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I must be pretty slow, but...
I have no problems using the Daz to Unreal bridge to get a character over to UE. What I can't seem to figure out is how can I either 1) import a pose, or 2) pose the character myself in UE. I can 'pose' it in the Skeleton Editor the character but that pose does not get shown in the Viewport in UE. I assume it to be told to use a specific animation asset or pose asset. Can anyone point me to how to do this? I've youtubed and googled tons but they all talk about converting Daz character to UE Mannequin or doing animation, whereas I just want to be able to pose the character and place it posed in the viewport/level scene.
Thanks - Jeff
p.s. am I stupid for wanted to UE exclusively for its real-time rendering capability? I have no desire to make games or such... I've used Blender EEVEE and while its good, it's nowhere as good as UE rendering capabilities.
Smart Content Settings?You probably have the Filter by Context box checked in the Smart Content pane. Filter by Context means "only show me products or files that are compatible with the object I have selected in the Scene pnae". So, for a figure, it will show clothing, accessories, materials, etc. that you can load on that figure. For an environment object, if it had compatible materials, they should be shown (assuming Daz created the metadata correctly). If you want to see all content, just uncheck Filter by Context.
Translucency Map not workingjeronimocollares said:
tz68 said:
Hi, I am new to daz and when I tried to import models from daz to unity, the materials are not imported correctly: translucency map is not included in the imported material, and I have to manually find this map in daz library folder. However, even after I inserted this translucency map into the IrayUberSpec material, it does not affect anything of the material, and the gloves I am trying to import still looks completely opaque, I tried to change this map to pure white or black as well as dragged the translucency weight but the material seems to be unresponsive. Is this some sort of a bug in the current version of Daz2Unity bridge? If not what should I do to fix it?
Hi
First of all, what render pepiline you are working on Unity, Built in, URP or HDPR?
I am using HDRP for rendering.
Bridge not compatible with new Unreal Enginee 5.0 Preview 1 ?There are a few questions there and I think the best way to answer them is for me to create a video where I show my workflow from Daz to UE5.
I hope to get that done within the next couple of weeks. It will probably have to be broken down into parts, which will require planning.
UnrealEngine5 is so buggy at the moment, so everything is taking twice as long as it should.
For now my workflow is:-
1. Create a Daz body (with clothes), remove the head and export to UE5
2. Export the hair to Blender and convert to particle hair with a plugin. Then export to UE5 (does not work with all hair)
3. Create a MetaHuman (for the head only) and import into UE5
4. Attach MetaHuman head and the hair from Blender to Daz body inside a blueprint.
5. Do all the new IK retargeting stuff
6. Drink a beer
Bridge not compatible with new Unreal Enginee 5.0 Preview 1 ?Ok I was able to bridge the Daz 8.1 with simple clothes to UE5_Preview_1 using your plugin (you are the best), still crashing when trying to duplicate retarget animation blueprint, or simple idle animation from mannequin.
Is there another way to get the playable character or at least the animation?
Let's say I'd like to import an animation from plask or mixamo, will I be able to retarget it to mannequin and then retarget it to Daz? Or am I confusing something?
Thank youVolumetric Effects in Daz Studio.
I've already done that. It's strange. I have the volume and a cylinder in the volume. It renders in the viewport fine, but only the cylinder renders when I hit the render button. Render engine is definitely set to iray!jag11 said:Tengu said:
I've managed to export a frame of smoke sim from Houdini and import it into Daz, but it only shows in the viewport and not the render window. Any ideas?
Maybe VDB volume is big, you'll have to rename surface to "Volume" by using Geometry Editor and set Clip to Geometry Off.
Volumetric Effects in Daz Studio.Tengu said:
I've managed to export a frame of smoke sim from Houdini and import it into Daz, but it only shows in the viewport and not the render window. Any ideas?
Maybe VDB volume is big, you'll have to rename surface to "Volume" by using Geometry Editor and set Clip to Geometry Off.
Volumetric Effects in Daz Studio.I've managed to export a frame of smoke sim from Houdini and import it into Daz, but it only shows in the viewport and not the render window. Any ideas?
Is the bridge abandoned?piefr1 said:
Honestly export in fbx in you get the same thing no need of this bridge....
Well, no you don't really, because you don't get the full rigging setup with IK etc, which is a huge time saver.
I just wish there was a similar setup for iClone/Character Creator to import characters with full IK rigs etc, as its a much more advanced set of tools. I just don't want to be animating in iClone personally!
