[QUOTE=;24466]
hey THANKS guys for all the info, tried out daz over the weekend with what came with it, tried exporting out a simple fbx, no real luck comes out all torn and pieces missing, any chance someone can give a quick rundown on what it might take to get a workable fbx out that can be sent to another program (ikinema) to be animated ? tried a lot of variations sure its simple.
also why totally resculpt the character, i am pretty sure daz or any number of other programs could be used to drop the poly count ? sure you have a good reason, just curious. got fuse characters in animated with no problem to ue4 also no issue with autodesk character creator. obviously daz looks like you could buy your way into almost endless possibilities with morph kits.
Your welcome - It was not that I Totally re-sculpted the character. I just used a reference picture I made from Daz. I could have used a reference picture from any where. In the case of that character I rigged it my self instead of using daz Skeleton. When you decimate the character in Daz your geometry will not be unifom. That is ok for NPC and prototype characters but I wanted my lead character to have clean geometry that I modeled my self for several reasons. I was try trying to show you that Daz3D can also be good for making ref pictures all other type of pictures not just 3d models. I have other decimated characters for protoype and NPC that just came straight from Daz in to the Game Engine.
I will make a video or screen shots of how to do the FBX export. I have not have a problem with in a long time but I remember last year when I first tried it had the settings wrong. That might be your problem.