[Need help] FBX workflow issues with DAZ3D, MB and UE4

Hi guys,

I’m a new comer to game dev and UE4. Recently I found a great tutorial on YouTube which introduced a FBX workflow within DAZ3D, 3DsMax, Motionbuilder and UE4. Here’s the link of the tutorial:
https://www.youtube.com/watch?v=hD6zWJ8t5Pc
I followed this procedure up to the point that I saved my file in MB (with all animations, but I didn’t convert the textures to power of 2). When I import the FBX file in UE4, I had two errors, first is that the looking of the character is crazy, I think that was because I did not convert the textures, see screenshot below:


Second, I lost all animations! This is the one bothers me the most, where did the animations go??
Any idea why did that happened?
BTW, I also skipped the 3Ds Max process, but that shouldn’t become a problem as far as I can see.

If there’s some out there has tried this workflow, please help me figure out what’s problem. Thanks guys!!!

been having exactly the same issues myself…i am also a newcomer.

ok here goes,use daz to save the model as an fbx…use motionbuilder to apply the animations…once you applied the animations,send it to 3ds max directly from the option in motionbuilder,save it in 3ds as fbx…then import the 3ds max fbx into unreal 4

i dont know what happens by doing that but it stops the mesh all getting messed up like your photo,and saves the animation to the character…hope this helps

Thanks fatshady! The reason I skipped 3ds max is that I think all it does it some detailing and adjustment to the model. I will watch the video again see if I missed some instruction.
Will try this and let you know the result, thanks man!

fatshady, and anyone who had the same problem with me, here’s my result following fatshady’s reply:

As he said, i imported fbx file from MB into Max, and did nothing at all in max, just export fbx again. (BTW, i fix the power of 2 issue this time as well)
And then in UE, simply import the fbx file, I think I forgot check the ‘include animation’ box the last time, that is most likely the reason that i didnt get any anims.
Anyway, check ‘include animations’, and then click import, that’s it!

Still have some small issues, like the scale is not right when i imported it into UE, it was too big, i had to scale the mesh down to fit the capsule. I wonder why that happened as I chose the unit as centimeter in every software.
And the i lost the textures to the eyeball, don’t know why that happened neither, anybody knows?

great…glad it worked for you.when you find a fix for the eyes and lashes let me know,as thats where i am now too lol…also,did the power of 2 textures automatically do that in max or did you change the textures manually??

I changed them manually before import them into Max. Do you have the scale problem as well?

Made a quick video using a free mocap file, check:

This method is pretty cool and fast.

yeah,i did have the problem with scale…but aslong as the scale said 1.0 when exported it should come in to unreal at the right size…as thats what it classes as the norm.

Crazy fingers :slight_smile: Had similar problem when importing custom mixamo models. Same issue happened when I imorted the default fbx format (not ue4 fbx). But… the ue4 editor told me exactly what the problem was and how to solve it. It was something about wrong bone weighting… ue4 editor suggested to add some smoothing info (not sure about the right name) and it helped - no crazy fingers anymore.

I humbly suggest (if not already done) to look exactly, what the ue4 editor says while importing. I mean it could be usefull for those people who doent want to deal with max for some reason.

I had the same problem. I had to import the model into 3d studio max, then export the FBX from there to fix it.

If you use MotionBuilder and if you update to the G3 version you can do cool stuff like this

The G3 version has a much lower poly count from the G2 version and you can export both facial clusters as well as morph targets. As a test the above video only uses 6 base cluster shapes using the “voice” mocap device.

The spiking problem was suppose to be fixed with the G3 version but still seems to be broken and should really be considered a FBX bug.

it looks amazing , any chance you can make a tutorial for us cover how did you made above video , all the steps from zero till what you got ? :slight_smile: it will be great help for us.