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Daz 3D Forums > 3rd Party Software > Unity Discussion

Post your DAZ to Unity renders

«1234567»

Comments

  • ArtiniArtini Posts: 7,337
    January 2021 edited January 2021

    ... and more renders from Unity 2020.2.1f1 using HDRP new scene with https://www.daz3d.com/elijah-7 and his HD Add-On

    image

    image

    image

    image

    EliahHD03pic05.jpg
    1920 x 1080 - 531K
    EliahHD03pic06.jpg
    1920 x 1080 - 424K
    EliahHD03pic07.jpg
    1920 x 1080 - 415K
    EliahHD03pic08.jpg
    1920 x 1080 - 360K
    Post edited by Artini on January 2021
  • ArtiniArtini Posts: 7,337
    January 2021 edited January 2021

    More experiments with https://www.daz3d.com/elijah-7 and default indoor HDRP scene in Unity 2020.2.1

    image

    image

    image

    EliahHD04pic02.jpg
    766 x 1078 - 97K
    EliahHD04pic03.jpg
    653 x 783 - 50K
    EliahHD04pic04.jpg
    1920 x 1403 - 172K
    Post edited by Artini on January 2021
  • ArtiniArtini Posts: 7,337
    January 2021 edited January 2021

    I am amazed, how easy is to retarget animations in Unity. The animation was created in Daz Studio using Victoria 4 and AniMate 2.

    The Performer in Unity is https://www.daz3d.com/elijah-7. Link to my video on YouTube is below:

     

    Post edited by Artini on January 2021
  • ArtiniArtini Posts: 7,337
    January 2021

    Further experiments with URP pipeline in Unity and tribute to DzFire for his extraordinary robots:

    https://www.daz3d.com/nails https://www.daz3d.com/cybermech-4-1 and the other figures from the store.

    Link to my video on YouTube, below:

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 34,580
    January 2021

    music Artini, you need music wink

    YouTube Audio Library is royalty free and free

  • ArtiniArtini Posts: 7,337
    January 2021

    Thanks a lot, Wendy. Thanks for the remainder. Right now, I am exploring possibilities with Unity.

    But later on, I have to add a music.

     

  • bouchiermonodtristanbouchiermonodtristan Posts: 4
    January 2021

    I'm making a character Creator on unity with Daz3D Models :

  • ArtiniArtini Posts: 7,337
    January 2021

    Looks great, bouchiermonodtristan. Thanks for posting your results here.

     

  • ProtozoonProtozoon Posts: 499
    January 2021

    Wow! Looks awesome :)

  • bouchiermonodtristanbouchiermonodtristan Posts: 4
    February 2021 edited February 2021

    I had some fun playing with the morningstar wings too 

    https://gyazo.com/cb0dc7db7c19ec7d5ddf06a06b690159

     

    Post edited by bouchiermonodtristan on February 2021
  • ArtiniArtini Posts: 7,337
    February 2021

    Good for you. My computer with Unity just gave up and not boot any longer.

    It will take a while, to install everything again on the another computer,

    so I hope, we will see more of your creations in the mean time. Please post more.

     

  • DAZ_samDAZ_sam Posts: 170
    February 2021

    bouchiermonodtristan said:

    I'm making a character Creator on unity with Daz3D Models :

     

    Such a cool idea! Can't wait to see more :O 

  • MadaMada Posts: 1,662
    February 2021

    bouchiermonodtristan said:

    I had some fun playing with the morningstar wings too 

    https://gyazo.com/cb0dc7db7c19ec7d5ddf06a06b690159

     

    Nice work :D

  • dortybassadortybassa Posts: 314
    February 2021

    bouchiermonodtristan said:

    I had some fun playing with the morningstar wings too 

    https://gyazo.com/cb0dc7db7c19ec7d5ddf06a06b690159

     

    This looks fantastic :)

  • danielbui78danielbui78 Posts: 329
    February 2021 edited February 2021

     

    Made using Unity 2019.4 LTS, Daz Studio 4.15, Blender 2.83, UMotion Pro - Animation Editor, Animation Converter for Unity (Soxware Interactive), OBS Studio 26.1.

