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    Daz Studio to UE4 (Tutorial) Part 1

    Kia ora

    Does anybody know if this was ever finished or updated please

    Sadly it stop short of getting the Char running about fully re-targeted and rigged

    https://wiki.unrealengine.com/Daz_St...torial)_Part_1

    A full in depth complete version of this would be a great asset to the UE4 base tutorials
    while yes I know most of the process's are cover some place, and I say SOME place there is a lot of
    people (I'm jus one) that don't learn very easily from dis-joined tutorials scattered all over and have much more successes
    taking a process from go to woh in a complete journey fitting each part of the process into it correct order.

    #2
    Looking it over the info is out of date as the reason to flip the G3 model over to 3ds Max was due to a bug in UE4 that would not properly weight some of the vertices and the model would import with spikes. The problem was fixed in 4.15 and now imports with out errors when exported to FBX which you can now import directly into UE4.

    Whats the problem you are having?

    For the most part what you want to export is self explanatory and the only real tricky part is is exporting the morph target rules where you can select the targets you need from a possible 1000's available.
    Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
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      #3
      Kia ora

      Thank you for the reply Sir, and taking the time to read over that tutorial as I guess you must have

      Not so much a problem rather trying to put together a method/workflow for correctly getting a char into UE4 and as I am a novice at this

      What I'm after doing is get a base Male and Female char that I can use to get char into UE4. if I understand you correctly all I need to do is spend the time setting up the re-targeting for a Male and Female body save that project and migrate any new char from that. I'm guessing how ever the eyes would still need to be changed form the tree part that they are to say the realistic human eye mesh and re-skinned and also the versions for lod's or are the lod's now created auto magically by UE4 as well. I'm talking 4.15 or 4.16

      Am I right in thinking that if I wish as I do to be able to change the armours and weapons on these player char, I need to fit the gear and export that WITH the same skeletion

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        #4
        Originally posted by Kiwi-Hawk View Post
        Am I right in thinking that if I wish as I do to be able to change the armours and weapons on these player char, I need to fit the gear and export that WITH the same skeletion
        Sure there are more than a few ways to go but if you fully dress a G3 rig in DS you can tell the exporter to export all of the parts bind pose to the G3 rig. You could also export the base mesh and included an injector morph, what DS uses to make unique characters, and make hundreds of characters all using the same frame work.

        If anything I would say as a down side is there are to many options.
        Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
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        Urban Terror https://www.urbanterror.info/home/

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          #5
          Kia ora

          Does UE4 support UDIM tiles at this point, the textures have a UDIM tile number on the end of them, if thats of no use it could be removed right

          Comment


            #6
            Stock UV mapping uses the same multi-submaterial type as used in 3ds Max as well as in UE4. The total model is broken into about 16 different material ID's. It's done this way as to allow for export of "visible" components of the model so you can excluded parts of the body that is not needed as part of a complete character export. Included as part of the Daz Studio tool set is a Texture atlas that you can remap the UV layout to a single ID as well included any clothing elements to the new map
            Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
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              #7
              Originally posted by Kiwi-Hawk View Post
              Kia ora

              Does anybody know if this was ever finished or updated please

              Sadly it stop short of getting the Char running about fully re-targeted and rigged

              https://wiki.unrealengine.com/Daz_St...torial)_Part_1
              Hi Kiwi-Hawk,

              I was the one who put that tutorial together at the request of someone else who was asking about my workflow at the time. Specifically they were asking about interchangeable clothing on Daz characters. Unfortunately I never got around to completing part 4 of the tutorial in the wiki though did continue to help them via PM.

              As FrankieV has pointed out, it's now possible to import a Daz fbx directly into UE4 without needing to go via 3ds Max.

              However I think there are still several valid reasons to taking the character through 3ds Max before bringing it into UE4. For example, fixing up the eye geometry so that it works well with the eye shader in UE4, creating LOD's for your character, separating body parts such as the head whilst ensuring no visible seams, fixing up the skeleton to allow for foot IK (the twist bones in the Daz skeleton can cause problems otherwise) etc. I've also had no luch with root motion on Daz characters unless I made some changes to the skeleton first, however I using Motion Builder for animation retargeting so that might be why.

              My own current workflow is still similar to what is outlined in the tutorial although a bit more advanced now and I've moved some of the initial setup work to Daz Studio instead of doing it all in 3ds Max. For example I've imported new eye geometry that works with the UE4 eye shader, including the eye occlusion plane and eye blend geometry into Daz Studio and rigged and weighted it to the G3M character. This way I can export facial morph targets directly out of Daz and have the proper eye setup for the UE4 eye shader remain intact without needing to fix it up in 3ds Max. I still use 3d Max in my workflow for the reasons I've already mentioned above, LOD's etc etc but creating morph targets for my characters head (which is a separate mesh to it's body) is much easier now whereas it was quick tedious under the old workflow.

              I think it all depends on what you're wanting to achieve in the end as to which workflow is best for you.