Daz Bridges Update!!!Padone said:
As for diffeomorphic, you're probably exporting a dbz with the figure wearing the heels, this way the rest pose is changed that's why it doesn't work. To fix this you have to export the figure with the standard rest pose, that's edit > figure > zero > pose, then you apply the animation or the heel pose the same as daz does. You also have other options with the "copy pose" tool but to zero the pose is easier.
Of course you can do a lot of things then make it work.
But my point is, This new official blender bridge handles all that for you. You don't need to do this manually.
And if you export Character with high heel but with Zero Pose. Then, in blender, what gonna happen if you import a pose file with flat feet? Your character's pose will be like no high heel, right?
That's not a way of handling high heel. That is just ignoring it, not handling it.
Diff's daz importer should fix this too. High heel is important.
Alembic Exporter to Cinema 4D R25Hey,
I recently purchased the alembic exporter to export my simulated dForce clothing as an animation.
I want to import it to Cinema 4D but it keeps saying that C4D can't read the file.

Also I can't see any progress UI after hitting the export .abc in Daz. It just freezes for some seconds and generetes the .abc file without showing me any progress.
Does anyone know how to fix it and get it running on C4D R25?
Daz Bridges Update!!!butaixianran said:
Well, this will be the last new feature for Official Daz to Blender Bridge:
Now it can import Animations from .duf file!!
Even better than Diffeomorphic's daz importer is, imported animation will be a clip on a new NLA track, so you can move or delete it very easily, it won't mess up your timelin. This is not easy to achieve, but I get it done.
Check it:
https://github.com/butaixianran/DazToBlender
Now it is perfect for most cases. So no more new features. I'm satisfied with it now.
awesome, thanks
Diffeomorphic Male FACSHmm, when I get home and in front of my computer, I'll check to see if I have to add any extra folders in diffeo. And yeah, I tried both easy import and regular just in case I was doing something wrong on the regular import. Thanks for checking, Padone, fingers crossed I can figure this out. At least I know this is a me issue and not something diffeo isn't capable of doing yet, so now it's just a matter of me figuring it out on my end. I appreciate it!
Diffeomorphic Male FACSI don't have any issue here importing facs for 8.1 males. Did you install your figures in the main content folder ? If not you have to add the extra folders in the diffeo settings.
You may also try the easy import to see if there's any success.
Diffeomorphic Male FACSSo I was googling to find if my issue was a known one and I found this thread. When I load a G8.1 male (so far I've tried Fred 8.1 and Kayden 8.1) and go to import FACS units, it doesn't show any units (photo attached) and when I click okay, it says, "Error: No morphs selected" which makes sense since there's no morphs to import. When I load in a 8.1 Female character (Clara was my test just now), all of the FACS units showed up to import and it worked just fine. Padone, I see in your image above you got it to work, though I'm not looking for the actual FACS rig, I just want to use a FaceCap file which I've done in the past with an 8.1F but never tried a male until last night since I'm starting a new project that I'm using an 8.1 male with.
I'm using the current diffeo build from the repository link on the site. Thanks for any and all insight!
ZbrushZBrushCore does not support GoZ.
Here is a link to the feature comparison (look in the import/export section):
https://zbrushcore.com/compare.php
The custom character is lying down and texture looking wrong?OBJ has no explicit scale or orientation, so assumptions have to be made - that is what the import options are for. How are you covnerting from .dae, and where is the model from?
The textures lok to be a UV or surface grouping issue, again without knowing more about what the model actually is it is not possible to be more specific.
Daz Bridges Update!!!As for diffeomorphic, you're probably exporting a dbz with the figure wearing the heels, this way the rest pose is changed that's why it doesn't work. To fix this you have to export the figure with the standard rest pose, that's edit > figure > zero > pose, then you apply the animation or the heel pose the same as daz does. You also have other options with the "copy pose" tool but to zero the pose is easier.
https://diffeomorphic.blogspot.com/p/corrections-section-version-16.html
As for animation you can use the "import action" tool that will create a new NLA action.
Daz Bridges Update!!!Well, this will be the last new feature for Official Daz to Blender Bridge:
Now it can import Animations from .duf file!!
Imported animation will be a clip on a new NLA track, so you can move or delete it very easily, it won't mess up your timeline.
Check it:
https://github.com/butaixianran/DazToBlender
Now it is perfect for most cases. So no more new features. I'm satisfied with it now.
Mysteries of Rigging: Why does a button have hips and a neck?Thanks - I had thought it would be something like that. Horriffic, if you want an item to be somewhere else on the clothing, or course. :( Probably faster to just export it, import it again, re-texture it, and place it for render.
Thanks again :)








