Smart Content Sometimes Needs Smartening Up

Published by cgan on

Smartening Up the Daz Studio CMS
Editing the Daz Studio Content Management System
Click on the image to be taken directly to the product (will open in a new window)

We have finally completed our definitive tutorial on Editing the Daz Studio Database. “Smartening up the Daz Studio Database” instructs how to add both Daz and non-Daz assets in the Smart Content pane.

For those of you that don’t use the Smart Content pane, get ready to be blown away by the power of this single window because adding metadata and a product entry to your asset it  magically appears in the Smart Content pane. You will quickly discover that this window, when properly understood and utilized, can speed a scene creation. It works with you to help you exercise your creativity by showing you assets that you’ve likely forgotten about.

Load a figure into the scene, select that figure and the Smart Content pane will, on-the-fly, create a catalogue of assets that will work with that character.

But Wait… There’s More!

Mix and match characters in a scene… Victoria 4 and Genesis 8 for example. The Smart Content pane will only display what will work with whichever is selected.

No longer struggle to remember what you purchased. Where is my content? The question is irrelevant because the Smart Content pane does away with all these, well, pains!

Create user Tags that are relevant to you. Add User Words and User Descriptions. How about the dreaded Lost and Found folder? Most users find it by accident and are overwhelmed by the amount of material in it. We explain why content ends up in the Lost and Found, how to prevent it, and how to fix it when it happens.

If you value your sanity, this is the tutorial that will allow you to regain it and get back to creating that perfect scene with an asset you purchased 10 years ago.

They’re presented by Seaghan Hancocks, author of Mastering the Daz Studio Content Management System, and hosted by Kim Schneider.

Both the tutorial and bonus content are fully closed captioned in English and fully text searchable. Both are indexed for random access and include a PDF index. — What more could you ask for?  If there’s something we missed, ask, but we honestly couldn’t think of a thing.

Here’s a teaser to whet your appetite. The full tutorial is available now on the DAZ site, here… Smartening Up the DS Database. It includes a free coupon code for the bonus content for anyone who purchasesthe tutorial.


cgan

The opposite of Arki, Seaghan, aka cgan, get it, has traveled the length and breadth of Canada numerous times and never seen a live bull moose, hence the name of his company Mythical Moose Productions. Self-taught in everything, he is a strong believer in tutorials and online workshops.

5 Comments

Arki · August 2, 2018 at 8:05 am

Because we got asked about the Sylph Outfit shown in the video:
No, it is not available for purchase at this point, sorry!
If this ever changes we’ll let you know 🙂

nellylynn · October 14, 2018 at 9:33 pm

I have a question about adding metadata for a character, since its morphs and textures to create the product do we load in the “actor” and go from there? Technically we are loading in a base figure and their geometry or if there is no “actor” we are actually loading a base figure and adding shapes and materials . I understand the categories (I think) Actor- Actor, Morphs- Shapes, Skins, Makeups, Eyes, Nail, – Materials for intended body part. It’s the creating a product step that has me scratching my head. Thank you.

    cgan · October 15, 2018 at 12:42 pm

    Hi nellylynn. Let me first clarify you question, are you asking about adding metadata for morphs and textures independent of a character? If so, neither a morph or texture is actually geometry, so you will never load it into the scene ID to specify what it is. Instead you would create a product of it using the method described in the tutorial (preferably having the product in a separate folder), then start the Content DB Editor to specify product name, store, SKU, etc. Note, again, since it’s not geometry, it will not appear in the bottom pane. In the Asset Tab, you will specify type and Compatibility (which character it’s compatible with).
    If you’re question is strictly about creating a product, the easiest solution is to put the morphs and textures in a folder as demonstrated, then click on that folder and create a product so that the necessary files are added to the database.
    I hope this answers your question. If not, please send me a screen grab or two, I’d be happy to help you out.

      nellylynn · October 15, 2018 at 1:52 pm

      So if I wanted to add Primrose for S4, I would skip steps 3, 4 and 5?

        cgan · October 15, 2018 at 3:23 pm

        You would skip 3 and 4, but you still need step 5 because you need to set the store, add the SKU, add artist and description (optional), and “Add from Directory Recursive…” in the “Files” pane to get the files into the DB Editor. (RMC and Add from Directory Recursive…” and select the folder the files are in.)
        Once they are in the editor, there will be no compatibility “base” in the bottom pane, because they are not geometry, which is fine. In the Asset Tab, you still need to assign Categories (if you didn’t do that in Step 1), Type, and their compatibility in the Compatibility tab. In the case of Primrose for S4, the compatibility base should be V4 and S4. Do Not declare a compatibility base, because it is not geometry.

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