Content Creators and PA’s can use the script to distribute their products outside the DAZ3D Marketplace and ensure their products include the necessary Smart Content metadata to make your customers’ user experience a positive one.Ĭustomers can use the script to install content that has been purchased or downloaded from outside DAZ3D and install it with the necessary Smart Content metadata.īy creating and installing Smart Content metadata you ensure the content you have created or are installing can be found easily, and will show up in the Smart Content tab when an appropriate figure is selected in your scene.Ĭontent Wizard does this by reading the JSON formatted DAZ Studio files that form the assets for the content you wish to install. In contrast, if I use the cr2 where the corresponding channel already edited in, sliding "M" parameter do have effect / the morph works.Content Wizard is a script produced by RiverSoft Art and sold on the DAZ3D Marketplace for DAZ Studio. However, after injecting the morph data from the PZ2 file, the sliders of those 2 new parameters / morphs don't have effect. Running the script to a plain V4 will a new "M" parameter in "/Morphs/Imported/chest" as well as a "P" parameter in "Morphs | Shapes/NGM_V4". Var oNewProp = new DzFloatProperty( "NGM_0", true, false) Var oMorphProp = new DzFloatProperty( "NGM_0_chest", true, false) Create new property to replace the one already exist Var oRootNode = Scene.getSelectedNode( 0 ).getSkeleton() With that info, I wrote this script // DAZ Studio version 4.9.1.30 filetype DAZ Script Upon opening the parameter settings, I found that the "P" and "A" will refer to the "M" in the root. However, with the parameters tab in edit mode those morphs will have a "P" icon in front of it.Ĭuriously, if I select a bodypart other than root, the icon in front of the morphs is "A" instead of "P". With the editor's parameters tab in edit mode, such morphs will have an "M" icon in front of it.Īll those familiar morphs in the "Morphs | Shapes" group have a corresponding DzFloatProperty in their respected DzNode. Setting several of the default morphs property hidden flag to false will cause those morphs listed in V4's BODY part in the "Morphs/Imported" group. In closer inspection, the DzModifiers will have 1 DzFloatProperty with the same name of the DzMorph, and path with "/Morphs/Imported/" format, i.e. All of them has the name/label with "MorphChannelName_BodyPartName" format, i.e. All the morphs/magnets loaded (like Morph++) has a corresponding DzModifier contained in the root's DzObject. All other bodyparts doesn't have DzObject. I think I'll give it a shot using a script.Īs a test, I setup/modify Victoria 4 cr2 file to add a channel to accept one of NGM morph, and compare it to a plain Victoria 4 with the same channel created by script.Īs far as my test go, it seems that when loaded to DS4.9, only the root object (DzSkeleton) has a DzObject. Sadly the PMD plugin AFAIK died off as of DS 4. I've been playing around on an idea of creating new morph channels on the fly, much like Poser's PMD files do. If there is no other solution, I guess I'm supposed to write temporary images in the "temp" file of the user, but is there a way to access the path of this file? Or maybe is there another solution, something else than the pixmap? This could be the solution, my worry is being that I will have to save it, probably in a temp folder, and I don't know how to grab the temp folder of the user, and if I have to clean it or not at the end of the script.įinally I decided to come here to ask the questions about what is the best way to rescale an image to place in a PixMap. to load the file as an image "Image(sAbsolutePath)", rescale it, save it, and then the pixmap calls the image just saved. I tried the Qt function fromImage() to create the function from the image but once again I did not manage to use it. to load the file as an image "Image(sAbsolutePath)", rescale it, and place it directly in the pixmap, but this method does not seem to be supported (pixmap seems to need a path to be loaded). the pixmap.resize(size), which crops the image, (well it does what it supposed to do : resize the pixmap, not the image) to use the Qt commands : scaledToWidth/ scaledToHeight but I failed In general they are big images (>2000x2000) that I want to fit in a 200x200 pixmap (the pixmap supported by a DzLabel in the dialog : "wLabel.pixmap"). This is not fundamental, but this would be "much more cute" this way (gosh, it's always like this when women are scripting?!).įor now I have no issue to add the pixmap with the "big" image, my issue is the scale of the initial images. I'm trying to add in a dialog several pixmaps with images loaded somewhere else in the script.
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