2023 4:39:47 AM(UTC)
haruchai

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Originally Posted by: mostlyhuman2 Go to Quoted Post
Daz Studio has a built-in batch tool that can compress or decompress a file or many files or directories in one go :-)


Really, now that's interesting. Where is that tool found please?


thanks 1 user thanked haruchai for this useful post.
yakitoo on 6/29/2023(UTC)
mostlyhuman2  
#8 Posted : Wednesday, June 28, 2023 8:58:10 AM(UTC)
mostlyhuman2

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Windows->Panes->Batch Convert


thanks 1 user thanked mostlyhuman2 for this useful post.
haruchai on 6/29/2023(UTC)
haruchai  
#9 Posted : Thursday, June 29, 2023 2:49:33 PM(UTC)
haruchai

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Originally Posted by: mostlyhuman2 Go to Quoted Post


Windows->Panes->Batch Convert



Thank you, appreciated.


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