DAZ to UE 5.3 Export is setting the IK feet mid-legs of the Genesis8

Dear all,

I am confused by the DAZ to UE 5.3 Bridge which is setting a wrong IK Foot (Left and Right) in the middle of the leg.
The issue is happening while ticking “Add IK Bones” in the plugin Settings (Otherwise it does not generate any IK bones).

While using 5.1, I do not have such problem as my characters got all their IK bones set properly.

Would you have a clue of the settings I am missing here while exporting in 5.3?

Thank you!

My previous solution was messing with the twist and locks.
Here a valid solution plus lot more tips for succeeding in a DAZ to UE 5.3 export:

The following method shows how to:

  • Export a character from DAZ to UE 5.3
  • Manage the Mid-calf IK foot pointers
  • Retarget properly animations from UE to DAZ character
  • Make sure the exported character set as a BP_Player will walk and not fly in retargeting the bones structure
  • Use ideally the “CR_G8_BasicFootIk”
  • Fix “Discrepancies” error

To correct this mid-calf IK foot pointers and others:

Unreal settings:

  • Open a folder for your character to receive the export from DAZ
  • Set/Tick the DAZ to Unreal settings the following way:
    o Show FBX (optional)
    o Fix bone rotation
    o Zero root rotation
    o Combine identical material
    o Create AutoJCM Control Rig
    o Create Full Body IK Rig
    o Add IK Bones

DAZ export settings
Correct settings from DAZ should be:
(Unique Skeleton untick or ticked does not matter)

  • Morph can be exported if needed
  • Fix Twist Bones
  • Advanced settings (optional and needed only if morph are exported too):
    o Show FBX dialog

Back to Unreal export:
If you have selected “show fbx” the following panel will open

The character folder should be filled with the following assets:

  • Take this moment to retarget the Skeleton bones from “Animations” to “Bones” (It will avoid to see your player character flying while moving it in editor)

o In your Skeleton (Mesh will be updated right away) click the cog wheel above “Translation Retargeting”
o Tick “Show Retargeting Options”

o Right Click the “Hip” bone and select “Recursively Set Translation Retargeting Skeleton” (You may wish to avoid switching for skeleton all the face morphs but you can reverse those back at a later stage)

o Your character will stick to the ground while moving it around as a BP_Player

  • Copy “G81FixRtgFixRotZeroRootIKRetargeter” and “CR_G8_BasicFootIk” to your character folder from the DAZ plugin and give them a name to easily find them:

  • Open “”Name”G81FixRtgFixRotZeroRootIKRetargeter”:

  • Use the G8IKRIG for the target IKRIG Asset
  • Put your Character Mesh
  • If the Character is weirdly posing, “reset all”

  • Character should look this way:

Transferring Animations:

  • Go to the character folder
  • Right click on the Manny anim blueprint and retarget animation
  • Select your “”Name”G81FixRtgFixRotZeroRootIKRetargeter”
  • Give a prefix to your anim
  • Create an anim folder
  • Validate

THE MOST IMPORTANT THING of the whole process before going to your new character anim Blueprint:

  • Open “CR_G8_BasicFootIk”:
    Refresh the root (right click on the root in the “Rig Hierarchy panel”) to make the “CR_G8Basic_Foot_IK” updated with the character bones to avoid the error “Hierarchy discrepancy” in the anim blueprint once the “CR_G8Basic_Foot_IK” is set

  • It will look flexing its legs, that’s normal

  • Fix all the red IK into the correct ones (drop down menu type “IK”)

  • Go to your new Character Anim Blueprint

Image12

You will get these warning messages:

Image13

  • Go to the anim graph

o Select Control Rig node

o On the right panel, go to “details”
o Find “Control rig class”
o Update it with your refreshed “”name”CR_G8_BasicFootIk” to avoid this error below mentioning “discrepancy”

Figure 1 Potential issue if the “CR_G8_Basic_FootIK” is not refreshed/updated with your character mesh

o Compile, you are all set.

1 Like
Does this step works for Unreal Engine 5.4?
since "Fix Twist bones" options on DAZ will caused the baby arms when ticked.

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