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Ka ora So Frankie you got a lot of videos to go through, I for one don't mind your rambles at all your a blessing to this ole bloke cause I can to a much better degree keep up. The idea of that tool for Maya was to maybe, just maybe, be able to sort out Char's without the heavy of Motion Builder, tho I got a student copy because I spotted (Can't find it now) of a video from Truebones showing how to remove the Mixamo name space from the animations, it not I want to pirate them it more that when I look in the animation list on UE4 all I can see is a list of Mixamo in the column and not the name of the animation But Motion Builder look pretty daunting to get started in so was looking for simpler I guess. Have not looked at Victoria 8 yet but the fact that it can be exported from Daz Studio into Unreal 4 with little decay in fidelity only adds to the wish list of additional tools and features for Unreal 4. Top of the list of course is Unreal 4 is crying out for a much more complex character creator as a system as part of a top down design pathway that decreases the workload that saves both time and money. That said as far as Mixamo goes since they dropped support for Unreal 4 there is no hope for that design pathway to expand in scope as to ongoing character design needs beyond just making it work and having to settle for what is given to you off the shelf and out of the box so to speak. Yes there are also other options said to “work” with Unreal 4, and being a good assets manager I've checked them out, but so far all of them have failed to meet our requirements in some area that would require additional work as well as costs that would be of any benefit from doing the work from scratch. That out of the way it's easier to explain why our group decided to go the Daz Stutio+Genesis 3= Unreal 4 route as part of our preferred application pipeline than to explain why other options are bad choices, when they are not.
Warning About Using Daz Studio Assets In Game Development (Sibling Company to Morph3d) Discussion in 'General Discussion. To remember I'm here to warn the Unity community about something that I think is a problem for anyone considering using Daz Studio content in a game. I came at this from the angle of doing art using Daz Studio assets. May 13, 2010 - DAZ 3D-Gizmoz has announced the availability of the Digimi Game Developer Kit, which allows users of DAZ Studio to create and customize.
The three top questions than needs to first be answered before inclusion is. 1) How much time and effort is required to learn a given application necessary to determine if there is enough core features and tools available that would add value as a productivity tool? A lot of products and/or solutions makes promises as in selling you a sports car when you really need a dump truck. 2) What are the upfront or hidden costs?
For all good things there is always a cost in some form or another. It's just bad business to grab something off the shelf, putting it into your labor of love, with out looking into the small details no more would you drop your 4 year old off in the middle of town and drive off. 3) Does it have strong FBX support.
For our needs. 1) I've been a fan of Daz3d products Since they were originally called Zygot and in turn been using Daz Studio since day one for other uses besides making characters for video games so already familiar with features and tool sets that I'm satisfied would be of use but even then it still took close to a year to convince others on the team as to the value of this “application” as part of our preferred application pipeline. 2) Yes to answer as in both Daz Studio and the “base” Genesis 3 frame work are free downloads up front and then you purchase what you need as part of your on going development of your project. What thous are is difficult to say as there are many different options but in most cases asset purchase are far less than on the current Epic market place, with discounting at times, with out having to kit up with expensive products just to make something work. 3) Daz Studio does support FBX which is reason one to even consider the use of any available application to take for a test drive.
That said these are the questions that needs to be answered as to consideration of including Daz Studio in the first place but does not answer the purpose that inclusion needs to serve as part of the overall game design. As I mentioned it took us as a group to figure out how to make a square peg fit into a round hole via discovery but top of the list is a design concept that it would be desirable to allow 3rd part inclusion of custom made, from scratch (mostly), player models as to our intentions of making game mods. As a tool for 3rd party use it's a no brainier and more than anything it's the framework that we wanted and not an off the shelf, look like everyone elses game, solution. And I ramble on again but this is just the tip of the iceberg of you wish to play on the AAA field but Unreal 4 is just a big empty until you put something into it and that can be something simple, off the shelf, or an entire system that's plug-n-play. If anything consider this a look behind the NDA curtain of how things could be done. I've been considering buying this.
