High Poly Exports Workaround

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  • UpL8RenderingUpL8Rendering Posts: 129
    Robinson said:

    Yup, that's precisely what happened.  Maybe hammering them will work... I can't remember if I tried that.

    A little percussive dentistry. Nice!

  • UpL8RenderingUpL8Rendering Posts: 129
    edited May 2020

    The re-recorded version is up!

    I cut out about 5 1/2 minutes by removing all the extra saves and streamlining the process pretty significantly.

    Because of TheKD's question about why we are scaling down parts of the mesh I added a brief explanation in the video. Thanks for the question.

     

    Post edited by UpL8Rendering on
  • RobinsonRobinson Posts: 751

    Just gave it a run through.  That worked with my G3.  Thanks.  I assume the idea will be to fix up a g3 mesh and then simply apply a morph to get any other character.  The only question I have here is the JCMs.  Do they come in with the fbx or do they need to be linked up separately?

  • UpL8RenderingUpL8Rendering Posts: 129
    Robinson said:

    Just gave it a run through.  That worked with my G3.  Thanks.  I assume the idea will be to fix up a g3 mesh and then simply apply a morph to get any other character.  The only question I have here is the JCMs.  Do they come in with the fbx or do they need to be linked up separately?

    Great! Thanks for giving it another run through.

    You are correct about adding characters by applying morphs to the high poly mesh once we have done the necessary fixes. Because the character morphs also effect bone positions, not just the mesh shape, it won't by quite as easy as dialing in any character you want in Blender like you do in Daz Studio. We will need to parent the character shape to a correctly proportioned rig.

    The JCMs will come in with the FBX file and will work with high poly characters. If your asking if they are linked and applied automatically when you rotate the bones, they are not.

  • RobinsonRobinson Posts: 751
    The JCMs will come in with the FBX file and will work with high poly characters. If your asking if they are linked and applied automatically when you rotate the bones, they are not.

    Yes, I was asking that.  I have no idea how to do it.  Presumably a script as there must be dozens of them.

  • UpL8RenderingUpL8Rendering Posts: 129
    Robinson said:

    Yes, I was asking that.  I have no idea how to do it.  Presumably a script as there must be dozens of them.

    With Genesis 8 I think there are more than 100.

    I'm using the high poly characters in Unreal Engine where I use a post process animation to do this automatically.

    In Blender I'm pretty sure the Diffeomorphic Plug-in will do this for Standard Poly models. There may be a way to have the Diffeomorphic Plug-in import the standard poly character and then change the settings to apply the morphs to the high poly shape instead. I'm not sure. I do use the plug in to correct the bone orientation before exporting to Unreal Engine but I have limited knowledge of everything it can do.

  • RobinsonRobinson Posts: 751
    I'm using the high poly characters in Unreal Engine where I use a post process animation to do this automatically.

    In Blender I'm pretty sure the Diffeomorphic Plug-in will do this for Standard Poly models. There may be a way to have the Diffeomorphic Plug-in import the standard poly character and then change the settings to apply the morphs to the high poly shape instead. I'm not sure. I do use the plug in to correct the bone orientation before exporting to Unreal Engine but I have limited knowledge of everything it can do.

    Tell me more about your post-process in UE?

  • UpL8RenderingUpL8Rendering Posts: 129
    edited June 2020

    Here is a good video about the post process animations running JCM's. It doesn't go into great detail about how it is set up though.

    There is a Daz to Unreal Engine plug-in that will import characters and set this up for you.

    Aaand the creator of the plug-in just mentioned on it's Discord channel that his initial tests importing High Poly Characters is working!

    High poly exports may be solved after all!  Just maybe not using this method LOL!

    Link to Daz To Unreal Plug-in:

    https://www.unrealengine.com/marketplace/en-US/product/daz-to-unreal/reviews?sessionInvalidated=true

    Link to Daz to Unreal Discord channel

    https://discord.gg/JZSWQY

    I am on there quite a bit too.

    Post edited by UpL8Rendering on
  • RobinsonRobinson Posts: 751
    I am on there quite a bit too

    Ah, I bought Daz to Unreal last week.  The eye shader was way better than my terrible attempt.  If they get smoothing right it'll be a real advance.

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