DazToHou is a set of Houdini Digital Assets aimed and making it easier to get realistic Daz Studio characters into game engines such as Unreal Engine 5.
This teaser video is a little out of date now, but it will give you an idea of what you can do with the assets. Mesh subdivision and poly-reduction capabilities have been added to the workflow since this video was created.
DazToHue can currently:
- Generate any number of joint corrective morphs, facial expressions, visemes etc.
- Correct the character’s bone names and orientations to match those of Unreal Engine’s default skeleton.
- Add the missing IK bones for Unreal Engine 5.
- Correct the character’s eyes and UV’s to work with Unreal Engine’s eye shader.
- Pack selected UV’s into a 2x2 grid.
- Optimise the character’s material groups to reduce the number of material slots generated when the character is imported into Unreal Engine.
- Optimise the character’s polygon count by deleting parts of the character’s body which are occluded by clothing. This feature is still considered experimental.
- Subdivide either the entire character or selected parts of the character’s geometry.
- Perform poly-reduction operations on either the entire character or selected parts of the character’s geometry, with control over where to preserve details in the geometry.
- Retarget any number of animations exported from Daz onto the character’s new skeleton, for import into Unreal Engine.
- Export the files required to use Unreal Engine’s ML Deformer tools.
Note: DazToHue is not meant to be a one-click solution for transferring Daz characters to game engines. It trades simplicity for complete flexibility in all aspects of how to want to set up your characters, including joint corrective morphs. Watch the tutorials (link below) for a better understanding of how it works.