Script to get around geograft issues

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DrHemulen
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Oh, with the path issue, are you using the "./" prefix when standing in the same dir as the script? It's shorthand for "in this folder", so that could be the thing.
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larsmidnatt
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DrHemulen wrote:Oh, with the path issue, are you using the "./" prefix when standing in the same dir as the script? It's shorthand for "in this folder", so that could be the thing.
no I was not, thanks for that! I'll give the update a try when i get some time. Thanks for taking the time to update it.
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DrHemulen
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No worries :) I just hoped I didn't have to use it again for 2.1, so I never ironed out the last kinks ;)
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larsmidnatt
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DrHemulen wrote:No worries :) I just hoped I didn't have to use it again for 2.1, so I never ironed out the last kinks ;)
you know what I just realized. I saved a material preset after I used the original script and when I applied the material preset to a new character it worked!

On to the updated script. I tried it a few times, had some different results but was able to get it to work sometimes. But now I am running into a scenario were the materials magically go crazy while I'm working. I just cut off "automatic material updates" maybe that will prevent it from going crazy. I didn't try to add new materials I was just mousing over the figure with the surface tool when it happened.

Post was largely edited down because it was becoming a long wall of text with details that were probably not useful.


Edited yet again: I think I see what some of my issues may be. Octane plugin is trying to recreate materials even when you have the auto material update setting disbled. for example I have successfully recreated one of the issues by creating a Daz plane primitive. when I do, 4 of the materials are recreated for the genesis figure for some reason. depending on the sequence of when you do it, it just recreates teh same exact material (with a (2) appended to the name), sometimes it looks like to resets to default. Can't win them all lol.
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DrHemulen
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That's so weird. I don't understand how saving as a preset and applying could bypass the problem. As far as I can tell that really shouldn't work, as the script just shuffles materials around, and doesn't change anything else.

If you have issues with the script, please check that the number of materials of sources match the target, and that the material names are the same (or make sense) in the Material columns:

Code: Select all

OctaGraft v 0.21

source files: Nevio_SSS.duf Nevio_Gens_SSS.duf
target file: Nevio_target.duf
output file: Nevio_target_converted.duf
---------------
Materials in source: 28
materials in secondary source: 2
-------------------------------------
Total source materials : 30
Target materials       : 30
-------------------------------------


Mat#  Material Source     Material Target     Line numbers in target
--------------------------------------------------------------------
 1    "Legs"              "Legs"                6717 +   6718
 2    "EyeReflection"     "EyeReflection"       7079 +   7080
 3    "Nostrils"          "Nostrils"            7140 +   7141
 4    "Lacrimals"         "Lacrimals"           7502 +   7503
 5    "Pupils"            "Pupils"              7800 +   7801
 6    "Lips"              "Lips"                7860 +   7861
 7    "Tear"              "Tear"                8222 +   8223
...
27    "Tongue"            "Tongue"             14369 +  14370
28    "InnerMouth"        "InnerMouth"         14729 +  14730
29    "Hips"              "Hips"               15062 +  15063
30    "Genitalia"         "Genitalia"          15425 +  15426
I made a big assumption in the script: That the order of materials is the same. If that's not true for a specific graft, things will go weird.

If all goes well, the script will produce a model that's stable in 1.2. If 2.x has some weird auto-update thing going on, I would expect that to mess things up, as it's probably the same as dragging and dropping materials, in that it rewrites the structure.
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larsmidnatt
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DrHemulen wrote:That's so weird.
Yeah in general I think the geo-graft behavior is weird. Without using the script I've had the same exact figure and geograft with the same material applied not work most of the time, but one time it randomly worked with no issues!

Then I think 2.x has an issue where it just randomly regenerates materials but I haven't been able to track down all the situations it happens.

But thanks to your script I did get a few characters to work, so for now I'll use it cautiously ;)
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DrHemulen
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You could always go back to 1.2. I've used that for a while and that worked fine with this method.
There's also the geoshell method (haven't tried that in 2.1 though).
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larsmidnatt
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I tried that geoshell method when I tried testing 1.2 way back and found it to be a chore, but thanks.

I never used 1.2 much and don't really plan to. I still use 1.0 and that's where all my characters are. For the past week though I have been working almost exclusively in 2.x with some new test characters(lots of new buttons to press and learn about).

in 1.0 I don't need anything to get geografting to work, that's one of the main reasons I never upgraded to 1.2 (that and material support).
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larsmidnatt
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SO I almost had a horror story, it went something like this...

I made a new character a few days ago. She had a geograft. I didn't use the script because she was working just fine for a few days and about a dozen renders. In fact, if i took the geo-graft OFF, her materials would wig out, but as long as the geograft was in place she looked lovely.

So a dozen renders later I want to change her clothes. I delete what she was wearing, and give her a new outfit. BAM, the geografts blow up the materials. Nothing I could do to save her. She looked fine without the grafts, but broken with them enabled. What a change of fate, and totally random.

But I used the script for the first time with her. And now she is pretty again. For now ;)

Thanks.
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DrHemulen
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I'm glad to hear you're getting some mileage out of it. As all other things, OCDS, we should appreciate things while they work ;)
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