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Daz 3D Forums > 3rd Party Software > Unity Discussion

Daz to Unity Bridge - Geograph morphs not porting to unity

tomfordtomford Posts: 4
September 2024 in Unity Discussion

Hello all,

I'm trying to port a Daz genesis 8 female figure with advanced p*ssy to unity with its morphs. However no matter what I try, there are issues. Firstly, when exporting to Unity, the geograph is parented to the base figure and moves along with it when the base figure is moved. This is good. When in unity however, the blenshapes that control the geograph are being ported with the figure and not with the geograph. So, when inspecting the base figure, the morph is there as a blendshape and does impact the geometry of the base figure, but does not impact the geometry of the geograph. When inspecting the geograph in unity, there are no blendshapes despite them being selected in the moprh export. Any ideas on what settings I may be missing or is this a known issue?

 

Comments

  • aweswanaweswan Posts: 84
    September 2024

    Export with this on.

    https://davidvodhanel.com/2023/01/26/fix-for-geografts-breaking-morphs/

     

  • tomfordtomford Posts: 4
    September 2024

    aweswan said:

    Export with this on.

    https://davidvodhanel.com/2023/01/26/fix-for-geografts-breaking-morphs/

    Thank you for taking the time to look into this and reply. 

    Unfortunately this did not help, and actually lead to a regression where the shell does not even port its textures correctly to unity. 

  • aweswanaweswan Posts: 84
    September 2024

    Having the above tool on will export the whole model + geograft, and possibly in this case the geograph would be below the skin - so you would need to "cut out" (transparency map) an alpha so tha the top layer skin is see through so the geograph can be seen.

    You have to export the body with the geomorph, otherwise the geomorph won't get the morphs.

    Geomorph has to be a child of the body

    Morphs have to added to exported list, before exporting.

    GoldenPalace does work, I'd suggest using that, not sure what one your using.

    You might spot something your missing from my tutorials? I go through hot swapped clothes, but its the same thing [ but is complicated with geomorphs]. I haven't tried hotswapping genetalia, lol, but its the same principal. I understand your pain. It's tricky to get it working. 

    https://www.youtube.com/watch?v=sDKNPJbr53g&t=10s

    https://www.youtube.com/watch?v=nZp03x1mrY0&t=1s

     

     

  • tomfordtomford Posts: 4
    September 2024 edited September 2024

    Hey there, I've been experimenting further with this and have found that due to the Gens being a "prop" class when exporting it does not port the Moprhs correctly. When I followed your tutorial exactly, I noticed that clothing is considered a "figure" and therefore its morphs are exported as you would expect. I then found a tutorial on how to modify the morphs for the Gens so that they are parented to the base model rather than the geograft. You can see this tutorial here: 

    .

    This did work, so I can now port morphs of the gens to unity. However there is one final problem - the geoshell is not affected by the morphs in unity. So when moving the blendshape slider in unity, the geoshell textures remain unaffected and just remain in its original postition as its aprented to the geograft which has no morphs. I haven't found a solution to this problem as of yet, any ideas anyone? I had the idea that if the geoshell texture was also applied to the base model's texture that might work, and found this tutorial from the same person but so far it has been unsuccesful.

    Post edited by tomford on September 2024
  • aweswanaweswan Posts: 84
    September 2024

    I remember doing the first video though I wasn't sure if it was even necessary. Too long ago. I generally just delete the geomorphs - 

    I do the tools-> node weight brush -> export -> add morph -> import

    In the torso material under alpha ( I increase the alpha so that it becomes see through) I add the attached map, and it works great. No need for geomorphs, and it's fast to setup and export.

     

     

     

     

    Ai_Torso_GenAlpha.jpg
    4096 x 4096 - 304K
  • zedemirozedemiro Posts: 2
    October 2024

    tomford said:

    This did work, so I can now port morphs of the gens to unity. However there is one final problem - the geoshell is not affected by the morphs in unity. So when moving the blendshape slider in unity, the geoshell textures remain unaffected and just remain in its original postition as its aprented to the geograft which has no morphs. I haven't found a solution to this problem as of yet, any ideas anyone? I had the idea that if the geoshell texture was also applied to the base model's texture that might work, and found this tutorial from the same person but so far it has been unsuccesful.

    Have you found a solution? 

  • wm2024wm2024 Posts: 0
    October 2024

    Here is how I handled geoshells eventually:

    https://f95zone.to/threads/geoshells-turn-into-unskinned-meshes-in-unity.225406/

    Essentially, you need to merge your geoshells into the base body material and get rid of the geoshells. This requires creating a new UV map for the graft and re-mapping both the body and the geoshell(s).

  • zedemirozedemiro Posts: 2
    October 2024

    Thanks!

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