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Full transfer of morphed and posed character?
mikuda said:
Hello! As in the subject. I'm a beginner so be patient and use as little abbreviations as possible :D
So, I want to create simple, nearly static scene in unreal. It's FOR interor visualisation purpose, so there will be only free flying, non colliding observer and characters in static poses, (or - if can handle it later - performing some idle, looped animations).
Creating characters in Daz was super easy and intuitive. Just love this program.
Did "Daz to Unreal bridge" YT tutorial and everything covered there worked like a charm. But I need more, and I want to know if it's possible.
I'm just learning unreal so before I waste more time on looking for solution I'd like to know IF this solution even exist, and if so HOW certain things are possible. So please bear with me :)
Here is step by step of what I'm doing and where I'm stuck:
1. I have fully clothed and posed Daz character with multiple morphs applied.
2. Exporting it to Unreal with morphs selected, and morph export rules defined.
3. In Unreal I get all textures, materials and 3 files: Skeletal Mesh, Animation Sequence and Physics Asset (that last one is probably irrevelant here)
4. Skeletal Mesh:
- it's just base Gen8 character with applied hair, clothing and materials but no pose and morphs. I can retarget it and assign unreal preset animations just as in tutorial BUT it's neither animation nor character I want.
- in edit mode I can move morph sliders to "recreate" character I made in Daz and fix some clothing glithces but changes are visible only in preview window. Saving nothing changes, so how do I save the result
as new Skeletal Mesh? Is it possible? Does it have something to do with animations and animation blueprints? Wached few tutorials but it's still very confusing for me.
5. And there is Animation Sequence file.
- It has pose and morphs of MY character created in Daz and I can drag it onto the scene BUT thats all I know about this type of asset.
- sometimes it has "destroyed" face - morphs fault? Is it fixable?
- Is it possible to convert it and use it the same way as Skeletal Mesh?
- further tweak and modify it's morphs and pose?
- apply animation?
Help me understand how those files are related to each other. I'm lost and a bit discouraged.
Please answer me here if You think it's possible or point me to some "for dummies" level resource, article or YT video. :D :D :D
Thank You in advance!
well lets start,
1 - you only export the "moprhs in morphs rules if you want to use then "inside unreal" i means if you want to create a sort of characters customization or a blue print which gonna apply those morphs to the characters during the scene otherwise you don't need to "check" the morph target rules, just apply the morphs you want to the character and export it, the morphs will be baked in the character mesh and you don't need to apply then inside unreal.
2 - posing: it's very simple but can be a little trick if you not too familiar with unreal import window, if you already export others characters and stuffs no issue but if its your first time it can be trick with your unreal open the daz to unreal pluging enabled, (before you export the character), look for the buttom settings or look where it is the file, edit, window and then click in edit then look for the project settings and click on it, then scrool down and look for "plugings then look for the daz to unreal settings then look for the opton show fbximport dialog and mark that option in the cube after the name then close it(this window don't have a sort of save buttom just mark the option and close the window it will auto save the change)

now go back to daz then place the character you want in the pose,

then export it
then inside unreal a window will pop asking you to choose the options you want to export it

pay attention to skeleton and the arrow under it, click in this arrow then in the skeleton you gonna click on "none" and choose the dazgenesis8 skeleton which already is inside unreal
then in the new options which appeared when you clicked in the arrow you will mark the "use t0 As Ref pose, mark the box next to it like what you did before.
then after that just hit the import all buttom

