Some help or a tutorial for saving models (a step-by-step would be nice)?

edited December 1969 in New Users

I'm using DS 4.6. I've been using existing models for quite a while, but I'm now starting to get into constructing my own stuff. I've got a few ideas for using the primitive shapes to construct models. I've tried searching the internet for information on how to save created models, but almost all of the information seems to be about exporting things for Blender, or some other thing that is of no interest to me.

Is there a simple tutorial that will show me, step-by-step, how exactly to save an object I make out of primitive shapes, within DS?

I don't want to save a morph, or pose. I want to build an object out of various primitives, and save it, for later use in DS. I just want to do this to build a few simple objects, not smart-props.

Any help appreciated.

Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    Build it, Group it, and then do Save As>Support Asset>Figure/Prop Asset. This is for DAZ Studio only and will save to the Folder you pick. It will create the Data Folder from the information you supply on the First save so be sure the Arthur Name is what you wish it to be from that day forward. The Data in that folder will be the DAZ Studio Format Prop you made.

  • edited December 1969

    Thanks very much. I'll try that. :)

  • JaderailJaderail Posts: 0
    edited December 1969

    Opps. What I Meant is it only Asks for the Arthur stuff once so all future things will default to the info you supply the first time. DAZ Studio only Items can be done many ways but this is the fast way for personal use.

  • edited December 1969

    What other use is there? I'm not planning on rigging it. Unless I have to.

  • JaderailJaderail Posts: 0
    edited December 1969

    ChrisC30 said:
    What other use is there? I'm not planning on rigging it. Unless I have to.
    Offering things for Free on sites like ShareCG and other free content sites. But for those I prefer to have a Poser type prop as DAZ Studio can use them as well. That one, Poser Props, are much more involved.
  • edited December 1969

    So, with the method you described, I could, for instance, save an item, and use it later, and possibly send it to a friend and they could load it up in their own DS? I don't own Poser, so I don't think I'd ever need to do that.

  • JaderailJaderail Posts: 0
    edited June 2014

    ChrisC30 said:
    So, with the method you described, I could, for instance, save an item, and use it later, and possibly send it to a friend and they could load it up in their own DS? I don't own Poser, so I don't think I'd ever need to do that.
    Yes, you can freely share all things that you create yourself. But the friend would need all the files you have, and they would need installed to the proper places for them to be able to us the things you make.

    The Data Folder will be in your Content Folder in the data folder by the name you used. And the Save icon and loader will be in the Save folder that you save to. Any textures you use should be inside your DAZ Studio Content folder also if you make any, so another user can use them as well. All saves and content in the DAZ Studio folders use relative file paths so they can work in any DAZ Studio 4.5+ content folder. All paths outside the Content folders are called Hard coded and will not work properly on other computers.
    Post edited by Jaderail on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    I've been ripping out my hair with this all weakened, it's now Tuesday night, lol.

    What Jad said is in a nut shell it, aside from finding all that stuff in the Data folder that only belongs to what you made (And not something/someone else).

    Make your object, and export it till you get the settings you like. Then save it again to a simple "Product Name" so it is easier to find the needed data folder.

    And when you collect the DUF files all together (for what you made) into a copy of that directory tree, with a copy of the Data folders for that item as well (Don't know about textures yet, somewhere in "Runtime"). Then hopefully your friend should be able to load the object, from the complete copy of the folder-tree for just that object.

    It's a bit of work in the Operating System Files Manager (MyComputer on Windows), to copy all the needed folder-trees over without getting anything else.

    I still don't know if my first attempt worked or not.

  • JaderailJaderail Posts: 0
    edited June 2014

    This is not as complicated as it sounds but not a easy process to explain either.

    There are ways to get around most of the hard parts but it sounds too simple to be true. A Dummy DAZ Studio Content folder built with only the folders you need...
    data
    Props
    Materials
    and then list it in your DAZ Studio content Paths as the Top DAZ Studio folder. The First listed DS path folder is the one all data saves too. Once the Prop is built and saved only to that folder (Whatever its name) and the sub folders you remove it from your DAZ Studio paths. That is now a folder ready to be Zipped and Shared.
    Doing it this way also means you will need to install it to your real content folder. I do this myself. I get to test my props before others ever see them this way. When you Zip to share it is the Sub folders you want, the top folder will just hold the content.
    So this would work
    MyFirstProp
    ..data
    ..Props
    ..Materials
    Set as a Content folder to save to. And once done remove it from paths and then zip it all and your done.

