- Decode File. Decode a gzipped file, which can be a .duf, .dsf, or .dbz file.
- Print Statistics. Print statistics for the selected meshes. This tool was described in the Low-poly section.
- Update All: Update everything. Try this if driven bones are messed up.
- Information About Active Object.
- Information About Active Bone.
- Silent Mode. Toggle silent mode on and off (error popups off and on).
- Get Fingerprint. Print string characterizing the mesh topology.
- Inspect World Matrix. Print the world matrix of the active object in the terminal window.
- Enable All Layers. Enable all bone layers
Decode File
Information About Active Object
- Name. The object's name.
- ID. Identifier that uniquely defines the object in DAZ Studio.
- URL. Path to the .duf/.dsf file which contains the objects definition. This is useful e.g. for loading morphs, which are usually located nearby.
- Rig Type. If the active object is an armature of recognized type.
- Mesh Type. If the active object is a mesh of recognized type, or if it is an armature and a child is recognized.
- Original Fingerprint. String characterizing the mesh topology when it was loaded (meshes only).
- Unit Scale. The scale that the object was imported with, i.e. the Unit Scale field in the import options.
Information About Active Bone
- Active Bone: Name of the active bone.
- Head: Location of bone head (center point) in DAZ Studio (in centimeters, Y up).
- Tail: Location of bone tail (end point) in DAZ Studio (in centimeters, Y up).
- Orient: Bone orientation in DAZ Studio (XYZ Euler, Y up).
- RotMode: Bone rotation mode in DAZ Studio (Euler type).
- LocLocks: Location locks.
- RotLocks: Rotation locks.
- Location: Bone world location (in centimeters).
- Rotation: Bone world rotation (XYZ Euler).
- Scale: Bone world scale.
Get Fingerprint
The fingerprint of a mesh is a string that identifies the mesh topology reasonably uniquely. It is used internally by the Daz Importer in order to recognize and distinguish between known character types, such as Genesis, Genesis 2 Female, Genesis 3 Male, etc.
The fingerprint
of a mesh with V vertices, E edges and F faces is the string "V-E-F".
E.g., the Genesis 8 female consists of 16556 vertices, 32882 edges and
16368 faces. Its fingerprint is thus "16556-32882-16368".
With the Aiko mesh or armature selected, press Get Fingerprint. A dialog is displayed with information about the active object.
If we modify the mesh in some way, e.g. by joining eye-lashes or merging geografts, the fingerprint changes but the original fingerprint remains the same. This can be used to load morphs to mehes that have been changed in some specific ways, see Adding morphs after lashes and geografts have been merged.