• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
  • Menu
  • Daz 3D
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
    • Categories
    • Recent Discussions
Daz 3D Forums > 3rd Party Software > Unity Discussion

Graft bone weights are lost after export from Daz to Unity?

wm2024wm2024 Posts: 0
October 2024 edited October 2024 in Unity Discussion

Are grafts supposed to retain their weights towards bones outside the graft? This is not mentioned in the official documentation of the bridge. However, I have a strong suspicion that, after getting thru the Daz-to-Unity bridge, they lose weights for bones outside the graft.

I have a female-morphed G9 figure with GoldenPalace graft on it. When I put her in a pose where legs are wide apart, the graft looks fine inside Daz: the vertices of the graft spread slightly to reach for the contour of the graft for the spread legs. However, after I export the figure to Unity engine and apply the pose (using an animation that I also exported from Daz for this pose or just by rotating the GameObject joints), the legs are spread but the part of the mesh that corresponds to the graft is left unchanged. 

Only the outer ring of polygons stretches to fill the gap between the default graft's shape and the space that the graft needs to fill. But the inner vertices of the graft ignore the pose entirely. It looks as if (aside from the outer ring of polygons) the graft is some rigid accessory (like a ring, or a horn would be), not something from flesh that should stretch with the rest of the body.

This looks poorly because of the wide flat "bands". The stretched polygons lose skin detail both in the diffuse/sss textures and the normal map. Moreover, issues with normals crop up later on. When I export morphs that change the shape of the graft (e.g. "GPL_Majora_Contour Fix 3"), some polygons of the graft (while looking fine in Daz) get behind the outer polygons in Unity, and for those polygons the normals seem to flip. They become dark or invisible and often turn into big rectangular holes. 

Here is my (very long) post of how I tried to solve the issue, without much success so far. Can't post it here because of the screenshots.
https://f95zone.to/threads/golden-palace-g9-graft-bone-weights-are-lost-after-export-from-daz-to-unity.229326/

Conceptually, I think there must be different use cases with grafts: in some cases (like horns) the graft actually has to stay rigid and only have non-zero bone weights to the bones of the graft itself. But in other cases (like GP) it's a part of the skin and needs to have similar bone weights as the vertices around the graft. How is this differentiated?

http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_mapping_a_figure/start seems to only cover weight painting on figure, not grafts.

Post edited by wm2024 on October 2024

Comments

  • wm2024wm2024 Posts: 0
    October 2024

    Update: I checked out the weight maps, and it seems that Left thigh and Right thigh joints have empty weight maps while the Shin nodes have non-zero weights only up to the middle of the tighs. The crotch area seems to be only following the Pelvis node. Same with the GP graft: zero weights for the Thighs or Shins and some weights for Pelvis. 

    Which would mean that in Daz, polygons have something like "elasticity" (?) and stretch after their neighbors even if there are no weight maps? And this system breaks after the export to Unity? (which only relies on bone weights).

Sign In or Register to comment.
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2025 Daz Productions Inc. All Rights Reserved.