Hi all! ,
im using daz to UE4 pluging to export my character from Daz to UE4
all is good when I export pose, char and props
but
When I export a simple animation,
the face of my character in UE4 is different (morphed in a a different way)
note I`m not adding any anim to the face just a simple change of pose in the body
My char is a Genesis 8 blended with Orken HD
any tips to export my anim leaving the face unchanged?
thanks!!
I did find a work around:
NOTE im using a blend of different characters in DAZ and using Daz to Uunreal` pligin:
When export an animation from DazToUE4 and, after apply the animation, the
face of the character in UE4 end up different (morphed),or the body stretched, or anim is scaled in a different way:
go back in DAZ3D (maybe save us… just in case)
in your Scene select your character
Edit ->Figure–>Zero–>Zero Figure
(the character will revert back in one of the Genesis figure)
File–> send to–> daz to unreal (install this plugin if missing )
select “animation” as asset type
now the animation will be exported correctly wothout additional stretch or scale
note animation has to have keyframe on the timeline
if working with Animblock in Animate2 (motion capture etc),
need to convert first (right click on Animate2–> bake to studio keyframes)
I did try with manual anim, motion capture and facial anim and looks is working
peace!
So in Daz Studio when you use a full body injector joint position is also adjusted relative to the form which also includes the eye joint positions relative to the eyes. When you import the modified form into UE4 the skeleton already set up as part of the bridge plugin is used which will pull the joints back to their original position. After that anytime you import animations based on the modified form the relative position of the eyes will of course be changed to the position based on the UE4 version of the SK.
This is not a bug but rather a common rule as to morphing requirements and depending on what it is you are attempting to do there is a number of options.
If you are baking a hero model you can make a set of animations that matches the skeleton
Export the desired injector and activated it in UE4
2 is a good option if you are doing NPC’s as you can sill use the based skeleton as part of the plugin and all the animations will match up. Since the morph is activated after it is imported then all the animations are additive.
3) You can try exporting the base bind pose and use it as a additive corrective pose but as I’ve yet to test it I’m not sue if it will correct the relative position