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UE5 and DAZ3d characters

Will UE5 finally support DAZ characters = Dual Quaternion Skinning ?
It is important and can’t be ignored/left out, because currently DAZ is the most advanced and most efficient character creation framework for gamedev. We need a reliable and up to date Dual Quaternion Skinning Support for our daz characters… What are we DAZ-UE gamedevs/users supposed to do in the future?

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Really no DAZ/UE users here? Wow!

There is already a DazToUnreal plugin that is actively developed and works quite well.
Having said this, I woudn’t like to see Epic Games pouring resources into a “native” solution for something like Daz when they are actively working on MetaHumans, and honestly, although I like Daz and have used those characters in a couple of projects with the aforementioned plugin, MetaHumans is my only go-to now, they just look soooo much better.

The MetaHumans tech will only improve and the time Epic spends trying to develop DQS for Daz would take resources away from MetaHumans.

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I would not write off DAZ yet as it generates the widest range of characters possible, which deform better than MetaHumans from what I’ve seen in some MetaHuman examples. The daz skin and eye materials need just some tweaking to look good and hair (shaders) can be taken from anywhere and applied to daz chars.
Do you have some example images which show how metahumans look in more extreme poses like yoga, gym, etc. (bent joints, stretched limbs, but not just with some trousers or shirts on which hide the distortions)?

Our team has been using Genesis 3 since about 4.5 or so as that is about the time G3 was made available. First iterations via the FBX exporter was bad as to requiring work arounds but has continued to be improved over time both on Epics side of the fence as well as Daz3D so as a usable tool it’s not going away any time soon but can be assumed will continue to improve.

To consider.

Since 4.25 the first iteration of the Daz > Ue4 bridge was introduced as well as Daz3D making a bridge version available for most popular 3d application.

In 4.26 there is a marked noticeable improvement based on feature improvements directed towards that application version.

Daz3D has released the base plugin code to open sourced so is open to anyone wishing to make improvements in a similar manner as the Unreal 4 engine source being made available via git.

Daz3D was presented with an Epic Grant to continue improvement of the UE4>UE5 bridge as an on going effort.

Genesis 3 and 8 are officially supported in the Unreal 4 engine via the Daz to UE4 bridge and plugin that includes the necessary tools as well as project settings as to custom project requirements like materials.

Here is a current example of quality of asset.

@Bronislaw666 the ability to compile UE with Dual Quaternion Skinning has been around since 4.1x. I have a custom build on my Git for 4.21 with Dual Q. You have to do a little digging, and understand how to compile from source, but this question has been answered for years.

It’s likely fairly painless to build a UE5 EA version with DQS with some time looking at merging the branches.

As @JW3153 said, Metahumans is the future. They’re well optimized and look much better than anything you can get going Daz to UE. Believe me, I’ve tried (see below).

@FrankieV seems to have a good workflow between UE & Daz. He can probably assist you if you have real questions around it.

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If your interested in continuing the “Dual Quaternion Skinning” question here is an ongoing conversation.

It should be said though there is not the perfect solution based on skin weighting alone if one is after perfect joint deformation that is achievable in high end 3D apps like 3Ds Max which has tool sets designed to achieve perfect joints.

DQS would be nice but my vote would be for better joint deformation tools.

You might not know :smiley:

I wanted to add that Daz is not only some “raw framework” but more like a very advanced character creator for gamedev, where the characters need just some small corrections during the export process (through blender).

As for the joint corrective morphs / muscle flexions: There are around 80 of them and the remaining ones have more to do with face expressions.
Everything works fine and you can even paste your old project files into UE5 and it seems to work flawlessly most of the time, but the biggest problem is the lack of a Dual Quaternion version for UE5 and the discussion in the corresponding thread seems to be dead.
Automatic merging of source code is not possible, because there have been too many changes in it…