And converting the character models to G3 compatible. Well here's the thing I forgot to say. All Daz Originals use the base Genesis framework starting at 1 to 3 and only included the base form along with the head and body injectors that makes the model a Victoria 8 version of the Genesis 3 female as in if you did not download and install the base to begin with it's included as part of the bundle.
The way the Genesis system works is via use of head and body morphs usually referred to as injectors and use head and body morphs to complete the final shape as to design so if you want to turn Victoria 8 into an Elf you can. If you want to change the body armor not a problem.
Dress here with what you want and use auto fit. To maintain the fidelity of the design UE4 still needs a few feature improvements, like a morph loader as well convert Iray materials to Epic PBR (better still an FBX bridge). I do plan on doing a character dev series in the future using DS as well as workflow including Motion Builder but Epic has just fix a few of the major deal breaks in 4.15 and I want to wait and see if they also improve/add some key features that does not require a work around at the moment. At the moment I'm comfortable suggesting DS+Genesis 3 But still requires a fair amount of work arounds.
I would recommend though as a product the first thing to buy is a Platinum Membership. You get something like $400 worth of assets, discounts that I've seen up to 70% off as well as freebies and coupons. Victoria 8 for example your cost is $134.95. My cost $66.13 Now I'm starting to sound like an ad. Kia ora MENTION=536FrankieV/MENTION If I export a Daz3D char, say Gwennili as an FBX and open her in MotionBuilder, drop a character onto one of her bones to characterize her, should that just work or does MotionBuilder not understand a Daz3D rig.
When I do this I get a popup saying it could not be done because some node need to be defined and list a bunch of bones. I found this but it seems weird he's deleting so much I was using this tutorial but seems daz has changed their skeleton naming structure so back to lost lol, bit confused with Pelvis and abdomenlower being on the same level do they link to the same place?
It's not uncommon for joints to share the same space depending on the purpose. The Hips for example can be used as a 'special' transform to position the character and the Pelvis used to rotate the hips and the Characterization can automatically assign the transform to the Hips and the rotation to the Pelvis. In older game engines the function of the Hips was considered the root nod connecting the legs as separate from the abdomenlower but by adding the two to the Characterization list when set to use say an auto rig or a motion capture device the two are once again separated as the data is piloted down to the base rig. Also need since Character Studio from 3ds Max also uses a separate Hips/Pelvis connection.
It's a process that you really only need to do once as you can save the Characterization as a template and I have one for the Epic rig, one for the G3, and don't need on for Mixamo as it already uses MB's naming convention. A way to think of it is that Characterization adds an exoskeleton to whatever base rig you have set up so all of your character assets and animations matches up with MotionBuilders rigging requirement. Kia ora Thank you your right, and he does have some nice tricks to save time, like the mirror tools lol. No prizes for guessing what I forgot to do after I waded through both side and got a char done for characterizing. I don't know if you can copy a template from a done char, but I guess really it would be hove me to do it again for the practice, the more you do the better you get right. Couple of questions if I may Is it better to add the armour/clothing etc then animate and import if I wish to have armour and clothing change able like Skyrim for example Is it maybe better to add the animations in engine or do that then import the char as a whole.
I always wonder what is so good about Daz3d especially knowing it is well known as using recycled characters (not me said this). Also, with $400+, why not just buy Reallusion character creator for same price? Unless I am missing out something since it has been so long I last checked on these.
The character skin textures can be changed into something much realistic afterall, I wonder? I remember the poly count is way too huge as well, decimating looks much uglier @@Well “Daz Studio” like all things is not the perfect solution but whats good is it's a free download and although Iclone is a very good application for the purpose the per seat costs becomes very expensive once more than one person needs to have access as part of a development team. As I mentioned trying to explain what can be done is like trying to explain what one can do using Blender but since the deal breaker problems have been solved in 4.15-4.16 DS is a good character creator that fits well as a preferred application in combination with Unreal 4 considering the upfront and hidden costs. So which is better? Blender or Maya?
