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.