[Released] Environment Set Splitter * Commercial *

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  • barbultbarbult Posts: 24,418

    DoctorJellybean said:

    barbult said:

    DoctorJellybean said:

    barbult said:

    That's strange. It works for you and Doctor Jellybean, but not me. Did you see my screenshots? Do you see anything I am doing wrong, or different than you, in the way I configured the splitter? I installed both Blossoming Spring Modules and Environment Set Splitter with DIM.

    I'm attaching my ESS screenshot. This is my log after I've loaded all 5 Apple trees in Preload 5:


    Isn't that just the splitting of the set? It splits fine for me, too. What doesn't work for me is loading the split prop M5 Apple Tree 2 into a scene.

    The excerpt from the log which I posted was to show that I loaded all 5 apple trees after the split without issues.

    Are you using Windows or Macintosh?

  • barbult said:

    Are you using Windows or Macintosh?

    Windows 10 DS 4.20.1.91

  • barbultbarbult Posts: 24,418

    DoctorJellybean said:

    barbult said:

    Are you using Windows or Macintosh?

    Windows 10 DS 4.20.1.91

    Exactly like me! I wonder what the difference is.

  • TotteTotte Posts: 14,014

    One thing I thought of while at sleep. Are you splitting to your main installation Library or a separate library?

  • barbultbarbult Posts: 24,418
    edited October 2022

    Totte said:

    One thing I thought of while at sleep. Are you splitting to your main installation Library or a separate library?

    I am splitting to my main installation library, the same library that the Blossoming Spring Modules product was installed to, the first one in the list in the Daz Studio Formats section of the Content Directory Manager.

    Post edited by barbult on
  • barbult said:

    Totte said:

    One thing I thought of while at sleep. Are you splitting to your main installation Library or a separate library?

    I am splitting to my main installation library, the same library that the Blossoming Spring Modules product was installed to, the first one in the list in the Daz Studio Formats section of the Content Directory Manager.

    Try an alternative drive or separate library, mine is on a different drive.

  • TotteTotte Posts: 14,014

    Yes, what I think is, that the <space> for some reason wrecks havoc on Studios ContentMgr file resolver if the files are in the same /data base tree.
     

  • barbultbarbult Posts: 24,418
    edited October 2022

    Nope. I deleted the duf files and data files from my main library. I created a whole new library and added it to the content directory manager. I split the props to that new library and verified that the duf and dsf file went there, I closed DS and restarted it. When I loaded M5 Apple Tree 2, I got exactly the same errors. I moved the new library to the top of the content directory manager and tried again, but I got the same errors. The duf file is created looking for folders ending with a space, but the actual folders that are created do not have that space.

    Post edited by barbult on
  • barbultbarbult Posts: 24,418

    When I try to load the split prop from the new library, the log says this:

    2022-10-07 02:57:56.886 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:57:56.886 [INFO] :: Locking viewport redraw...
    2022-10-07 02:57:56.886 [INFO] :: Viewport redraw locked.
    2022-10-07 02:57:56.968 [INFO] :: Native format content directories: 13
    2022-10-07 02:57:56.968 [INFO] :: Poser format content directories: 2
    2022-10-07 02:57:56.968 [INFO] :: Other import format content directories: 0
    2022-10-07 02:57:56.968 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:57:56.974 [INFO] :: Determining missing assets...
    2022-10-07 02:57:56.988 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.989 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.990 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.992 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.993 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.994 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.994 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.994 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:58:00.190 [INFO] :: Setting textures...
    2022-10-07 02:58:00.192 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:58:00.193 [INFO] :: Creating node geometry...
    2022-10-07 02:58:00.194 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(2311): Geometry definition not found: /data/barbult/BSM%20Preload%205%20Props/M5%20Apple%20Tree%202%20/M5%20Apple%20Tree%202%20.dsf#M5%20Apple%20Tree%202%20-1.
    2022-10-07 02:58:00.194 [INFO] :: Creating materials...
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleBranchSmall-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matTwigsAppleLow-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleBranchBig-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleTrunk-1!
    2022-10-07 02:58:00.195 [INFO] :: Resolving legacy figures...
    2022-10-07 02:58:00.195 [INFO] :: Sorting property groups...
    2022-10-07 02:58:00.195 [INFO] :: Setting up follow targets...
    2022-10-07 02:58:00.195 [INFO] :: Finished asset load (merge): 0m 3.226s - /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:58:00.254 [INFO] :: Unlocking viewport redraw...
    2022-10-07 02:58:00.254 [INFO] :: Viewport redraw unlocked.
    2022-10-07 02:58:00.254 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
     

    Screenshot 2022-10-07 02.54.18.png
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  • barbultbarbult Posts: 24,418

    My new library is on the same drive as the main library. Is that still a problem. It is too late here to do more tonight.

