Question about "Character Animation in the Unreal Engine"
in The Commons
Question about today's new release tutorial https://www.daz3d.com/character-animation-in-the-unreal-engine.
Anyone know if the "re-target your Mixamo animations to your Daz Genesis 3 character's skeleton using Autodesk Maya" part of the tutorial is necessary? I don't have Maya, so I'm wondering if I'd be missing out on something significant.
Thanks!

Comments
I am most curious about this as well. I don't have Maya, it is pretty expensive program.
For Genesis and Genesis 2, they work 'straight-out-of-the-box' in Mixamo. For Genesis 3 and 8, I've had good results with this method:
1. Open your figure in Daz3d. For Genesis 8, Adjust your figure to a T-pose (Left shoulder: Bend, 45.61, Right shoulder: Bend, -45.61, Left Thigh: Side-side, -6, Right Thigh: Side-side, 6)
2. Clothe your figure (Some hair on Genesis 8 makes the Mixamo auto-rigger fail. Genesis 3 is generally OK)
3. Unparent ALL hair & clothes & convert to props.
4. Convert figure to prop.
5. Re-parent all hair & clothes to figure.
6. Export as FBX with the options as in the screenshot.
7. Upload to Mixamo!
There are easier ways to get the Mixamo animations working with Genesis 3 and 8 in Daz, but for exporting to Unreal, I find this works justs as well, without having to retarget in Maya.
Of course, the other option is to purchase iclone + 3dExchange (pipeline) and export them directly, but this is pretty costly too.
The cheapest method ( Zero $$USD), to get Mixamo animation
Data retargeted to G3 is
to upload the reliable "old" Genesis one to Mixamo first.
Once genesis one is animated, to your liking, in Daz studio
,transfer the G1 animation data to G3 with a few mouse clicks
as described in this thread
https://www.daz3d.com/forums/discussion/comment/3675321/
That's if you want Mixamo animations inside daz.
If you want to export G3 and G8 to unreal, they need to go through Mixamo's autorigger, which means getting them to work. The method I described above works, and is free.