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Genesis 3 Foxgirl to Unreal Engine 5 [WIP]
Artini said:
Looks great.
Have you tried to export to UE5 any of Genesis 8.1 or 8 characters?
Just wonder, if there are the same limits, for example while using ragdolls.
I could not get in Unity ragdoll setup on Genesis 8 or 8.1,
but Genesis 3 characters works well with ragdolls in Unity.
Yes, I have imported Genesis 8 characters into UE5.
I don't use the Daz bridges; I export FBX files from Daz Studio, and then, I manually drag and drop them into UE5.
Here is how I do it:
UE5 generates physics assets for the character's skelleton; it does it for any Genesis character that I have imported; it's automatic.
The imported character works as intended:
I don't know about Unity; I don't use Unity.
I'm still refining the export and import process; as I implement functionality, I discover that I need to make changes and add more things; so, it's a work in progress.
[Released] Smart Collections [Commercial]Okay, figured all that out. Please see the attached correct log for my Body Adornments Collection. It definitely hung up for quite awhile and eventually finished up. At least it's not currently crashing. That's something, right?
Would it help if I reimport metadata in Content DB maintenance? I assume if I reset the database, I'd have to reinstall all my collections again.
Smart Content MissingYes, the files are under "Content Library/My DAZ 3D Library", somehow I managed to fix that, but now I have another issue with these installation paths. I have bought and installed 2 packages, but they do not have thumbnails. Tried to "Update Metadata", but no luck. Something I did wrong with the paths and from 2 hours I'm looking to fix that :D. If you can assist me with these thumbnails, like where could the issue be? Thank you.
How can I get DAZ to export all maps like normals, roughness etc with my .OBJ?This might be a dumb question but is there a way to import the maps into C4D ?When i import the alembic, the tag are there but none of the materials.
That's because Alembic does not represent materials, at all. Sagan was designed to work well with the Blender materials created by the excellent Diffeomorphic plugin, but I am unaware of the existence of such an analog for C4D.
But you could use the "export textures" option and reconstruct the materials in C4D, as PBR is PBR is PBR. I know, that's bound to be a lot of work but if you want it badly enough, it would probably give decent results.
How can I get DAZ to export all maps like normals, roughness etc with my .OBJ?TheMysteryIsThePoint said:
romboutv said:
@TheMysteryIsThePoint Many thanks for all the work you've put into this!
EDIT
Ive put the file in '''C:\Program Files\DAZ 3D\DazCentral\plugins''' but it doesnt seem to work from there. Ill check if i can find other folder. I basically dropped it in the default folder
This is why i kinda hate Windows, why 2 folders? Probably due to the other folder being the Central app for downloading.
just found this folder '''C:\Daz 3D\Applications\64-bit\DAZ 3D\DAZStudio4'''It still doesnt show up in studio 4.15 on Windows?
EDIT2
Okay got it, its under the edit menu, i was looking under export > options dropdwon
You are very welcome. We do what we can.
Sorry about the Edit menu... for some reason there's a DzEditAction class, but no DzFileAction class, and I'm just lazy. I think you can still put it wherever you want by clicking on Windows|Workspace|Customize.
Let me know how it works out for you.
This might be a dumb question but is there a way to import the maps into C4D ?
When i import the alembic, the tag are there but none of the materials.Holy Hanna - I need some dental workIf by chance the Mouth Realism is not being doubled, you can reset the MOUTH and TEETH with the method described by Laylo3D with some tweaks.
The video she linked shows the user selecting vertices, you don't have to do that. You want the mouth and teeth, and these are SURFACES.
1 Favorite the morph in question.
2 Use the Tools Settings, Geometry Editor
3 Click the POLYGON SELECTION
4 You will see a list of Face Groups and then Surfaces. It just so happens that the teeth and mouth are exactly what we want here, so scroll down to Surfaces, and click the "+" on the Teeth and Mouth.
