FBX Export Animation Expression to Unity3D?

3DEngineTests3DEngineTests Posts: 2
edited June 2016 in New Users

Hi all,

I try to export a animation expression but when i import into unity the animation do nothing.

 

P.D: Before export i clicked in "Bake To Studio Keyframes".

Any suggestion?

 

Greetings.

Post edited by Chohole on

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,079

    There was a bug in FBX export in 4.9.2.70 - try the new Public beta (4.9.3.25) as that has several fixes/updates involving FBX export.

  • There was a bug in FBX export in 4.9.2.70 - try the new Public beta (4.9.3.25) as that has several fixes/updates involving FBX export.

    Thanks, now the expressions are working. I'll play a while with the expressions:P

  • well I dont  know    why  but  I tried  to export to Unity from the  same  in Public  beta,  and there  are  no even  blendshapes exported

    i tried to export victoria 4.2 with facial animations.

    legacy?generci, there  are  no blendshapes, and  there  are no    eny facial animations..

    tried coalla  and  fbx...   why  this  thing  just  can  not  work???

  • exporting  morph animations works via  fbx   for  g2 but  in unity  these  blendhsape  aniamtions  are  out  of  any range , there for  they are destroyed ..ranges -200,200

  • I know if you add facial expressions to the timeline the export it an FBX with animation and morphs that it will work the only issue I have with that is the rig

  • even i have  animations  added to  time  line the  export  with  fbx on v4.2 does  not  work. It  works on g2 character  but... there is  still a  problem

    The  same  values of exported  morphs from Daz  results in diffrent looks in maya or Unity. It  looks  like  DAZ  uses different  method /calculations between blending  blendhsapes  together  than Maya  or Unity

    For  example  in Daz  wideOpen And open Mouth when set  to 1 gives a good  result,, the same  values in Unity or  maya looks  bad, because  it  looks like maya or unity use diffrent method of  calculation for blending between  blendshapes.

     For me it  looks  like Daz  uses  interpolation  betwewen  vertaxes values from one  blendshape to another,  when Maya or Unity  Adds  values

  • nonesuch00nonesuch00 Posts: 18,729
    edited July 2016

    You have to explicitly tell DAZ Studio to export the blendshapes but wait - because there are so many empty null blendshape you just don't want to build a filter that says all blendshapes, but a set of filters that all exports the subset of blendshapes that you want, which is usually every blendshape except the null blendshapes.  

    Post edited by nonesuch00 on
  • winmathwinmath Posts: 142

    Thanks. I spent hours trying to get the expressions working again to export to iClone. I just tested with Genesis and so far so good. Now I need to test with Genesis 2 and 3.

  • nonesuch00nonesuch00 Posts: 18,729

    Your welcome.

  • Hi!

    I'm having the same issue and I'm very glad to have found this thread. Thanks!

    I've followed the instructions for downloading the beta described at http://www.daz3d.com/daz-studio-beta, but the beta is not in my list of available downloads. I'm using Daz on a Mac. Maybe is that the reason?

    Any tip on how to get the last beta?

    Thanks a lot

    Javier

  • nonesuch00nonesuch00 Posts: 18,729

    Hi!

    I'm having the same issue and I'm very glad to have found this thread. Thanks!

    I've followed the instructions for downloading the beta described at http://www.daz3d.com/daz-studio-beta, but the beta is not in my list of available downloads. I'm using Daz on a Mac. Maybe is that the reason?

    Any tip on how to get the last beta?

    Thanks a lot

    Javier

    I don't know for sure on osX but on Windows in the DAZ Install Manager preferences I had to check a box that said I wanted Beta versions to be available.

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