Export FBX fails!

When trying to export a simple character Michael 4 with clothes and some movements from aniblocks as an fbx file nothing works as it did in earlier versions of DAZ3D. 

The export of a simple FBX file and a simple character from DAZ3D takes about two hours to finalize! This is way too long and nothing like your earlier versions of DAZ3D could manage in no time at all.

I have now tried different settings but the results are really bad when trying to open them in the same old version of Lightwave 3D 9.6 as I have used successfully earlier when working with DAZ3D exported fbx files.

Anyone knows how to solve this?

Error clothes 04.jpg
1228 x 1403 - 609K

Comments

  • I have been exporting a lot of fbx files recently without issue but I do not include morphs when I export.   You are exporting a lot of morphs which must be the source of the issue.  I assume you render in lightwave.  Does lightwave's morph mixer display the exported morphs from Daz?  I have lightwave 10 but I have not used it in a long while (the whole lightwave core fiasco caused me to jump ship to xsi).  I might have to install it for old times sake and check out some fprime renders to compare to iRay.

    Good luck

     

  • Hi Jaxtone

    Unless you want to have the morphs available in Lightwave to animate..  set all of your morphs to bake, you don't need them for body movement and you don't need them for your clothing or props if you are just using Lightwave to render.  Some older characters have hidden morphs that don't really show up in the rules, that will take a long time to export.  I export to fbx quite a bit, for motionbuilder and other apps, and the ONLY morphs I export out are the ones for the head  (in the rules as head.)  I also add a head.BLANK to ignore to remove the hidden morphs that older characters have.

     

  • wolf359wolf359 Posts: 3,931

    Hi I have Lightwave 2015.
    I have FBX Exported Genesis 1-2 figures to LW 2015 with no problems.
    However any attempts with a Millenium 4 figures(V4/M4) are an unmitigated disaster
    Have you tried using a genesis figure just as test to see if the results differ??

     

  • With lots of morphs it takes a long time to export and always have, with 500-600 morphs it can take hours for sure.

    Just as a side note, all morphs are duplicated in all shapes in Lightwave at import so all face morphs for example will be duplicated in character, shoes, pants, hair and so on (without actually changing any points), if you load it into modeler after import and remove them you can save many hundreds of mega bytes of ram sometimes.

    I always had problems with V4/M4 import into Lightwave, later works fine most of the time.

     

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