5 Dial in the morph in question
6 Switch the Geometry Editor back to Vertex Selection
7 Right click, MORPH EDITING > CLEAR SELECTED DELTAS FROM FAVORITES
8 Now the teeth are not effected by the morph. But you you are not done. Odds are the teeth have moved. If by chance the teeth are where they need to be, then skip to the morph saving. Otherwise you will need to move the teeth. You can use a morph that moves the teeth up/down/left/right to reseat them. You can open the mouth to look.
9 Once you get the teeth seated where you want, export this. Either to Hexagon or as OBJ or whatever. Hexagon automatically switches the model to BASE resolution. If you export as OBJ, you need to switch to base resolution manually. If you are new to this, maybe use Hexagon because it handles the export/import settings for you. You don't need to do anything in Hexagon at all.
10 Leave Hexagon/Blender open and switch back in Daz Studio, dial out any changes you made to the teeth before importing your fixed Hexagon/Blender/OBJ back.
11 Now you can switch to Hexagon/Blender and send the OBJ back to Daz. You will get a box to name this morph. Be sure to select Reverse Deformations to YES. The path is important, be sure to remember it exactly. It would be logical to place it Actor>Head or Face or something like that.
12 Save the morph. If you are only doing the teeth, you probably do not have to do any ERC Freezes or anything like that.
13 Once the morph is saved, you can dial it in to fix the teeth on this character. You are now free to celebrate with the method of your choosing.
This method is basically what that video describes, except you don't need to be manually picking out any vertices for this.
Im using URP but its giving errors. How to configure for URP only?Assets\Daz3D\Scripts\Editor\DTUConverter.cs(2641,4): error CS0234: The type or namespace name 'HighDefinition' does not exist in the namespace 'UnityEditor.Rendering' (are you missing an assembly reference?)
When HDRP is imported into the project it imports for HDRP and no idea how to switch the DTU to import for URP. Any suggestions?
Normal Map Creator in Daz3d?I been making alot of custom skins using the Skin Builder for genesis 8 but it doesnt make any normal maps. I bought a new addon thinking it did that but it only mixes allready generated normal maps. I was wondering if there is a addon built into daz that would create normal maps, or do I have to export all the bump maps to a 3rd part app. I have a few normal map software but its kind of a pain having to import each map make sure the setting are the same of each of the map and export each one.
All Content is MissingDaz central and Install manager use the .dsx files in the Manifests folder to track what they have installed and where - presuambly that is gone or not where the installer is looking for it. It has nothing to do with whether or not the content shows in Daz Studio, however.
The content installed through Daz Studio will not show - even if the files are still there, without the original database Daz Studio doesn't know about them. The oens you do see are presumably the ones installed through Install Manager - you should be bale to get those back into Smart Content by opening the Content Library option menu (the lined/hamburger button in the top corner orr ight-click the tab), selecting Content DB Maintenance, and checking Reimport Metadata - that will also reimport any user data (your own files and categorisations) that you may have exported.
Holy Hanna - I need some dental workhjake said:
Sorel said:
I notice vendors don't really pay attention when they import morphs back to daz, especially after using hd of course. I actually created my own "reverse deformations" morph to fix such problems.
Could you elaborate on how you did a reverse morph to remove the problem?
Not the person you were asking, but this is something I've done frequently: in a nutshell you would export both the character and base G8F/G8.1F to an external 3d modelling software. Create a morph of G8F on to the character, restricted to the area that needs resetting, in this case the mouth and teeth, then adjust size/position of the affected area to match any scale/height differences, ensure the morph blends smoothly with a little tweaking/sculpting, then export as an additional morph to run alongside the original character morph inside Daz.
Inactive IconsThanks for your help felix. I solved the problem. I updated the metadata and it fixed everything. Again, thanks.
Holy Hanna - I need some dental workSorel said:
I notice vendors don't really pay attention when they import morphs back to daz, especially after using hd of course. I actually created my own "reverse deformations" morph to fix such problems.