    Assets:
    Daz 3D: 
    Centaur 7 (Daz)
    Monique 7 (Daz) 
    Nox Hair (Daz, AprilYSH)
    FW Sushmita HD (Daz,  Fisty & Darc, Fred Winkler Art)
    FWSA Zarina HD (Daz, Fred Winkler Art, Sabby)
    Nitsu Hinshi Samurai Armor (Daz, Barbara Brundon, Sarsa)

    Unity: 
    Horse Animset Pro Riding System (Malbers Animation)
    Forest Environment - Dynamic Nature (NatureManufacture)
    Realistic Eye Movements (Tore Knabe)
    Dynamic Bone (Will Hong)
    Full Menu System - FREE (SpeedTutor)

     

    Post edited by danielbui78 on February 2021
  • ArtiniArtini Posts: 7,337
    February 2021

    Very nice, danielbui78, please post more.

    How did you make cloth and hair animation?

    Could you explain it, please.

  • danielbui78danielbui78 Posts: 329
    February 2021 edited February 2021

    Thanks, Artini!  I have enjoyed your work as well.

    I have only been doing Unity Development for a few months now, so I am still very much a beginner with many aspects of it.  Based on my internet searches so far, the two most popular ways of animating cloth and hair in Unity is using Dynamic Bone by Will Hong or the built-in Unity Cloth Simulation system. 

    The Centaur Demo videos I posted uses the Dynamic Bone system for the human hair and clothing.  Dynamic Bone requires the cloth or hair to be rigged and skinned for traditional skeletal/bone animation.  It uses basic Spring-Physics equations to simulate movement, so the animation is limited by how detailed the rigging is. 

    By contrast, the Unity Cloth Simulation system can animate meshes based on their vertex data and does not require or use any skeletal rigging information.  In theory, this should make it more realistic and also more compatible for hair and clothing that do not have detailed simulation rigging, but I have not had any success with it yet.  But please remember that this is only my first project and I have only been doing this for a few months!  So, this could be easy to do as well.  If you check out the horse mane and tail animation on Malbers' horse animset pro, they are all animated with Unity Cloth Physics!  The horse tail uses a little bit of traditional skeletal/keyframe animation for the main structure but the Unity Cloth Physics is used for the individual strands. 

    If you search for Dynamic Bone on youtube, you will see many video tutorials that show how to use Dynamic Bone in Unity.  The majority of them are titled "for VRChat" but can be applied just as well for any Unity project.  Unity Cloth System can be learned the same way, but there seem to be fewer video tutorials. 

    Hope this helps everyone!

    EDIT: I have added download / web links to all the assets and software in my Centaur Demo videos post for everyone's convenience.

    Post edited by danielbui78 on February 2021
  • ArtiniArtini Posts: 7,337
    February 2021

    Thanks for the explanation, danielbui78.

    I have also purchased all assets, that you have listed, long time ago.

    So far, I have not achieved the similar results to yours with Dynamic Bone.

    All my attempts ended up with very unrealistic vibration like movements.

    Will need to watch more tutorials.

  • danielbui78danielbui78 Posts: 329
    February 2021

    Here are the specific settings I used with Dynamic Bone and the Nox Hair Mohawk:

    • Root: Mohawk (Transform)
    • Update Rate: 60
    • Update Mode: Default
    • Damping: 0.141
    • Damping Distrib: not used
    • Elasticity: 0.015
    • Elasticity Distrib: not used
    • Stiffness: 0.75
    • Stiffness Distrib: not used
    • Inert: 0.23
    • Inert Distrib: not used
    • Friction: 0
    • Friction Distrib: not used
    • Radius: 0
    • Radius Distrib: not used
    • End Length: 0
    • End Offset: 0,0,0
    • Gravity: 0,0,0
    • Force: 0,0,0
    • Colliders: none
    • Exclusions: none
    • Freeze Axis: none
    • Distant Disabled: not checked
    • Reference Object: none
    • Distance To Object: 20