              Incidentally, there is a separate but sort of related tutorial on head and eye tracking based on a Daz G3M character that I put together at the request of a few people, in case it's of use to anyone else: https://wiki.unrealengine.com/index....ok_At_Tutorial

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                #8
                Kia ora

                Thank you Sir, and also THANK YOU for that tutorial was a little sad I didn't get to game world but hey every wee bit helps, still on it

                Just so your clear where I'm coming from. I'm a retired Kiwi 68 that want to get his mind active I have some assets that I brought and from Witcher 3 (CD-Project Red are ok with them being use for learning and non commercial projects, a lot have come from Skyrim mods if fact) I got Daz 3D as a means to get a rigged character that I could use as a game char, my aim (and this is my own untrained logic which may well be way of track) was to get a character into Max rigged animated enough to be able to slide it to one of three pose's. T pose, Witcher 3 poase and a Skyrim pose, I'd then have a tool to load and fit clothing armours etc to my Daz char and to quote you "Specifically they were asking about interchangeable clothing" This is just what I wish to do try and build a Skyrim Witcher 3 ish style world to enjoy, and before you say this will likely get old quick, keep in mind my forgettery hell I almost meet new friends every day I for get so fast now days so it'll most always be fresh lol, sorry got a terrible sense of humour. Anyway, You tutorial is just the type of syle I like and can learn from, how why, simple, because I can bookmark it and run through it any time I need and because I forget a lot so fast I'm not searching the web for untold dozen's of broken fragmented tutorials trying to remember which was which and in what order they fit a tutorial like that from go to game world is the way I find it easy-est to learn having been brought up and educated in a time where you sat in glass shut up and listen while you where told whats what and in what order, that system tend to hard code your mind I bit I think, advanced stuff I need to see and have explained in a process order I find.

                Anyway nough ole falla ramble,

                The eyes did you use the transfer tool to import the eyes as a pair and some how make them the default to replace the Gen 3 eyes? (I'm thinking the eye is the same for both Male and Female) not sure bout skin, I'm thinking the same but would have finer spose was trying to find the Sparrow stuff, still looking lol.

                If this tool was to work with a rigged char it would be just a case of load the char and click the rename button to have it rename the bones BUT life is never that easy right and I'd say this only works with his rig

                http://www.animationstudios.com.au/advanced-skeleton https://www.facebook.com/AdvancedSkeleton theres a download in his facebook page

                I have I know jumped in the deep end, no snorkel either lol I'm learning all those while trying to learn Max and Maya from student copies, hopping for example to get to a point I maybe won't need them in three or so years. Hell that scary, I maybe force to learn Blender and start the whole process over heaven forbid lol.

                The short of it I guess is I'm trying to sort me out a process to create characters for a UE4 world I can change the clothing and weapons on I have brought some UE4 assets,
                a first/third person controller, an RPG kit for loot able chest and menus, some animations for example, I know I bit off a lot BUT hey mans gotta give something a go right or are we at 60 pulse spose to just side waiting, I think NOT

                Sorry if I'm wasting peoples time because this is not making money, seems that's what it's all about now days.
                Shutting up now lol

                Opps for got
                Am I right in thinking that armour/cloths have a to be exported with a skinwrap done and a skeleton or be used as cloths in game? or they will fit but won't move/fix to the char, which is what happened to me in Unity 5, not use if UE4 is the same YET
                Last edited by Kiwi-Hawk; 06-11-2017, 08:12 PM.

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                  #9
                  Darn it!! I just typed quite a lengthy reply and then went to submit the post only to be told that some token had expired and so lost it all

                  So here's the short reply instead..... blame the forum software for timing out so rapidly and me for being slow at typing.

                  Originally posted by Kiwi-Hawk View Post
                  The eyes did you use the transfer tool to import the eyes as a pair and some how make them the default to replace the Gen 3 eyes? (I'm thinking the eye is the same for both Male and Female) not sure bout skin, I'm thinking the same but would have finer spose was trying to find the Sparrow stuff, still looking lol.
                  More or less... I didn't make them the default to replace G3M eyes, instead I just put it all together in a single save which I clone when starting a new character. You can't delete the original eye geometry because it will break the morphs inside Daz. Instead to have to hide all the old eye geometry. Select all of the old geometry and assign it to a new surface. Then you can simply hide by surface form that point on.

                  Then I used the transfer tool to bring in the new geometry and weight it to the skeleton. Required some manual weight painting because the transfer tool doesn't handle the eye parts very well.. probably because there's a lot of verts close together.

                  Originally posted by Kiwi-Hawk View Post
                  The short of it I guess is I'm trying to sort me out a process to create characters for a UE4 world I can change the clothing and weapons on
                  You and me both I'm by no means an expert in any of this. Also just trying to figure things out as I go... but I enjoy the process and aren't out to make anything in particular... just mucking about.

