Export ERC, Joint Corrective, and .dsf Formula Operations to Adjust Bones with Morphs Outside of DAZ

Hi everyone,
I'm working on integrating DAZ3D characters into Unity and have run into something I’m hoping to get some insight on.
Currently, I have everything set up with blendshapes working properly in Unity—including a full IK-driven character controller.
But I’ve now noticed that when I change a morph (like adjusting body proportions), the bones (armature) don’t move accordingly as they do inside DAZ Studio.
In DAZ Studio, morphs like finger length or body proportions also drive bone translation/rotation through ERC and joint corrective behaviors, which obviously don’t export with FBX.
After digging through the .dsf
files, I found that these adjustments are actually defined under the formula
section with operations that drive the bones based on morph values.
I’m currently working on a solution that recursively parses all .dsf
files under:
C:\Users\Public\Documents\My DAZ 3D Library\data\DAZ 3D\Genesis 9\Base\Morphs\Daz 3D\
I am thinking of extract all the formula
operations and save them into a custom format. Then I apply those operations in Unity at runtime to adjust the armature just like DAZ Studio does.
My question is:
Is this the correct or recommended approach to achieve the same ERC and joint corrective behavior in Unity, or is there a better/simpler/official way to export and use these bone transformations outside DAZ Studio?
My end goal is a fully customizable character creator with blendshapes and corresponding bone transformations for proportion adjustments, just like how it works in DAZ Studio.
Any guidance or tips from others who’ve tackled this would be greatly appreciated!
Thanks!
Comments
You could use the Daz Studio to Unity Bridge.