    Nox Hair Right and Left Plaits (separate Dynamic Bone script for each one):

    • Root: Long Plait Left1 or Long Plait Right1
    • Update Rate: 60
    • Update Mode: Default
    • Damping: 0.412
    • Damping Distrib: not used
    • Elasticity: 0.1
    • Elasticity Distrib: not used
    • Stiffness: 0.1
    • Stiffness Distrib: not used
    • Inert: 0
    • Inert Distrib: not used
    • Friction: 0
    • Friction Distrib: not used
    • Radius: 0.01
    • Radius Distrib: not used
    • End Length: 0
    • End Offset: 0,0,0
    • Gravity: 0,0,0
    • Force: 0,0,0
    • Colliders: 
      • DynamicBone Hair Collider 1 (collider set on new game object attached to chestUpper)
      • DynamicBone Hair Collider 2 (collider set on new game object attached to chestLower)
    • Exclusions: none
    • Freeze Axis: none
    • Distant Disabled: not checked
    • Reference Object: none
    • Distance To Object: 20

     

    Tip: modify Dynamic Bone parameters while game is running to test results in real-time.  Then copy the script values, stop game and paste values back into script.

    Good luck!

  • ArtiniArtini Posts: 7,337
    February 2021

    danielbui78 said:

    Here are the specific settings I used with Dynamic Bone and the Nox Hair Mohawk:

    • Root: Mohawk (Transform)
    • Update Rate: 60
    • Update Mode: Default
    • Damping: 0.141
    • Damping Distrib: not used
    • Elasticity: 0.015
    • Elasticity Distrib: not used
    • Stiffness: 0.75
    • Stiffness Distrib: not used
    • Inert: 0.23
    • Inert Distrib: not used
    • Friction: 0
    • Friction Distrib: not used
    • Radius: 0
    • Radius Distrib: not used
    • End Length: 0
    • End Offset: 0,0,0
    • Gravity: 0,0,0
    • Force: 0,0,0
    • Colliders: none
    • Exclusions: none
    • Freeze Axis: none
    • Distant Disabled: not checked
    • Reference Object: none
    • Distance To Object: 20

    Nox Hair Right and Left Plaits (separate Dynamic Bone script for each one):

    • Root: Long Plait Left1 or Long Plait Right1
    • Update Rate: 60
    • Update Mode: Default
    • Damping: 0.412
    • Damping Distrib: not used
    • Elasticity: 0.1
    • Elasticity Distrib: not used
    • Stiffness: 0.1
    • Stiffness Distrib: not used
    • Inert: 0
    • Inert Distrib: not used
    • Friction: 0
    • Friction Distrib: not used
    • Radius: 0.01
    • Radius Distrib: not used
    • End Length: 0
    • End Offset: 0,0,0
    • Gravity: 0,0,0
    • Force: 0,0,0
    • Colliders: 
      • DynamicBone Hair Collider 1 (collider set on new game object attached to chestUpper)
      • DynamicBone Hair Collider 2 (collider set on new game object attached to chestLower)
    • Exclusions: none
    • Freeze Axis: none
    • Distant Disabled: not checked
    • Reference Object: none
    • Distance To Object: 20

     

    Tip: modify Dynamic Bone parameters while game is running to test results in real-time.  Then copy the script values, stop game and paste values back into script.

    Good luck!

    Wow, thank you so much for the settings.

    I will try these myself, as soon as I get Unity working again on my other computer.

    My previous computer with Unity, does not boot any longer.

     

  • danielbui78danielbui78 Posts: 329
    February 2021 edited February 2021

    danielbui78 said:

    Thanks, Artini!  I have enjoyed your work as well.

    I have only been doing Unity Development for a few months now, so I am still very much a beginner with many aspects of it.  Based on my internet searches so far, the two most popular ways of animating cloth and hair in Unity is using Dynamic Bone by Will Hong or the built-in Unity Cloth Simulation system. 

