copy mats error

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  • #2188690
    Drew
    Participant
    Rank: Rank-1

    Okay I think I am finally getting to grips with my new daz 6 .. albeit forced on me. I think I have everything kind of sorted .. but now I get a new error 🙁

    When allpying matterials to cirtain anatomy I get copy mats error and after some research I find it needs an update to work with 6.

    Has anyone got a fix for this?
    Or a version they can share that works?

    Respects

    drew

    #2188714
    Skeleton
    Participant
    Rank: Rank 4

    You're being vague. But my guess is you're trying to use the scripts made to match anatomical geografts to your characters skin materials. If so then you can bypass using the script by manually copying the materials. Most genitalia use the body shaders. Meaning all you have to do is go into your shaders tab manually copy the shader that your character has and then paste them to your geograft. Now I realize I've made an assumption here but if my assumption is incorrect then you'll have to forgive me given the vague nature of the question.

    #2188724
    eelgoo
    Moderator
    Rank: Rank 7

    How is DS 6 forced on you?

    I am quite happy with recent iterations of DS4.

    #2188780
    Drew
    Participant
    Rank: Rank-1

    thanks Skeleton (you guessed right) for the tip I will try that.


    @eelgoo
    , I mentioned it in a previous post. What happened was that my friend wanted to animate some mechs for his game, so I let him import them into daz and use it for the afternoon. I came back home after work and he has updated my Daz to 6 and was all smiles that he thought he had done something good for me .. doh ...

    thanks again for the tips guys.

    #2188797
    eelgoo
    Moderator
    Rank: Rank 7

    There is nothing stopping you re-installing an iteration of DS4 as well.

    I always have at least one Beta & one Public release active at any one time.

    To facilitate that, I always install to a remote 'My Library' rather than have it in a DS folder, so that each iteration reads the same installation. That way I can add & delete DS versions without having to re-install the library.

    🙂

    #2188872
    Skeleton
    Participant
    Rank: Rank 4

    Yes so if for some reason my explanation was inadequate then I'd be happy to give a better step by step instruction if you wish.

    #2188922
    Drew
    Participant
    Rank: Rank-1

    eelgoo I always have seperate folders for My Daz I find it loads quicker if things are seperated into seperate sections and I can not load what I do not need for project. Sounds good but it was a total pain re-building it after the update as some stuff got unlinked to scenes so was a total pain.

    @Skeleton I may ask lets this week if I have problems, lot of RL work on this week and thanks for the offer, much apreciated. 🙂

    #2188944
    eelgoo
    Moderator
    Rank: Rank 7

    That sounds like it might be workflow / workstyle related, if links are broken.

    I never have had any issue accessing my library even when changing multiple DS installations.

    I use one single remote My Library. That may be why.

    :0/

    #2189007
    Drew
    Participant
    Rank: Rank-1

    I found if I used one lib then it took an age to load, even scenes took a long time to to arrive on screen, where as just loading the seperate libs I needed it worked fine with Daz 4. Maybe it just needs to settled down after the big change and the links I can solve slowly over time.

    Thanks for all the help and advice as Daz is still new to me and I am learning as I go 🙂

    #2189120
    eelgoo
    Moderator
    Rank: Rank 7

    Once DS learns where things are it moderately improves load times.

    Quite a big factor, if you are using G8F is the amount of characters you have installed, as base G8 /8.1F will load all morphs. If you do not have a large RAM. it is best to limit the number of proprietary characters you have installed at any one time.

    BTW The 'Manual Install' sticky is worth a look, if you haven't read it.

    🙂

    #2189149
    3Demon
    Participant
    Rank: Rank 6

    FWIW, there is a RiverSoft Art script(s) utility called Turbo Loader (and Turbo Loader Booster) that can disable morphs for faster loads. I haven't actually used Turbo Loader. I'm honestly intimidated by its process. I opt for simplicity, but then the cost of that is load time. But I think it might be worth adopting.

    From the pdf:

    How Turbo Loader Works

    The first time that Daz Studio loads a figure generation (e.g., Genesis 3 Female or Genesis 8 Male) in a scene, Daz Studio searches your content directories for all the morphs used by that figure generation and gender and creates properties to control them. With a large content library with lots of morphs, this operation can take a long time. However, for most scenes, you don’t need all of those morphs.

    Turbo Loader works by temporarily changing the file extension of morphs, properties, and aliases (from .dsf to .tloff) so that Daz Studio cannot find them when loading a figure. This drastically increases Daz Studio’s speed in loading figure and scenes, and in clearing scenes. The morph files are NEVER deleted; just the file extension is changed so there are no worries about losing files. You can use the Reset Morph Directory button to rename the extensions for entire directory structures to recover all morphs.

    #2189234
    barc
    Participant
    Rank: Rank 4

    DS code sucks. It's still based on the state of things from 20 years ago, where most folks had a few character morphs and a few pose packs and Poser was the dominate hobbyist's app of choice.

    And this is another reason why I have multiple content directory folders. I tend to work on a set of renders in a story format. So I can just put a few characters, clothing, poses and props/environments into a Project folder and only work with those items. I can load base figures in less than 10 seconds this way.

    #2189238
    eelgoo
    Moderator
    Rank: Rank 7

    Yes, that is a smart way of working, especially if you have all you need in that specific optimised library.

    🙂

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