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Wink3319  
#1 Posted : Friday, January 17, 2020 4:17:17 PM(UTC)
Wink3319

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Joined: 3/1/2018(UTC)
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I am working with G8F (Victoria Pro Bundle), Standard G8 Breast Morphs and SkinBuilder8 - all from the DAZ3D shop. My objective is to create a female model with different morphs which I can then migrate to UE4 and use the morph targets to create different looks in UE4 (e.g. different breast shapes, etc.). I am using the SkinBuilder8, so I can create different skin colors and different colors for the nipples.


I would also like to import morph targets for the genitals to UE4, such that I can control these in UE4 along with the animations.


I have tried different ways to do this but failed so far:


- I added the morph targets for G8F genitals by MIKE1954. The morphs would do the trick for me, but I cannot export them as an FBX. The genitals do not show up as an object on the export list in the fbx export manager window. When I execute the "merge fitted item" function from the Geometry Editing menu then the Genitals do appear in the FBX export manager (and I can make the morph targets export relevant). But when I try to import the fbx in UE4 I get the error message "Skeleton has non-unique morph names"


- When I apply the Golden Palace product from meipe, then the morph targets can be exported but the same "Skeleton has non-unique morph names" comes up in UE4. 


- When I use the Kitten Product by zoro_d, I have the same result as with Golden Palace


What I did manage to do is this:


- Set-up G8F 


- Apply the G8F genitals


- Apply the skin


- Execute the "merge fitted item" function


- Export the mesh as an OBJ-file


- Import the mesh to blender, make adjustments to the genitals and save as a new OBJ-file


- Use the new OBJ file to create custom morph targets in DAZ studio


With this work-flow, I can create a model in DAZ Studio which I can then migrate to UE4. My problem is this: I truly suck at designing. The result doesn't look good at all. 


So, my question would be this: Can I motivate a talented designer to help me create the OBJ files in blender such that I can use it to create the target morphs in DAZ Studio? As you know, it is essential that the verteces count and order stay identical from the original mesh to adjusted mesh. 


If you have read this far and have a suggestion how to solve this in a different way, then I would highly appreciate your advice.


Thank you for reading this far! I know this was a bit lengthy.


Mme.Duclos  
#2 Posted : Saturday, January 18, 2020 2:15:52 AM(UTC)
Mme.Duclos

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I have had similar problems which I assume may be due to licensing issues. I used to be able to export Genesis persons of various types with either the DAZ genitals or an alternative from Rendo supplier such as New Gens and have the Gens show up on the export menu. Now whatever I do they don't show up. So as you said the morphs for the gens won't transfer to other software which also means a poor fit because for some reason the export file has the gens mesh and rigging included even though it was not listed.


I have an interactive license for one of the figures I was exporting so why the off the shelf gens don't appear in the export list I do not know. I thought I recall asking about this issue before and being told that there is something in the asset data that specifies whether the prop or figure is exportable or not.


I also notice that if you export the gens by themselves they appear in the export list okay so that seems to counter the previous statement. Also if you export other clothing or hair it usually shows up though on occasions I have had it not show up?


Clearly DAZ doesn't really want people to export models to other programs when they charge $100 for a Maya export file with one set of clothes


Clearly 3feetwolf and other Rendo vendors have only specified their items for DAZ and perhaps Poser. They are not expected to work with other programs and the license is really for rendering in DAZ or Poser not an interactive license that you can use as a base model and tweak in other programs.


One help to the problem is to get a third party render engine that can make use of your Video cards for rendering in DAZ [such as oktane]. This certainly helps to get better and quicker renders with less strain on your cpu although Oktane doesn't guarantee that add-ons such as NewGens [geografts] will render properly in their plug-in.


DAZ is an okay and cheap program but there is little point in buying large amounts of DAZ models if you can't use them in other packages. Other more expensive packages and cheap ones like blender offer much more scope for doing creative things [if I am able]. Probably the best solution is for Rendo suppliers to start making figures, gens and other add-ons for packages other than DAZ. Then we can have the best of both worlds?


Reallusion is another package that can help you modify and repackage DAZ figures but it's an expensive add-on to DAZ and it can still be tedious with all sorts of limitations which crop up depending on what you are trying to do.


If you have an interactive license for a figure you could presumably export the base mesh and then import into a package and rebuild all the rigging, character data, morphs poses etc.  but that's a lot of work. Certainly a good learning experience.


I'm surprised more people haven't commented on this because it's an interesting issue. 



Wink3319  
#3 Posted : Saturday, January 18, 2020 3:46:48 AM(UTC)
Wink3319

Rank: Newbie

Joined: 3/1/2018(UTC)
Posts: 5

Thanks: 3 times

I looked at the licensing agreement again: I don't think it is a licensing issue. I guess, DAZ3D mostly wants to protect itself against re-sellers of their original content / cheap copies of their content. And I fully understand that. But it actually encourages the creation of new content based on their products and - with the interactive license - allows for the use of these assets in other applications including games. I think DAZ3D allows its assets to be used for erotic art purposes (hence this site).


Actually, it seems to me that this issue is rather new: This discussion was also on the DAZ3d forum and this forum then suggested the "merge fitted items" approach. And quite frankly, I have been able to make this approach work in the past. The issue is, that this "non-unique bone names" issue popped up. I think this only came up with DAZ Studio 4.12. A user on the DAZ3D Forum suggested as much. Unfortunately, it is not possible to go back to DAZ 4.10 after having installed the 4.12 version. So that is a drag...


The only way that I have figured out at the moment is creating custom morphs. Would anybody have any other suggestion? OIf not, would anybody be willing and interested in working with me for creating such custom morphs. I am not asking for a free service. I am willing to pay for the support.


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