then after that you must wait a little then the process will finish

then after that i would recomend you to open again the project setting and disable the box to open the import window, it will go back to the auto import old way without the window, but you don't need it anymore once you marked the option to aways use the t0 pose reference it will do to all your characters then you don't need the extra window again unless you want to enable others stuffs as you learn more about how to use it. inside unreal in the character window, is possible to save the pose to be applied later to the character but it's another story for another time.
if is just render and poses, you don't need blueprints just drag the character in the pose to the place you want, adjust it in the scene then it's all finished, you only need blueprints if you are going to do more complicated stuffs like animations for simple poses just drag the character in the pose, remember this would means which for each scene you want to render you need to have multiples versions of the character one for each pose, then save then in different foders or if you know how to save and proper apply poses to the character then you only need one character and know how to change the pose which again would need some "BP" making a little more work to do.
i hope it helped you with what you wanted.
Posable tomes, codices, and scrollsHow about FSL Fantasy Clutter Books Scrolls & Accessories? Books are not rigged, but I'm sure a D-Form or Mesh Grabber (with Rotations) can handle the open ones. Scrolls have morphs to adjust the size, but just stretch it, not actually unroll. They do have a wavy morph. Stacks and racks of books and scrolls, embossed metal and leather shaders, old wood, I'm sure you'll find something.
Full transfer of morphed and posed character?Hello! As in the subject. I'm a beginner so be patient and use as little abbreviations as possible :D
So, I want to create simple, nearly static scene in unreal. It's FOR interor visualisation purpose, so there will be only free flying, non colliding observer and characters in static poses, (or - if can handle it later - performing some idle, looped animations).
Creating characters in Daz was super easy and intuitive. Just love this program.
Did "Daz to Unreal bridge" YT tutorial and everything covered there worked like a charm. But I need more, and I want to know if it's possible.
I'm just learning unreal so before I waste more time on looking for solution I'd like to know IF this solution even exist, and if so HOW certain things are possible. So please bear with me :)
Here is step by step of what I'm doing and where I'm stuck:
1. I have fully clothed and posed Daz character with multiple morphs applied.
2. Exporting it to Unreal with morphs selected, and morph export rules defined.
3. In Unreal I get all textures, materials and 3 files: Skeletal Mesh, Animation Sequence and Physics Asset (that last one is probably irrevelant here)
4. Skeletal Mesh:
- it's just base Gen8 character with applied hair, clothing and materials but no pose and morphs. I can retarget it and assign unreal preset animations just as in tutorial BUT it's neither animation nor character I want.
- in edit mode I can move morph sliders to "recreate" character I made in Daz and fix some clothing glithces but changes are visible only in preview window. Saving nothing changes, so how do I save the result
as new Skeletal Mesh? Is it possible? Does it have something to do with animations and animation blueprints? Wached few tutorials but it's still very confusing for me.
5. And there is Animation Sequence file.
- It has pose and morphs of MY character created in Daz and I can drag it onto the scene BUT thats all I know about this type of asset.
- sometimes it has "destroyed" face - morphs fault? Is it fixable?
- Is it possible to convert it and use it the same way as Skeletal Mesh?
- further tweak and modify it's morphs and pose?
- apply animation?
Help me understand how those files are related to each other. I'm lost and a bit discouraged.
Please answer me here if You think it's possible or point me to some "for dummies" level resource, article or YT video. :D :D :D
Thank You in advance!
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Content Question Timebrother grim said:
Thanks Dartanbeck.... I found your website a few days ago while watching one of your youtube videos very helpful site.
My pleasure.
I've been a huge V4/M4 fan/user for many years now. After recently grabbing GenX2 for Genesis, my character creation, animation, posing, clothing, etc., etc., life has become So Much easier and, in my opinion... Better. Much Better!
We don't really even need GenX2 unless we have morphs from other generations that we really need to add to Genesis' already awesome arsenal. GenX2 comes with the ability to add V4 and M4 and any other generation 4 morphs to Genesis 1. Addons add the ability to add shapes from the older generation 3, Genesis 2 and 3.
Here's where a huge benefit came for me having GenX2: I have PokeAway for both Genesis 1 and Genesis 2 Female, but I like the control I get from the PokeAway for Genesis 2 Female a lot more than that from the PokeAway for Genesis, so I added those to Geneis via GenX2.
PokeAway makes it easy to correct specific pokethrough issues using morph dials, so we can choose to use them only as needed - even during animations and poses. The PokeAway for Genesis 2 is more refined that the earlier work done for Genesis 1.
Of course, I also use GenX2 to get more shapes to Genesis. It's just so much fun to get those nicer Genesis 2 shapes into Genesis. But it seems that we need to decide to use Genesis 2 shapes or Genesis 3 shapes in Genesis, as mixing them can be a bit more cumbersome - but that was only the results of a few quick tests. Maybe it works better than I've discovered. But I've just been sticking with using morphs from Genesis 2 (M & F) and the whole generation 4 family with my main Rosie character. Works like a charm for me!
Brooke 8.1... Yes, finally ! ! !I really like Brooke (I could be biased since my body shape is not too different) I do agree on the lips but with some morph dialing I managed to get some fuller ones and in fairness there are plenty of women (my mother actually being one of them) with thinner lips like that (Actually my own are fairly thin as well but I like to live vicariously so I did morph them)
On the Hunger Games thing, I think it comes down to the outfit making someone think of Katniss/Hunger Games. In reality though, to me, she more reminds me (especially her face in certain renders) of the girl from the Divergent Series (Shailene Woodley). Maybe thats just me but some of the renders really reminded me of her that I saw in the Gallery.Lindays Soft Classic hair and morph savingmacro2k7_50e18e3b02 said:
its a wonderful hair but I have been having problems trying to save a morph for this product. I think it is because the hair is arranged as 3 hair layers - I have been able to save an obj for each layer then reimport it with morphloader pro but that way the morph doesnt show up. If I save all 3 layers as 1 obj file and then try to load in morphloader pro I get the geometry mismatch error
Has anyone managed to find a way to do this. I just want a hair start position where it is all stacked above the head ready to collapse in dforce
thanks
Have you tried save as 'shaping preset' ?
Brooke 8.1... Yes, finally ! ! !Wonderland said:
Fragg1960 said:
I like the character, not as a standalone mind you, but as a partial morph (not for face--just for body) for other female characters to add a bit more realism and move away from the unrealistic mannequins that tend to be the standard for female models. As far as marketing Brooke as a fantasy action heroine (female archer/hunter thing), that was silly and unrealistic. With her build she looks like she's wearing a bad choice for a Halloween costume.
Actually a cosplayer at a comic book convention! After mornings doing her newscast, then afternoons at her business and evenings socializing with the elite in Manhattan, she spends weekends at NY Comic-Con showing off her cosplay outfits, It all makes perfect sense!