                  Originally posted by Kiwi-Hawk View Post
                  Am I right in thinking that armour/cloths have a to be exported with a skinwrap done and a skeleton or be used as cloths in game? or they will fit but won't move/fix to the char, which is what happened to me in Unity 5, not use if UE4 is the same YET
                  Generally speaking yes, clothing is typically brought in as skeletal meshes and bound to the same skeleton as the character..as far as I understand. Even if parts of the clothing use the cloth physics there is generally some parts which are skinned. One exception might be completely rigid amour parts such as metal shin guards or something. As they wouldn't need to deform when the leg bends they could probably just be attached to sockets on the skeleton.

                  Comment


                    #10
                    Sounds like your tying to make a decision based on bits and pieces and reasons why to take the chance of learning a completely new process of developing usable and quality characters as part of a productive development pipeline.

                    To clear the air Daz3d is a company that sells digital assets which owns an application called Daz Studio and offers the Genesis 3 framework as just one of the many products that they offer. In hand both Daz Studio and Genesis 3 are fee base products that you can download via Daz3d's DAZ Install Manager (sound familiar?) and one can easily figure out how it fits into the DS>UE4 pipeline.

                    Overall it would be easier to say what it can't do, like make coffee and fetch my dry cleaning, and our team has optioned, licensed, DS and G3 to make use of the ready made framework and one thing that DS does not do is excluded the use of other options like Maya, 3ds Max, Blender, zBrush or any other app that makes use of the FBX pipeline.

                    If you have a need for options and the ability to scale up a project Daz Studio and Unreal 4 is a perfect fit as the up front costs is zero dollars and you only purchase what you need from either store front with out having to purchase a bunch of stuff you have no need for. For that matter with recent improvements I can see DS becoming a preferred UE4 application like Blender.

                    For that matter as the team animator I found it super easy to retarget animation packages onto the G3 rigging and with a bit of work could be an asset that can be repackaged and sold on the Daz3d marketplace as yet another option.

                    Sorry for rambling on but trying to explaine usability is like trying to explaine all of the different options you have with an engine like UE4.
                    Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
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                    https://discord.gg/t48GHkA
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                      #11
                      Help!

                      https://www.youtube.com/watch?v=rg-bvRcaulE HELP GUYS!

                      Comment


                        #12
                        Kia ora

                        Thank youi both for your replies [MENTION=11577]mrpdean[/MENTION] I know that feeling been there done that with loosing posts, I got in the habit now of selecting all and copy so I can just paste it back if need be. You can bet your bottom dollar you can never rewrite a post the same the second time
                        [MENTION=536]FrankieV[/MENTION] Don't worrie bout the rambles mate you got a way to go to get better at rambles than me, I think I'm the one Arlo Guthrie was on about in Alice's Restaurant when hes was speaking of a guy said "He talked for 45 min's, never said a word" lol, sorry now I'm thinking you maybe be to young to know the dude

                        Oh BTW if you an animator did you see the links I posted up a bit, might be of interest to you

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                          #13
                          Originally posted by Kiwi-Hawk View Post

                          Oh BTW if you an animator did you see the links I posted up a bit, might be of interest to you
                          Yes I did and as an opinion I use Motion Builder for animations so anything else as is like tying to write a book using a spreadsheet. Sure you could but why?
                          Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
                          Custom Map Maker Discord
                          https://discord.gg/t48GHkA
                          Urban Terror https://www.urbanterror.info/home/

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                            #14
                            DAZ is far from free for commercial use. Their "Indie Game Developer License for Personal or Business income of LESS than $100,000.00 annually" costs $500.
                            If you don't buy the license and use their models in your game project "for free" they can sue you.

                            Comment


                              #15
                              Originally posted by DarkS474 View Post
                              DAZ is far from free for commercial use. Their "Indie Game Developer License for Personal or Business income of LESS than $100,000.00 annually" costs $500.
                              If you don't buy the license and use their models in your game project "for free" they can sue you.
                              Sure and we bought a license. With a Platinum account it's only 178.50 but that's for the use of Daz Original assets that requires runtime assets be packaged with the project at time of distribution. (On a few occasions the license has gone on sale for $100 and with a P account down to $75)

                              But

                              You do not need a license to use "Daz Studio" no more than you need a license to use Blender as a productivity application but rather to make use of the Genesis 3 framework and only if you need to distribute the runtime. If you are looking for "FREE" there are options, like "Apollo Maximus", as well as stuff available under Creative Commons.

                              On the flip side if you are making a 2d game, for Android for example,you can render out useful assets all you want with out having to pay any additional fees. EG

                              http://www.gamefromscratch.com/post/...-The-GIMP.aspx

                              As a Produce Genesis 3 is not for everyone but trying to explain it all is like trying to explain how useful Blender is.

                              By the way the OP the question is, or should have been, From Daz Studio to Unreal4 and Genesis 3 is just one product available from Daz3d that would be useful in Unreal 4 as it is the first game engine that oes not put limitations on that fidelity on the DCC art work and is the one application I get a lot of question on so I "tried" to do a primer so to speak.

                              Last edited by FrankieV; 06-14-2017, 11:12 AM.
                              Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
                              Custom Map Maker Discord
                              https://discord.gg/t48GHkA
                              Urban Terror https://www.urbanterror.info/home/

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