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So, go to your Daz Studio content folder and locate the source directory for your characters textures. However it's likely that the character has other textures which will be useful for setting up the materials inside of Unreal Engine. If you go into your working directory you'll see that when we exported the base FBX, Daz Studio kindly gathered all of the diffuse textures used on our character into a folder. We're going to leave Daz Studio for now, but we'll be coming back to it later. Now we're going to export the head as an OBJ because we don't need bones or even textures for this one. Leave only the head and the internal mouth parts (teeth, tongue etc).Īt this point I like to save this scene (with only the head) as a separate Daz file so that we can easily return to it later.
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Hide each of the characters body parts including the eyes. The reason I do this is because I find it easier when preparing the mesh in 3d Max if I have the head separate, to use as a guide. Or rather, we're going to hide all of the body parts except for the head. Next we're going to decapitate the character. Make sure that the FBX Morph Export Rules are set to bake everything. Now we're going to export the base character as an FBX. The next thing I like to do at this point is to save the scene to my working folder as we're going to be coming back to it several times throughout the tutorial. If you've done it correctly, in the Scene explorer you should see your character has become a child of the root null object. Once you've create the null object, parent your character to it so that your character is a child of the root null object. By parenting the character to a null object, we're ensuring that it's root bone has zero transforms and rotations applied. I've found that if I don't do this then, when the character is exported, it's root bone will be rotated 90° around the X axis and this causes problems in Unreal when trying to implement root motion animations. The reason I do this is in case I want to do root motion animations in Unreal. Now I'm going to create a null object called root, which is going to be the root bone for our character. That is, they won't be adjustable via morph targets in Unreal Engine. All of the changes you make to the character at this point will be baked into the base mesh for the character. The aim here is to set the default/base shape of your character. I'm going to leave the character as is, but it's at this point that you would adjust the base character to your liking. For this tutorial I'll be using the Michael 7 character. Starting with an empty scene in Daz Studio, add the character you want to export. Preparing and exporting the base meshes from Daz
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In this part we'll cover transferring the base character mesh from Daz Studio to unreal Engine, including a single LOD and some basic materials.
#DAZ STUDIO MEASURE METRICS MAPPING SERIES#
This is the first part in a series of tutorials about transferring various assets (characters, cloths, animations, morphs etc) from Daz Studio to Unreal Engine. Animations Part 1 - Transferring the base character from Daz Studio to Unreal Engine Introduction Something I generally like to do is to create a working folder for each character and then use the following directory structure. SoftwareĮarlier versions should still work but haven't been testedīeforehand, you can organise things however you like, however you are going to end up with quite a few working files for use in different applications so it's a good idea to create a working folder to keep all the files organised. Some of the processes (such as morphs for the characters head) are quite repetitive and tedious to do.
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