Quick reminder.... When you get the error message that not all assets were imported the message box glitches

Issue #1793 closed
Joe Morris @ FAST Animation Studio Toolz created an issue

Yeah it shows that nice message box you made with all the assets that weren't imported but invariably you know when moused over or the interface clicked it turns into essentially just an OK button with no text and that's the entirety of the message box a light border around an OK button…e.g.. so you could improve the interface experience…..anyways take care and have an awesome day…. And thank you for this epic creation

Comments (8)

  1. Joe Morris @ FAST Animation Studio Toolz reporter

    One more note is I tried to convert morphs into shape keys and I selected all the cheek items and did a few things I may have undid some stuff but went back in there and you know even though I selected the cheeks before nothing was selected it would be great if you know it remembered your last selected state because that's a few clicks selecting all the you know cheeks again… If that's not good in every situation 'cause you know more about this than having A little check box where you click it and it remembers you know your last use setting

  2. Joe Morris @ FAST Animation Studio Toolz reporter

    And like in this case if you did that then make it save preferences would be a good idea when you click OK so if blender crashes they'll still be there

  3. Joe Morris @ FAST Animation Studio Toolz reporter

    Again like always just throwing down notes take him or leave him but I clicked your documentation button and it opened up you know a bit bucket page it'd be awesome if it opened up your full color documentation because your tool tips are a little highbrow for a lot of people… I have that already set up in my add on to open your color documentation (i just bundled it)and it's a really great experience ………………..ie diffeomorphic-documentation/doc_output/5a8c2f88-98de-5385-be8c-f76ed85a0620.html#article-title

  4. Joe Morris @ FAST Animation Studio Toolz reporter

    No documentation for save morph preset I saved one but not sure where it went checking the A P I now… Never mind I found it in document sorry I didn't see that before I noticed it saved one morph for every cheek item that I changed what I was hoping would happen was that I you know I edited all the cheek morphs how I wanted em to be after I converted them into shape keys of course so I actually edited the shape key values ………..& made a nice morph I was hoping that when I clicked save MORPH preset that it would output a singular morph that I could throw in my data folder and open up DAZ and then own this morph that I made with your system…..

  5. Joe Morris @ FAST Animation Studio Toolz reporter

    Edit should create a one click thing maybe from your sliders because now I have to convert into shape keys and change them as a shape key and then go to the and then transfer shape key to mix which isn't so bad and I don't know your other functionality so I don't know if adopting your mindset would put me in line for other options that I may have later but essentially what I'm trying to build now is a system for how you export an OBJ and then sculpt it in blender and then export it with the right settings which you can do with your current system like if I exported with the proper settings any model I imported into blender with your add on as long as I exported at base resolution and subdivision set to zero and no eyebrows or anything it didn't change vertex order I could import that With morphloaderpro and use it in DAZ so if you updated your save morph preset… However it is to allow creating a finalized DAZ morph you know with just that one button after you select you know what morphs that you want to include in it…. Then if I change any morphs while editing my character using your add on then I could add them into my characters MORPH folder and data and instantly make them aoptional part of my character from then on

    So to summarize your system for selecting which morphs you wanna save for the morph preset or even your system for importing morphs how you give an option to select any of them that you want specifically is nice I would just upgrade it to be a one click thing to save a morph you could use in daz or blender … but your current system is still really truly awesome… And I would put save morph preset right up under or above import custom morphs… After making save MORPH preset bring up one of those big boxes where you could select what's more she would like to include or all and then have it automatically convert them into shape keys create a shape key from the mix and then save as AMORPH preset to my specified folder as dsf with a browser that I could navigate to which data folder I want And then put it there and then just don't even use your DUF system at all because that's kind of confusing because if you look up DAZMORPHDUF it doesn't even exist I think you invented that…. And then you could you could even have an ENUM property that will stay set when you save your file that contains all your saved morphs in a drop down and also automatically and the only thing to navigate now is the convenience of having them centrally located in the documents folder as DUF so I guess that could be necessary that might be why your idea is nice because then it would be centrally located as a file you feel you could bring into Diffie Amorphic albeit a non-standard way…..

    So I would do an automatic saving after you open your browser window to put it in whatever data folder you want an automatic saving to a folder location specified in a global settings where it saves a duplicate so you have a centralized version you can bring into your add on easily without navigating through all your data folders even though it may not be too hard to do that if you set up bookmarks

  6. Joe Morris @ FAST Animation Studio Toolz reporter

    OK final summary this is where I'm at OK for example I have a button that exports morphs with the right settings for to go back into blender so in one shot if you guys made a script for DAZ export base resolution that would export the character and the clothes not sure about hair morphs but export all those at base resolution and zero subdivisions then in blender a person could do absolutely whatever they want and then you know select a shirt or the character and with one click with my system 's well if you guys created ADAZ file not really sure how to do that but I'm gonna throw your export to blender script into GPT and see if it can make me one but if you guys made that too then nobody would need tutorials for creating clothes morphs or anything or character morphs it's just your your DAZ script to export is based for everything and well placed you know export OBJ to blender with Suffice but you guys know more it would be cooler if you could probably make the DSF file… And create a workable DSF morph that would be compatible with false your add on in blender and DAZ but mine is a pretty neat workaround for now gives a lot of options as far as when I mix it with your system creating characters for sale on the DAZ store using a pre made characters or pre made clothes and then you just change the materials in sculpt it enough Per D a z guidelines..then you have a brand new item.. you can sell .

  7. Thomas Larsson repo owner
    • changed status to open

    What happens is that Easy import call a number of other tools, each of which can throw an error. Each error opens a message box, but easy import catches the errors and continues. This isn't really harmful but looks weird, and it should be addressed.

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