You got me. I've been to a lot of comic book/fantasy conventions and I can totally see Brooke as a cosplayer. I stand corrected.
Lindays Soft Classic hair and morph savingits a wonderful hair but I have been having problems trying to save a morph for this product. I think it is because the hair is arranged as 3 hair layers - I have been able to save an obj for each layer then reimport it with morphloader pro but that way the morph doesnt show up. If I save all 3 layers as 1 obj file and then try to load in morphloader pro I get the geometry mismatch error
Has anyone managed to find a way to do this. I just want a hair start position where it is all stacked above the head ready to collapse in dforce
thanks
Bug found: Streets of VeniceOne more detail. The model gets transferred perfectly when using the DS to Blender bridge. In fact, all the materials are also converted quite nicely. It's really a problem of the way the Unreal bridge and the FBX exporter handle that specific model, which uses instances heavily. Interestingly enough, I tried the "instances to Objects" script and there was no visible change. The script does convert the instances to actual objects, but the transfer to Unreal after that conversion doesn't give better results.
Cheers
G8 Male morphs for G8 Female charactersThere is the hidden G8F clone for G8M in Daz Studio. You can also try the transgender morph https://www.deviantart.com/agentunawares/art/Transgender-Genesis-8-723851486
Posable tomes, codices, and scrollsG8 Male morphs for G8 Female charactersNot as a simple copy and paste, because the topology is different. There are various transfer tools that should get around that.
G8 Male morphs for G8 Female charactersFirst, is this possible? If so, is there a plug-in for it?
I have RawArts Innis character, but I want to use the morph on a G8 female?
Thoughts?Carrara Challenge #57 - Album Cover (WIP thread)Headwax said:
Vyusur said:
Here I used a free sample of head scan. If someone wants this sample to play with, it's here:
https://www.3dscanstore.com/blog/Free-3D-Head-Model
I also made a morph shape similar to this head on my custom figure. I made Carrara's native eyelashes for both heads.
It was native render, no postwork.

loving the assymetry in that face and hanging the composition off a circle is a gem
Thanx
Carrara Challenge #57 - Album Cover (WIP thread)Vyusur said:
Here I used a free sample of head scan. If someone wants this sample to play with, it's here:
https://www.3dscanstore.com/blog/Free-3D-Head-Model
I also made a morph shape similar to this head on my custom figure. I made Carrara's native eyelashes for both heads.
It was native render, no postwork.

loving the assymetry in that face and hanging the composition off a circle is a gem
Brooke 8.1... Yes, finally ! ! !Fragg1960 said:
I like the character, not as a standalone mind you, but as a partial morph (not for face--just for body) for other female characters to add a bit more realism and move away from the unrealistic mannequins that tend to be the standard for female models. As far as marketing Brooke as a fantasy action heroine (female archer/hunter thing), that was silly and unrealistic. With her build she looks like she's wearing a bad choice for a Halloween costume.
Actually a cosplayer at a comic book convention! After mornings doing her newscast, then afternoons at her business and evenings socializing with the elite in Manhattan, she spends weekends at NY Comic-Con showing off her cosplay outfits, It all makes perfect sense!
Brooke 8.1... Yes, finally ! ! !I like the character, not as a standalone mind you, but as a partial morph (not for face--just for body) for other female characters to add a bit more realism and move away from the unrealistic mannequins that tend to be the standard for female models. As far as marketing Brooke as a fantasy action heroine (female archer/hunter thing), that was silly and unrealistic. With her build she looks like she's wearing a bad choice for a Halloween costume.
Trouble with Saving Some eJCMsRichard Haseltine said:
The property the link saves with is listed in the Property Hierarchy pane, in the list of attributes for the link - you can find it under either of the morphs involved, in Controllers for one adn Subcomponents for the other.
A-ha! That's what it was; it turns out that in the attributes it shows that the reason the erc doesn't save with the morph is because it's set to save with the controllers instead. Thanks for the help.
Trouble with Saving Some eJCMsRichard Haseltine said:
The ERC link saves with one of the properties - if you already have the main morph and it's only the JCMs you are working on its possible that the link is set to save with the main morph and so gets lost. After setting up the ERC go to one of the properties in the Property Hierarchy, expand to get down to the ERC, expand that to see its attributes, and check what it is set to Save With; you must (re)save that property to keep the link, or chnage it to use the other end of the link and save that.
I don't think I understand. What do you mean by "set to save with" and how could I find that out? I just assumed that if it's present in the property heirarchy as one of the controllers for the morph than it would save with it. That's how it's been for every JCM I've done besides these two for the eyes.











