

Problem 1 : How to attach seperate items of clothing meshes to an avatar exported from Daz3D using Animate (fbx exported) ? OK Moving the thread onwards and upwards here are some problems i hoped we could discuss possibly with some useful ways of solving them. Please open a thread to discuss this further if anyone having difficulties doing that will greatfully help out.

Secondly, i've been able to accomplish the DAZ Avatar animated with clothing into Unity using the Game Developer Kit. fbx called "Male_Hips" or "Female_Hips" that are included in the hierarchy of the asset bundle generated character, will I need to do something similar for Vicki so that the script knows to generate the appropriate asset bundle with her body mesh? And if so, how would I go about doing that?įirstly guys just want to give you the thumbs up for this thread, there is alot of usual information worth spending time trying out here Cool !!! I noticed in the character creation tutorial their male and female models have files in their. I am able to generate the character through the asset bundles with various shirts, pants, etc, however the body is not properly being generated so that the only thing that is displayed is the clothing. For certain assets there are multiple textures (the hair in particular), I noticed he doesn't have that in the video, but is it possible to consolidate all of the hair textures into one before I export it from Daz? 3. I'm not sure how to properly name the textures so that when I generate materials I don't have to go into the texture folder and rename every file, 2. You can either remove them or use one of the LOD versions that doesn't have the eyelashes modeled onto it and just use the face texture with the lashes painted onto it.įor right now I'm just adding Victoria to the character creation, however I don't think I am importing her properly from daz. The transparency map does not get exported or read by the engine. What is going on with the eyelashes is that they consist of a transparency map applied to a plane modeled into the face.

And then select the export animations options from the export tab. In order to export poses or animations you need to "bake" them to the DAZ Studio Keyframe before you export. DAZ also has low poly LODs available that are hand modeled in 17k 4k, 2k, and 1k (polys) versions that will give you a good base model to start from in DAZ Studio. Your model as well as the hair needs to be decimated in order to play well in a game engine. The Decimator is in final beta testing and should be available in a matter of a few weeks.ĭAZ is also working on a texture mapping plugin that will allow textures to be combined and scaled.Īll of those plugins will be available individually as well as in an affordable Game Developer Kit bundle. You are correct that the FBX exporter is an add-on plug-in.
