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

[Diffeo] Problem exporting FBX in Blender

aRougaRoug Posts: 0
June 2024 in Blender Discussion

Serious distortion in the legs.

*Using MHX Rig

*I have already used JCMs,Not using JCMs will result in more severe distortion.

*I have applied surface subdivision.

 

Comments

  • crosswindcrosswind Posts: 9,548
    June 2024 edited June 2024

    You saw distortion on figure's legs after rigging it to MHX in Blender ?With a pose or not ?Better show us a screenshot...

    Is that a customized character ? Can you see any distortion in the legs when you apply a Pose onto it in Daz Studio, before exporting to Blender ?

    Meanwhile, since the DDI version has been upgraded to 4.1, as well as MHX add-on, you may try with them firstly - https://www.daz3d.com/forums/discussion/689606/diffeomorphic-add-ons-version-4-1-0-released#latest

     

    Post edited by crosswind on June 2024
  • aRougaRoug Posts: 0
    June 2024

    This Blender

    Blender

    To Maya

    To Maya

    To Unity

    To Unity

    blender.png
    635 x 363 - 103K
    FBX to Maya.png
    686 x 483 - 217K
    FBX to Unity.png
    570 x 378 - 64K
  • crosswindcrosswind Posts: 9,548
    June 2024 edited June 2024

    I have to say that the ones in Maya and Unity are not correct, let alone that no corrective morphs are activated.

    For the one in Blender, you also need bend control morphs.

    Post edited by crosswind on June 2024
  • aRougaRoug Posts: 0
    June 2024

    Is differential JCMs a corrective deformer?

    Can I export JCMs to Unity through diffeographic?

    Or I could export the correction deformer through DAZ, but I couldn't find the correction deformer for DAZ.

  • PadonePadone Posts: 4,002
    June 2024 edited June 2024

    FBX doesn't support dual quaternion, so the deformations can't be the same as daz. Once you import FBX in another app you have to activate dual quaternion. For blender it's "preserve volume" in the armature modifier. For maya I don't know. For unity and other game engines I'm afraid there's no dual quaternion, because it is too slow for game engines.

    p.s. FBX bakes the drivers when you export, including jcms, but you can't apply subdivision or other modifiers for this to work. Then again it can't bake dual quaternion.

    p.p.s. Another option is to export as alembic instead of FBX, that will bake everything, if the target application supports alembic.

    Post edited by Padone on June 2024
  • crosswindcrosswind Posts: 9,548
    June 2024

    aRoug said:

    Is differential JCMs a corrective deformer?

    Can I export JCMs to Unity through diffeographic?

    Or I could export the correction deformer through DAZ, but I couldn't find the correction deformer for DAZ.

    You can directly export JCMs via Daz to Unity bridge. I don't have Unity installed but I think it'll work to some extent, though maybe not 100%.

    SNAG-2024-6-4 001.png
    1370 x 942 - 206K
  • aRougaRoug Posts: 0
    June 2024

    Padone said:

    FBX doesn't support dual quaternion, so the deformations can't be the same as daz. Once you import FBX in another app you have to activate dual quaternion. For blender it's "preserve volume" in the armature modifier. For maya I don't know. For unity and other game engines I'm afraid there's no dual quaternion, because it is too slow for game engines.

    p.s. FBX bakes the drivers when you export, including jcms, but you can't apply subdivision or other modifiers for this to work. Then again it can't bake dual quaternion.

    p.p.s. Another option is to export as alembic instead of FBX, that will bake everything, if the target application supports alembic.

    Thanks,  It is indeed a problem with dual quaternion, I will try Alembic.

     

    crosswind said:

    You can directly export JCMs via Daz to Unity bridge. I don't have Unity installed but I think it'll work to some extent, though maybe not 100%.

    Thanks, There are many issues with Daz to Unity Bridge, and I will try Alembic first

     

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