    Post edited by Jaderail on
  • edited December 1969

    Thanks. I'll give this a try. :-)

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    In general you'd put the materials in a sub-folder of the folder with the prop, not in a separate folder.

  • edited December 1969

    Materials?

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    If you have different texture or colour options for your model you'd usually save them as presets to modify the model rather than saving multiple versions of the model.

  • edited December 1969

    I was planning on not doing textures for the model. Just saving the object itself. That way I can texture it however I like after I load it, later.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2014

    just like my 1940s style machine shop stool. Tho it has a base gray color for the parts, no maps or other settings were used. So Anyone can make them the color or texture they like.

    Tho I'm thinking the things may fly off the virtual shelf faster if I can figure out how to save the color presets separately as described. I haven't actually looked into it, yet.

    I'm still waiting for someone to say the zip works or I missed something, lol.

    zdgStools01AnyColor007_001lbl1.jpg
    800 x 600 - 127K
    Post edited by ZarconDeeGrissom on
  • edited December 1969

    That's great. And that stool can be any sort of stool. As long as it's got a round seat, anyway. :lol:

  • JaderailJaderail Posts: 0
    edited December 1969

    In my example the Materials folder would only be used for png or jpg type texture files for a UV Mapped and Textured prop. Instead of building a Runtime>Textures>Folder for a 100% DAZ Studio prop. The user could save Presets to that folder or as noted above to a sub folder of the Prop itself, most content creators do save the presets to the sub folder of the item.
    I personally see no reason to use a Poser Runtime folder set to hold DS only textures, I do use the Materials folder. As they have no User facing files it never lists in my View but the files are called.

  • jestmartjestmart Posts: 4,449
    edited December 1969

    The reason to use the /Runtime/Textures/ structure is so the paths to the textures will be relative instead of absolute, this makes it possible to be used by other people with different content library set ups.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    I do not know about poser type mat files,and not understand about poser, how work.

    but about duf, and daz studio,
    there seems no merit to use runtime/texture/each vendor name or productname (without clear rule)

    duf can load all texture by relative path from root content directory, I believe.

    But I know, daz really need to keep comattiblity with poser user, then suggest to locate all texture in
    under runtime directory. and vendor can save time not separate texture for ds and poser user.

    but about ds user, we may easy find texture, if all used texture are located under mat preset diretor
    of each product, I believe.

    (it is just my view as ds only user,, but I have long thought why,, ds need to use runtime still,,)

  • jestmartjestmart Posts: 4,449
    edited December 1969

    Yes it seems textures that are in a properly mapped content library will have relative paths now. Despite that I still think sticking to the /Runtime/Textures/ structure is best as that is a hidden location in the Content Library tab.

  • JaderailJaderail Posts: 0
    edited December 1969

    jestmart said:
    The reason to use the /Runtime/Textures/ structure is so the paths to the textures will be relative instead of absolute, this makes it possible to be used by other people with different content library set ups.
    ALL Folders inside the DAZ Studio Content Folder will save relative there is Zero need to use a Runtime folder layout.
  • fixmypcmikefixmypcmike Posts: 19,613
    edited December 1969

    The reason Textures are kept in Runtime:Textures is so both DS and Poser versions can share them.. Texture files are usually the largest files, so it makes sense not to duplicate them unnecessarily.

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2014

    I understand , and I try to keep texture in runtime/ when I make some simple assets ^^;
    sorry jestmart to said selfish complain as ds only user,,

    My thinking is, if each texture files can be categorized as same as ds and poser type files,
    or loaded each texture ,which are gathered (tagged) as product ,

    I hope to load them from content library >product >textures,,
    and apply texture to LIE and shader property,,, I hope so.

    Post edited by kitakoredaz on
Sign In or Register to comment.