Converted Daz3D Genesis 8.1 Figure in Unreal Engine 5: DTL Demo

Аватар автора
Программирование Баланс
Bringing Daz figures to life in Unreal Engine Starting with an FBX character exported from Daz3D, we produce a brand-new, custom set of Unreal compliant JCMs by effectively sampling mesh deformations over a wide range of body positions. We then rebuild the skeleton from scratch to produce a character optimised for animation in Unreal Engine. This is a completely automated process performed by a Python script run in Maya in conjunction with a custom Daz script. These two scripts represent many months of work! Once the converted character has been manually imported into the Unreal Editor, applying JCMs using posedrivers, setting up physics, converting standard UE control rigs and other animation tasks all become relatively straightforward. Compelling, realistic mesh deformations across a wide range of body positions that are not possible with the standard Daz JCMs become achievable. Despite some minor differences in the skeleton structure, the process works seamlessly with all Daz Genesis 8 and 8.1 figures, both male and female, with or without anatomical elements. The system also works perfectly with the higher resolution FBX characters exported by the DazToUnreal plugin. Detail There are two parts to the conversion process. The first is a Maya Python script that takes the FBX file exported from Daz3D and rebuilds the skeleton for optimal UE compatibility: ~ Converts the joint rotation order to XYZ ~ Reorients all the joints, pointing X down the joint and making Z...

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