WHY No FBX Export with HD-Morphs..??
larsnagler
Posts: 16
It is a shame and extremely frustrating that we cant export a FBX with high-resolution mesh including the HD Morphs.
There are many 3D designers who like their Daz3D objects without any restrictions in other 3D programs - like me.
I need my character with Rig and Posemorphs in C4D - and I'd like to have this character high-res with all the extra-bought HD Morphs!
WHY IT IS NOT POSSIBLE !!! ???
That is incomprehensible to me ...

Comments
and from where comes this normal maps..?
for example: i buyed the "aged morphs"... how can i bake this hd-morphs inside Daz3D to a normal map..?
As far as I am aware FBX does not support morphs applied to SubD vertices (whicu is what HD morphs are), only those applied to the SubD cage itself (SD morphs).
the problem is FBX does not export subdivided mesh
if it did one could at least export a snapshot of the HD morphs in the starting position, if vertex order changes with subsequent HD morphs in other frames obviously that cannot be exported however the Alembic and other vertex based options that work suggests it does not.
and obj exports confirm this
so
why can't we have a rule in the FBX exporter that exports the subdivided mesh?
Because Subdivision typically is an algorithum imposed the by the Software.
and can only become permanent if it is Frozen or baked to the new resolution.
For a rigged figure in every program that I have used( lightwave C4D)
this breaks the rigging/weighting so an FBX rig exported with baked HD resolution would have to be re rigged/weighted in your receieving application anyway .
To the OP: I use the free Xnormal program to create normal maps
I render in C4D as .obj/MDD animated meshes.
Here is the G3 Male exported to C4D at BASE/subD Zero resolution
and placed under a hypernurbs modifier in C4D with the PA/DAZ supplied normal map for facial detail.
IMHO you dont need a high poly mesh geometry in C4D to get good detail.
thanks for detailed reply...
do you have a tutorial how to do that with xnormal..?
my final goal is, that i can change the oldness of my character inside c4d...
i need the possibilities of aged morphs and i need the rig...
Let me know, when you find a solution. I'm working on that for more than a year to get G3/G8 to Cinema 4D via FBX, but there are several issues you have to deal with.
- No HD morphs with a standard export
- No automatic applying of joint controlled morphs for movements
- Wrong default orientation of the joints
Most of the issues can be solved in one or another way, but so far I didn't find the time to investigate some things in detail.
This is just my opinion as person who renders Daz content in other programs.
The true, Complete functionality of the Daz genesis figure platform is only possible when the figure is used WITHIN daz studio.... period
FBX export is not actually "sending" a complete genesis figure to Maya,C4D, Iclone,Blender etc.
It is creating & exporting a copy of the Base mesh ,the image based textures and
the basic weighting /rigging for import into your other program.
Pose controls ..Gone


JCMs ..Gone
HD morphs ..Gone
Now, granted you my certainly use the tools of C4D and set up a complicated expresso/posemorph tag/ muscle based,contrivance to EMULATEthe DAZ auto JCM system on your imported FBX rig.
And you may use the C4D nondestructive hypernurbs modifier to subdivide
your imported FBX rig as much as you desire.
And you may do similar in Autodesk Maya with mel scripting or buy one of the "Daz to Maya" plugins where all of the scripting is done for you. lovely.

However in the end you DO NOT have a Daz genesis model.
You have a Maya ,C4D,Blender Rig or Iclone Avatar that bears an outward resemblance to the real Daz genesis model you left behind in Daz studio.
Now what of DSON??
See this Daz forum thread and the Video the plugin author posted
https://www.daz3d.com/forums/discussion/278111/dex-dson-exchange-plugin-for-maya
This gets you much closer the true genesis experience in another program but even DSON has its limits.
DSON was never adopted by any of the major Character based programs
Not Autodesk, Not Maxon, Not blender ,Not Reallusion.
Only a poser where it was extemely compromised by posers unconventional program architecture.
One: no HD morphs
(those will never leave Daz studio as they are proprietary DAZ IP)
Two: The Maya human IK control rig for Character animation, apparently can not co-exist with the Daz native Pose control system of rigging.
note ( in the video)how the plugin author makes it clear that when you switch the rigging to Maya human IK( for animation& mocap retargeting)
you lose the Daz pose controls.
Maya is for Character animation& mocap retargeting
Thus a Maya based shop wont about care the Daz "Pose controls " and by logical extension, wont actually need DSON at all IMHO.
A person who only renders stills should just invest in a powerful NVIDIA graphics Card and render stills from Daz studio
with a true Native genesis with HD morphs,JCM etc etc.
...if i export an fbx, i became the following maps:
- torso
- head
- face
- legs
- arms
If i export as obj (for further handling in xnormal), i have the same and identical maps..?
If so, than i can export my character as fbx with rig, export my character as obj (for create normalmaps in xnormal) and than can merge the fbx rigged character with the created normalmaps..?
edit: how i can define in xnormal, which map xnormal have to use..?