I do not export to UE4 directly. The problems I mean are in their exporter. The export is just weak. I tried Max, Maya and Blender. It only works for simple cases. Any reasonably complex project does not have simple cases.
The old stuff does not work if you try complex use cases involving morphs and cloths and stuff. Not baked morphs, morphs as blend shapes. It worked better in DS3, I tried everything, believe me.
The export does only work for simple cases. E.g. export one figure with a second figure (different figure, not just morph for first figure) as morph: the bones will no longer match the figure (because Daz figures can have different rest pose). That would be no problem if the export would be smarter.
Try some more complex cases of “morph transfer” feature for cloth: many will export completely wrong if at all. And FBX and Collada export are completely different.
And “morph transfer” is needed because they no longer provide LODs, and sharing LODs in the community is not allowed. So “morph transfer” would be the easy fix. But like most stuff in DS it only works for the simple cases and is full of bugs once you start to look at it in more detail.
I could provide you a list with a least 20 bugs in the export, most known since years. Just search for “export not working” or “export problem” in their forums. Endless threads…
I wrote about 8 scripts to fix problems with exporting from DS over the years. So I could export most of the stuff. But after years of waiting for them to even fix a single one of those well known bugs I can just say: f*ck them.
Well like anything there will be problems to workaround and I’ve yet ran into any problems that I could not patch up or work around to get what I need out of DS. If anything the need for a 1-1 transfer can be solved via the plug-in root fixed in UE4.8. Better still if UE4 supported the more direct “send to” or goZ feature
The thing about the license extension though only covers the need to distribute the physical asset as part of the game package but anything as far as rendered output is covered by the consumer license so if you need sprite or billboards it does not cost you anything more beyond the original asset purchase including whats free.
Can i ask you something? Ue4 is opensource right,meaning anybody go into it alter however they see fit? If that the case wouldn’t it be easier if we did ourself or hire somebody to do it for us instead of waiting for epic or daz to do it?
Can i ask you something? Ue4 is has give out the full source code right,meaning anybody go into it alter however they see fit? If that the case wouldn’t it be easier if we did ourself or hire somebody to do it for us instead of waiting for epic or daz to do it?
well, I didn’t have any problems with the daz -> maya lt -> ue4 way.
maya is helpful cleaning up meshes and lightmaps, too (as Tarantula said, there are a lot of issues with daz stuff).
Excellent! How does it get along with Unreal? (I’ve seen a very good tutorial where a Daz3D figure was used with Marvelous Designer, and I’m very interested to find out if Daz3D will be a good technical fit for generating game characters for Unreal).*
at the moment they have only released the Victoria 7 figure which is $30 something US or $90 something for the pro bundle. i guess eventually we will get a base Genesis 3 figure as part of daz-studio . i haven’t bought it yet though, i have used my game-dev budget for this week, my other half will get mad at me if i am not careful, i mean sensible
OK I did a quick test and it seems to botch the G3 mesh as well but then I did not play with it that much except for what was demonstrated so something that’s still on my list
Whats cool to me, considering I the out player models, is the support for “both” morphs and cluster/marker facial animations.
A dirty test and this is as bad as it gets. (aka it sucks)
Thank you Mr.FrankieV not only for for the answer,but also the video demonstration. If I could ask one last question. Do you think i should save up money and find a programmer who can make a import plugin for daz to ue4 since ue4 source code is available.
Poser Game Dev gives you a pipeline to take Daz and Poser content to Unreal Engine 4 if you have enough patience and don’t mind doing some fix ups.
I have some tutorials on how to do this using Poser Game Development and what fix ups you will have to do in Unreal Engine. I also show how to build a Playable and Non-Playable Character from a Daz Character. In terms of the license it does seem a little steep for Daz. Poser has a no license agreement as part of the content made available if you bought Poser Game Dev. Also, the guys over at Poser World have created FBXs for all their assets (literally thousands) and they are royalty free.
Sir you of must read my mind! I was about to create a thread asking about poser game dev to ue4. To bad daz could’nt make software for unreal just like they did with unity. https://www.youtube.com/watch?v=fC7OeXjDEKA