Export Camera To Unreal???
demonsword
Posts: 18
I've seen lots of resources and discussions about exporting Daz figures and props to the Unreal Engine... But is anyone aware of methods/resources/advice for getting an animated Daz Studio camera into Unreal's sequencer?
Any time I try to export an animated cam from Daz and into Unreal via FBX export (as one would assume to be the way to do it) it crashes my Unreal map... And trying to use Blender as a go between with mcjExportCamToBlender seems to somehow lose the animation keyframes along the way.
Idk if anyone else has ever tried to do this but if anyone has insight, I'd really appreciate it. Thanks.

Comments
I hate it when someone asks a question and a know-nothing immediately responds with the time-wasting and unhelpful "why would you ever want to do that?"
So please forgive me if this isn't helpful, but... It seems to me camera settings are so completely interwoven into how an engine works that you just couldn't expect to get any useful results from exporting a DAZ Studio camera to Unreal. That seems to me like something that would never work without special exporters and importers made for the specific purpose.
However, it sounds like what you're really interested in is finding a way to transfer the animation. If that's the case, then instead of animating the camera, what if you parented the camera in DS to another object (preferably a Null) and animated that object instead? Then when you export, don't export the camera, just the parented object. And in Unreal, you'll get the object with its animation, and there you can create an Unreal camera and parent it to the animated object so the Unreal camera will be dragged along the same path.
Lol... I also typically hate the unhelpful "why would you ever want to do that" response ...But no worries, Inkubo... I don't mind sharing today.
Basically, late last year I was involved with a feature-length animated production with a pipeline that revolved around compositing animated characters (and other FG elements) rendered from Maya over backgrounds rendered out of Unreal... And while the production was (to put it lightly) a terrible joke, some of the comped shots came out looking interesting enough to make me wonder if I could do something similar at home with my Daz animations... And this week, I finally have enough downtime to try to figure it out and play around with it.
...And I think you're right... The more I delve into the technical disconnects between DS and Unreal, the more the notion of an object parenting solution for camera matching seems to be the way to go.
Ever figure this out? I am interested in doing something similar with Unity.