    The Centaur Demo videos I posted uses the Dynamic Bone system for the human hair and clothing.  Dynamic Bone requires the cloth or hair to be rigged and skinned for traditional skeletal/bone animation.  It uses basic Spring-Physics equations to simulate movement, so the animation is limited by how detailed the rigging is. 

    By contrast, the Unity Cloth Simulation system can animate meshes based on their vertex data and does not require or use any skeletal rigging information.  In theory, this should make it more realistic and also more compatible for hair and clothing that do not have detailed simulation rigging, but I have not had any success with it yet.  But please remember that this is only my first project and I have only been doing this for a few months!  So, this could be easy to do as well.  If you check out the horse mane and tail animation on Malbers' horse animset pro, they are all animated with Unity Cloth Physics!  The horse tail uses a little bit of traditional skeletal/keyframe animation for the main structure but the Unity Cloth Physics is used for the individual strands. 

    If you search for Dynamic Bone on youtube, you will see many video tutorials that show how to use Dynamic Bone in Unity.  The majority of them are titled "for VRChat" but can be applied just as well for any Unity project.  Unity Cloth System can be learned the same way, but there seem to be fewer video tutorials. 

    Hope this helps everyone!

    EDIT: I have added download / web links to all the assets and software in my Centaur Demo videos post for everyone's convenience.

    I forgot to mention that Unity Cloth Physics system is much more like Daz's DForce physics system than Dynamic Bone.  So learning how to use both might streamline the process and enhance performance/quality of cloth physics.  But that is just my uneducated guess from watching a few youtube videos and clicking a few buttons so far.

    Post edited by danielbui78 on February 2021
  • MistaraMistara Posts: 38,675
    March 2021

    danielbui78 said:

     

    Made using Unity 2019.4 LTS, Daz Studio 4.15, Blender 2.83, UMotion Pro - Animation Editor, Animation Converter for Unity (Soxware Interactive), OBS Studio 26.1.

    Assets:
    Daz 3D: 
    Centaur 7 (Daz)
    Monique 7 (Daz) 
    Nox Hair (Daz, AprilYSH)
    FW Sushmita HD (Daz,  Fisty & Darc, Fred Winkler Art)
    FWSA Zarina HD (Daz, Fred Winkler Art, Sabby)
    Nitsu Hinshi Samurai Armor (Daz, Barbara Brundon, Sarsa)

    Unity: 
    Horse Animset Pro Riding System (Malbers Animation)
    Forest Environment - Dynamic Nature (NatureManufacture)
    Realistic Eye Movements (Tore Knabe)
    Dynamic Bone (Will Hong)
    Full Menu System - FREE (SpeedTutor)

     

    kewl 

  • ArtiniArtini Posts: 7,337
    April 2021

    Sluggo - https://www.daz3d.com/sluggo-for-bullwarg-hd - exploring the forest.

     

  • bouchiermonodtristanbouchiermonodtristan Posts: 4
    April 2021

  • ArtiniArtini Posts: 7,337
    April 2021

    Very nice - please post more.

     

  • bouchiermonodtristanbouchiermonodtristan Posts: 4
    April 2021

    Artini said:

    Very nice - please post more.

    Ahah it's awesome to see you so hyped, thanks ! I adapted another set from Aeon Soul and played a bit with combo !

  • ArtiniArtini Posts: 7,337
    April 2021

    Great visuals. I like the first 2 the best, but the other 3 looks also nice.

     

  • ArtiniArtini Posts: 7,337
    April 2021 edited April 2021

    My first render of Betty in Unity...

    https://www.daz3d.com/dforce-betty-bot-6000-outfit-for-genesis-8-and-8.1-females

    image

    Betty01.jpg
    1920 x 1080 - 946K
    Post edited by Artini on April 2021
  • SadeSade Posts: 740
    April 2021

    she seems happy XD

     

  • ArtiniArtini Posts: 7,337
    April 2021

    Thanks, still trying to find better visuals with Gaia Pro 2021,

    but Betty Bot is something special - thanks for creating this items:

    https://www.daz3d.com/dforce-betty-bot-6000-outfit-for-genesis-8-and-8.1-females

     

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