As for polyconts Daz3d products run the gambit from unreasonable to acceptable but as a product the Genesis framework comes in at an acceptable 34k tris which is less than the current Epic mannequin but Since DS was not originally designed as a character tool for video games it's going to take some time before it's use becomes excepted as just being something fun to play with. Or You could read some of the user stories of how others use Blender.I mean Daz Studio in other areas of visual production besides a video game. Last bullet point it's good to have options that are fun and free to play with and since Unreal 4 is also being used to fill in vis requirements unreasonable is a line that is no longer a limitation so being able to bring digital people into UE4 as a process is a first and if continues to improve with requested features it will be interesting to see where things are a year from now. If you don't see what would be useful to you then Daz Studio might not be the thing for you but since DS is one of my favorite toys I'll be more than happy to tell my user stories of all the fun I've had. Is it better to add the armour/clothing etc then animate and import if I wish to have armour and clothing change able like Skyrim for example Well it really depends if you are looking at building a top down or bottom up design pathway.
Our design begins with a strong framework by making use of the rigging of the G3 characters that allows for the use of cluster shapeing as well as morph targets so no mater what we need as to characters they can all sing and dance using the same framework. Our character creators then can create clothing that fits the framing using the G3 form and Zbrush and then export the clothing as components to UE4 and combined all of the parts as a sum total. The ideal for us is to break down the workload so instead of focusing on a single character one can focus on say making a nice set of boots. So As a bonus you can add player customization as a side benefit by building characters in parts. Hello, i am a DAZ User since first release and like the product and the power of it. I can design a character what i want, i can animate it with lipsynch and keyframes and i can import them in unreal now.
The bad thing now is, fbx has only 80.000 polygons, but sometimes for film in ue you need more then that. So i tried the alembic fileexporter and it import in unreal 4.16 very well. The only strange thing is, a weired pattern occur, when the material has a texture on it rather then only color. I left the ears with color only and you see no pattern, but the face has the texture material on it and has this noisy pattern. On the left side is the FBX import with normal and material with textures applied. They look great, but i want more definition in the wrinkles and so on - it is an old grandpa elf. Does anyone know where this problem comes from?
Is it a bug in alembic import? Hopefully we can make this forum thread for the DAZ-studio users and share our exprience with all. Nice greetings from germany Martin.
You can find on youtube the work in progress of my 3D VR story.
+ Extending the use of its renowned 3D content and toolsets toward game developers, DAZ 3D-Gizmoz today announced the availability of the, which allows users of to create and customize high-quality 3D characters and directly export them into their favorite game engine. DAZ 3D-Gizmoz has additionally instated a brand new content catalog, dedicated specifically to game developers, which further enhances game development possibilities by providing fully licensed content and models for distribution within any project or pipeline. With tools that allow artists to easily customize levels of detail, reduce model mesh and texture sizes, and improve overall pipeline performance, the Digimi Game Developer Kit includes the following tools: Decimator for DAZ Studio - Enabling drastic to complete models or selected objects by either a percentage or fixed number of polygons, users may utilize the decimator to create any number of Levels of Detail to accommodate any game engine. Texture Atlas for DAZ Studio - Users can easily combine, size, scale or convert their textures into a single texture map.
This yields the opportunity to reduce the size of the textures and scale, or convert them to other image formats to fit game engine compatibility. FBX Plug-in for DAZ Studio- Morphs, cameras, weightmaps and animations may all be exported, directly from DAZ Studio and into any preferred game engine, utilizing standard FBX format. Labels: More Recent Posts: Subscribe to CGIndia RSS headline updates from: Powered by FeedBurner Download Free CGToolbar: CGToolbar is extremely useful and must have tool for CG Artists, designers, Animators, VFX and 3d professionals. CGToolbar is one of its kind (unique)- probably the first toolbar which is loaded with custom features,built by focusing on the needs of a computer graphics professional and to cater the whole CG community. This small but powerful Tool bring all the resources a CG artists ever need at their fingertips by bridging the gap between various useful CG Portals.
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