Suddenly I can't move my G8F body part
James
Posts: 1,044
I don't know what happened, suddenly I can't move it. Every time I try to move it, DAZ becomes not responding. Or if I can move it, it's very very laggy.
The lag is really unusual, meanwhile another character on the same scene, can be moved just normal without lag.
Any idea what's going on?
Could the 3DU Limb Stick script makes such side effect?
Comments
How are you posing - direct drag with the Universal tool, Viewport gizmo, sliders? Is Limbstick active? Is Point At on?
I use the translate tool, I click the hand and drag it.
I don't know what you mean by "Limbstick is active"
It supposes to be only making keyframe by calculation to make something stick to something in arrange of frames.
I also start to realize I'm having a lot of difficulty in scrubbing from one keyframe to another make me almost impossible to work with.
Not sure if it's related.
I tried to delete the keyframes, but still the G8F having the problem to be moved.
As if something very heavy processed behind the scene.
I tried also to delete the G8F and use the Preset I've saved before applying limb stick. But still the same. So hard to move
There is a lot of processing when a figuer's ose chnages as all the corrective morphs have to be checked, which means scanning through all morphs looking for dependencies.
But this is so not ussual.
I have to open another file, so I can move/pose the G8F again.
Yes, I wasn't suggesting that it was just the usual - but pointing out that there is a lot to be done each time the pose isa djusted. it may be that something new is somehow delaying or protracting the process.
And after I open the other file.
I can work for a while.
But now it having the same problem again.
weird
Ok, I've found the problem.
Somehow an item causing the problem.
Delete it. the problem gone
It has a high collition itteration and smothing
If you have an item like clothing with high smoothing iterations (or horror of horrors - Interactive Update turned on), any posing will be very slow.
what is interactive updapte for?
I don't know. It is an option in the smoothing parameters.
Does this checking can be faster if I had faster CPU?
What is the maximum cores that DAZ3d can utilize?
When smoothing is constantly correcting poke-through, Interactive Update turned to On will make it so that if you play an animation in the viewport, smoothing will occur with each frame. I work in animations and never turn this one unless I want to show someone something without the constant poke-through.
I know it's common for folks to grab a hand and push or pull it, but as Richard says, that can have some pretty steep consequences. Many (all?) joint rotations activate various correctives under the hood so we no longer have to reshape things with morphs manually. Genius. However, pulling or pushing the end of the chain around like that can have a tendency to activate a whole lot of things at one time - especially if the pushing and pulling causes any of the joint to go beyong their limits, which can actually cause Daz Studio to sit and spin - locked up.
Another thing is that, the motion you're trying for might be pushing against limits that are turned on and whichever way it try to compensate it's still getting stuck.
As an experiment, try starting at the collar and look at the parameters to see if any of the rotation values are really high in either direction (plus or minus) and work your way through each joint until you get to the hand.
If any of the numbers on any of those joints has large values, bring it at least some part of the way closer to zero. I'm not saying to zero it, but bring that value a bit closer. If several of them have this, try correcting them a bit. After that, grab the hand and try again. See if that helped.
A very useful feature that Daz 3d included in Studio is that we can Save As > Scene Subset. This allows us to do a bunch of work to a figure, save as a subset, and get it out of the scene. Bring in another character and work with it, then save as a subset. When it's time to bring them altogether (which I do in post most of the time - I render mine all separately and it's pretty darned smooth!) we can load those subsets right back into the same scene - unlike an Actual scene which deletes and zeroes everything out before loading.
I doubt it's the CPU. If, like what's being suggested things are getting bunched up, the experiment I mention in the above post will help sort that out if Studio isn't frozen. Because if it's all bunched up trying to process correctives and, when it tries it thinks it makes matters worse and tries other options (trying to do all of this under the hood) then it's doubtful that your CPU, RAM, GPU... computer, is going to be an issue. It's trying to solve an impossible puzzle. Give it 128GB RAM to think with and, since there isn't a viable solution, even that doesn't help.
The link-checking is, as far as I know, single-threaded - more cores won't help, faster cores will but not necessarily a lot (there is also memory access and such going on, as there is potentially a lot of data to analyse)