  • TotteTotte Posts: 14,014

    Can you create a directory with a trailing space in the name? Might be something that prevents that.

  • barbultbarbult Posts: 24,418

    Totte said:

    Can you create a directory with a trailing space in the name? Might be something that prevents that.

    No I cannot. Can you do that in Windows?
    I knew I couldn't sleep if I didn't try another drive, so I stayed up and did it. It worked!
     

    Screenshot 2022-10-07 03.11.07.png
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  • TotteTotte Posts: 14,014

    OK, so the filesystem (or some kind of AV ) is preventing you from creating directories with space on you main drive. 
    Seems it cannot be done on the boot drive in Windows from the file explorer or renaming a dir to that. 

     

  • barbult said:

    Totte said:

    Can you create a directory with a trailing space in the name? Might be something that prevents that.

    No I cannot. Can you do that in Windows?
    I knew I couldn't sleep if I didn't try another drive, so I stayed up and did it. It worked!

    One can't create a folder with a trailing space in Windows. At least you solved it.

  • barbultbarbult Posts: 24,418

    DoctorJellybean said:

    barbult said:

    Totte said:

    Can you create a directory with a trailing space in the name? Might be something that prevents that.

    No I cannot. Can you do that in Windows?
    I knew I couldn't sleep if I didn't try another drive, so I stayed up and did it. It worked!

    One can't create a folder with a trailing space in Windows. At least you solved it.

    I can't create a folder with a space at the end through Windows Explorer on either drive, but ESS could create it on drive D, but not drive N. Microsoft says the underlying operating system supports folder names with space at the end, but the Windows interface (Explorer, I guess) does not. They say you should not do it:

    https://learn.microsoft.com/en-us/dotnet/standard/io/file-path-formats

    Important

    You should never create a directory or filename with a trailing space. Trailing spaces can make it difficult or impossible to access a directory, and applications commonly fail when attempting to handle directories or files whose names include trailing spaces.

    A difference I have between drive D and N is that a high lever folder on drive N, which contains my Daz3D stuff, is synchronized with my NAS. As soon as a file is added or changed, it is copied immediately to the NAS. Maybe that is forcing the dropped trailing space on drive N, to ensure cross platform compatibility between Windows and Synology NAS.

    IMO, the real fault in all this lies with Peanterra who created files with names ending in a space. I should submit a ticket, but I think my chance if it being fixed is near zero, since the product works as it is within the normal DS environment. Maybe I'll try to fix it myself for educational purposes.

  • dracorndracorn Posts: 2,345

    Totte said:

    bohemian3 said:

    This looks really useful for my work - no more exporting and importing !  From the images, it looks like it is centering the pivot and placing the new element at 0,0 - hope that's the case.

    They are, but some props are modelled rotated or heavily offset, but I force them to 0,0,0 loading point (which might give them large numbers -/+ in the XYZ positions), but the are at zero position, as the meshes themselves are off in World Space coordinates.

    Would you be so kind as to tell me how you can force an object to the 0,0,0 loading point?  Thanks!

  • TotteTotte Posts: 14,014

    dracorn said:

    Totte said:

    bohemian3 said:

    This looks really useful for my work - no more exporting and importing !  From the images, it looks like it is centering the pivot and placing the new element at 0,0 - hope that's the case.

    They are, but some props are modelled rotated or heavily offset, but I force them to 0,0,0 loading point (which might give them large numbers -/+ in the XYZ positions), but the are at zero position, as the meshes themselves are off in World Space coordinates.

    Would you be so kind as to tell me how you can force an object to the 0,0,0 loading point?  Thanks!

    Adjust the oirigin based on he bounding box and then segt the bounding box origin to 0.0 and the bouding box Y to bottomn at 0.
    All in code though, I don't know if you can do it manually. 