Could you elaborate on how you did a reverse morph to remove the problem?
Holy Hanna - I need some dental workI notice vendors don't really pay attention when they import morphs back to daz, especially after using hd of course. I actually created my own "reverse deformations" morph to fix such problems.
DAZ to blender hair position issuehello everyone, i have a problem, im trying to import an animation from Daz to blender, after spending 6 hours tryinbg to fin the addon etc, i have finally magaed to make it work, but now i have 2 issues, first the hair that i have created in Daz are completely above the character and even if i move them back onvce the head moves the hair are not follwing it, and second is that the canimation mess completely with my already existing scene (lights, Emissions etc.)
im working with Evee.
hope someone casn help me out
Anthony
Eyes in Unreal 5 - Need helpI get white eyes when I import using DazToUnreal. Anyone got a fix for this? Gen 8.1
Cheers
Pete
OFFICIAL DazToBlender Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use Itdanielbui78 said:
Torkuda said:
Anyone else having trouble with the system not finding the FBX to import for blender?
Try installing the latest plugin on the blender side. It fixes many import bugs and when it does not fix them, it will give more details and debugging feedback about what is going wrong: https://github.com/daz3d/DazToBlender/releases
Be sure to install the Blender plugin. Then check the Blender system console output. I'll try to make a new video with the new features/debugging feedback in a few days.
It did something... no fbx issue. Now blender just locks up indefinitely if I try to import a genesis figure.
I'll go ahead and ask- Sagan's Alembic and Diffeo's blender exporter seems miles ahead of DAZ to blender right now. I mean, seems like your company adapts new programs all the time, so maybe work with them? I'm personally working with both and they're fast and effective so far, Sagan is just a little grumpy about having too many models at once, but one or two work just fine. Together they seem to press posing and animating in DAZ (which is by far superior) and rendering in Blender (same shot that takes fifteen minutes to render 500 samples in Studio takes four minutes to render 1000 in blender cycles, blender also having a much better denoiser making the result that much more usable). Giving those guys support might help make a better product in the long run.
Hide Libraries on Unplugged External Drive?I've just found out something, maybe it's of interest to some others as well: If you install things manually, like stefan.hums described, and then have them in extra libraries, you can connect and disconnect these libraries to your heart's content, without DS giving a hoot about it. I guess it's because they don't bring those IM manifests with them this way, and of course you can't copy over the metadata files if they have them.
This is such a great help to me, finally I can install things I might use sometime without having them clutter up my library! The missing metadata doesn't bother me all that much, I can organize the files in a way that makes sense and then will probably find everything just as well.Can daz animations be used in other 3d types of programs?Yes, you can use it in blender. I think with the daz to blender bridge you can export it with the animations already or if you use diffeo, save the animation as a pose preset, import your figure but leave the skeleton as is and use import action and it'll transfer. You might have to clean up some stuff with arms but you could just highlight the rotation axis that is off in the graph editor and move the entire curve up or down until it's right and you're good to go. I think all the other daz to whatever bridges export animation keys as well but I haven't tried them.
Honestly though, if you're going to animate, just animate in blender or Maya and use a proper IK rig to save yourself headaches. I animate in daz for work daily but I waste so much time trying to get things to work how they should when I know in blender or Maya it would take seconds to accomplish, and I use those two programs for my personal projects.Genesis 3 Foxgirl to Unreal Engine 5 [WIP]This is a sideproject I have been working on; I have been doing some trial and error importing Daz Studio characters into UE5; I import FBX files.
This is my progress so far:
UltraScatter Pro - Tree Scatter IssueIf your heart is set on using that particular elm tree, you can select all parts of the tree and export it as OBJ. Then import the single OBJ into Daz Studio and apply the correct materials to each part. Save that as a new prop. Then scatter that single object tree prop instead of the group. This technique may be beyond "New User" skills, though.














