DAZ Studio 4.10 Pro Public Build is out

I can’t find anything on their website yet, but you will find it under Install manager “Ready to download”

source: https://www.daz3d.com/forums/discussion/203076/daz-studio-pro-beta-version-4-10-0-94

Daz 3D is pleased to announce Daz Studio Pro BETA - version 4.10.0.94!

Highlights:

4.10.0.94 (October 9, 2017) THIS LIST WILL BE UPDATED MULTIPLE TIMES THROUGHOUT THE DAY

[/LIST]

  • NVIDIA Iray

  • Integrated Iray 2017.0.1 (287000.7672); see below for more details
    [LIST]

  • Increases hardware requirement to Fermi class or newer generation GPUs; recent driver recommended

[/LIST]

  • 3Delight

  • Added a “3DLEnvSpace” transform to 3Delight renderer pipeline

  • Added a “3DLEnvSpace” transform to default calls in Scripted 3Delight renderer

  • PowerPose

  • Improved overall performance

  • Now prefers a figure’s base template set over a template set defined by the default Template Suite

  • Added a “Template Set” drop-down above the point selector widget

  • Added a “Template” drop-down above the point selector widget that provides a list of templates in the set for a given figure/geometry

  • Added an “Edit Mode”; accessed via context (right click) menu; protected templates/sets do not allow editing or saving
    [LIST]

  • Displays all points of all types (including those that are not valid/resolved) on the current template

  • Save a template set in the “Template Set” drop-down

  • Edit\Add\Delete a template in the “Template” drop-down

  • Right click an empty area of a template to add a point

  • Right click on a point to edit/delete

  • Right click on a control to edit/clear

  • Now elides the text of controls that are longer than can be displayed at the current width; full text is displayed in the tooltip

  • The context menu (right-click) for the point selector widget now provides quick access to many useful actions related to posing

  • Added support for saving/loading template sets for parametric (legacy) figures to/from ./data/PowerPose/<sanitized_geometry_name>/


  • [/LIST]

  • Transfer Utility

  • Added a “Distance Tolerance” option

  • Added a “Parent To Source Figure” checkbox

  • FBX Export

  • Added a “Locks” option

  • Added a “Limits” option

  • BVH Import

  • Added a “Limit Translations to Hip” option

  • Now attempts to match node names exactly when seeding the node map; if more than one node name does not match (e.g., the figure root), node map seeding reverts to the previous behavior

  • General User Interface

  • Updated default menus; running the “Update and Merge Menus” script in Default Resources is recommended

  • Replaced “Make Pane Undockable” and “Make Pane Group Undockable” actions in pane group and pane tab context menus with “Undock Pane” and “Undock Pane Group” respectively; the previous behavior can be accomplished by holding the ControlModifier when clicking the action

  • Added “Make Pane Dockable” and “Make Pane Group Dockable” actions to pane group tab bar and pane tab context menus when a pane (group) is in an undockable state

  • Fixed an issue where the order of panes in a pane group were reversed when the pane group was made undockable

  • Fixed an issue where the Add Pane (Tab) submenu of the pane group tool bar context menu did not list available panes in the same order as Window > Panes (Tabs); entries were being sorted case-sensitive but should have been sorted case-insensitive

  • Undocking a pane group (or a pane) now ensures that the undocked pane group will be of a size that fits on the screen that the pane group (or pane) was on when it was docked and that the undocked pane group will be centered on that screen

  • Making a pane group (or a pane) undockable now ensures that the dialog will be of a size that fits on the screen that the pane group (or pane) was on when it was docked and that the dialog will be centered on that screen

  • Making an undockable pane group (or a pane) dockable now ensures that the undocked pane group will be of a size that fits on the screen that the dialog was on and that the undocked pane group will be centered on that screen

  • Scripting

  • Made API additions and/or resolved issues in various areas; see the Change Log for more detail

  • Fixed bugs and/or made improvements in various areas; see the Change Log for details
    [/LIST]

Cool thanks man

There’s als a different blender way of creating humans trough an addon : http://www.manuelbastioni.com/index.php

Of course it is & here’s the Thread: [Addon]Manuel Bastioni Lab, turns Blender in a laboratory for 3d humanoids creation.
let’s keep it :wink:

personally, haven’t tackle generating human yet… https://s1.postimg.org/6q6tldoman/IDK.gif… on my list tho

Thanks Razorblade, but well aware of that, but the quality is not there yet. Thats another topic.

Thanks for the heads up. Daz Studio is finally getting their own native dynamic cloth. Still basic but good start. Most importantly it works with their auto-conform clothing. If only they implement rigid body too. And instancing…

I just watched the video and got hit by nostalgia. I’m easing into Blender’s rigging skinning process, but really miss DS’s super cool asset browsers, especially thumbnails with animation preview, really cool NLA and Puppeteer pose mixing. Weight map painting was such a joy in DS too…

But Blender has multiple dynamic/ physics solvers… Proper addons! Need to remind myself!:stuck_out_tongue:

hello … I tried a node_tree for skin in scale 1 to 1 of the import daz model.

master_skin.blend (856.6 KB)