  • dracorndracorn Posts: 2,345

    Totte said:

    dracorn said:

    Totte said:

    bohemian3 said:

    This looks really useful for my work - no more exporting and importing !  From the images, it looks like it is centering the pivot and placing the new element at 0,0 - hope that's the case.

    They are, but some props are modelled rotated or heavily offset, but I force them to 0,0,0 loading point (which might give them large numbers -/+ in the XYZ positions), but the are at zero position, as the meshes themselves are off in World Space coordinates.

    Would you be so kind as to tell me how you can force an object to the 0,0,0 loading point?  Thanks!

    Adjust the oirigin based on he bounding box and then segt the bounding box origin to 0.0 and the bouding box Y to bottomn at 0.
    All in code though, I don't know if you can do it manually. 

    OK, thanks.

  • myotherworldmyotherworld Posts: 606
    edited October 2022

    It was the word "kitbasher" that got me really intrested in this script.

    yes it is very useful for buildings. but my mind got to work and wondered mmmm

    could it be used in Vehicles?

    So I picked it up today, and?

    Oh yes it can and it works very well, with in its limitations. and that is good enought for what I need.

    So thanks for making this Totte

    Post edited by myotherworld on
  • TotteTotte Posts: 14,014

    myotherworld said:

    It was the word "kitbasher" that got me really intrested in this script.

    yes it is very useful for buildings. but my mind got to work and wondered mmmm

    could it be used in Vehicles?

    So I picked it up today, and?

    Oh yes it can and it works very well, with in its limitations. and that is good enought for what I need.

    So thanks for making this Totte

    Great!
    I love when someone comes up with alternative or different ways of using my products. 

  • NOT WORKING!!!!!!!

    I'm very disappointed!!!

     

  • mfrank01328_e9ea05b22a said:

    NOT WORKING!!!!!!!

    I'm very disappointed!!!

     

    What is not working? What set did you try it with?

  • I followed the instructions exactly. In the end I don't get multiple duf files, just one, which is the same as the original file except for the icon!

     

  • mfrank01328_e9ea05b22a said:

    I followed the instructions exactly. In the end I don't get multiple duf files, just one, which is the same as the original file except for the icon!

     

    Whic product did you try to split?

  • duf-File: FMI_Interior_107669.

    Result: new duf-file in subdirectory

  • Product: The Inquisition

     

    FMI_Interior_107669.png
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  • TotteTotte Posts: 14,014
    edited November 2022

    mfrank01328_e9ea05b22a said:

    NOT WORKING!!!!!!!

    I'm very disappointed!!!

     

    Do you have a store link to the product?
    And is it built from one mesh or multiple meshes?

     

    Post edited by Totte on
  • https://www.daz3d.com/the-inquisition by the look of it - it certainly lists separate items.

  • TotteTotte Posts: 14,014
    edited November 2022

    OK, I found it.

    The whole interiors set is one mesh, linked from the .cr2 file as 
    figureResFile :Runtime:Geometries:FM_Inquisition:FMI_Props:FMI_Interior.obj

    If you look in the scene list you see this. One mesh with bones.

    Opening the mesh in Blender we clearly see it is saved as one mesh object.



    Sorry, but I clearly state that it can not split mesh, only split out separate items withinb a scene or a multiple items scene subset.



     

     

     

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    Post edited by Totte on
  • "Sorry, but I clearly state that it can not split mesh, only split out separate items withinb a scene or a multiple items scene subset."

    And where you has clearly state that? At least not on the product page at Daz3d. There it says: 

    "Do you like to kitbash parts from different environments to make your own perfect scene? Have you ever wished that some of the greatest environments in the store came with all included props neatly packed into a folder?

    The wait is over. With Environment Set Splitter, you will, in no time, create folders with all the separate props from your favorite environments for easy access for your next scene. It will export the props to a content directory of your choice, and it can even create a folder next to the environment file.

    Standard modern Daz Studio files like .duf or .dsf files are of course supported, but you can also create .duf props and figures from legacy environment sets that are in .daz format, and even Poser formats like .cr2 or .pp2.

    If you want to take your kitbashing to the next level, do not hesitate and add Environment Set Splitter to your toolbox today."

    It stays that way, I threw money out the window. Too bad.

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