Help Exporting Supersuit?

Greetings everyone,

I'm working on a project that needs the DAZ 'Powerslide' Supersuit exported.

Pipeline:

1. Daz Studio 4.8 Pro 32 bit

2. 3DXchange 6.2 Pro

PARAMS:

+ On the left is the suit in Daz on a standard G2 male figure with nothing hidden and no push modifier with Export params.

+ On the right is the suit in 3DXchange. It's beige/tan, with no seemingly possible way to get it back to normal.

What am I missing? I've checked every forum available to no avail. HELP?

SIdeBySide.jpg
2800 x 900 - 315K

Comments

  • How did you export? What settings did you use in DS and 3DXchange?

  • Sorry, posted the wrong image; here's the corrected one with the export params.

    Image B.jpg
    2800 x 900 - 255K
  • FBX is not a format I use much - are you sure you don't need a wildcard for the moprh matching rules? I'm not clear what you are expecting to do. Also, you have Animate open - are you using an AniBlock to comtrol ther morphs?

  • Not sure if a wildcard is needed for the morph matching rules, but most likely yes...problem is, I don't know which path to travel yet.

    End goal is to get the G2 with the supersuit intact, exported from Daz to animate in another package.

    Animate is always open; I use dual monitors so Animate is always in view on the 2nd screen; not using it to control the morphs at all. But does this seem odd that the FBX export opened in 3DX defaults to tan/beige?

    FYI: If I export this same G2 with the supersuit "as an OBJ", then auto-rig in Mixamo, I can import back into 3DX with no problems...albeit without facial key or talking attributes, but 'super heavy on the file size'. Honestly, if I could figure out how to re-rig the face from there, I'd possibly forget the FBX aspect altogether and come up with a workaround on the animation side.

  • wolf359wolf359 Posts: 3,828
    edited December 2016

    "End goal is to get the G2 with the supersuit intact, exported from Daz to animate in another package...................

    FYI: If I export this same G2 with the supersuit "as an OBJ", then auto-rig in Mixamo, I can import back into 3DX with no problems...albeit without facial key or talking attributes, but 'super heavy on the file size'. Honestly, if I could figure out how to re-rig the face from there, I'd possibly forget the FBX aspect altogether and come up with a workaround on the animation side"

     

    I am curious.
    Where do you actually plan to create your Character animation and where do you plan to do the final render ??
    if the problem is that it loses its color and becomes beige in 3DX
    why not manually apply your textures in the final render application

    Post edited by wolf359 on
  • Hi Wolf359, iClone 6.2 Pro is the animating environment for this project.

    Adding textures in post was my thought when I saw the beige/tan, but each time I tried to apply anything to the Powerslide Supersuit, the cloth would 'disappear' or become opaque.

    I thought I was seeing things, until I tried to add textures both in 3DXchange and in iClone.

    Played with the opacity, self-illumination, etc., same results.

    Where I am as of last night is exporting the G2 and suit as an OBJ; zipping the avatar and material in one file and uploading that to Mixamo; that lets me pull it into 3DX, push out to iClone, with everything intact except face rig, which I'll work on this coming week.

    This pipeline seems easiest for workflow and file size, so I'll stick to it unless you all have other ideas or suggestions.

  • wolf359wolf359 Posts: 3,828

    I understand.
    Indeed Loss of the facial animation in IC is quite the "show stopper"angry


    I am a Fan of Genesis 1& 2 and  also use Iclone Pro& 3D exchange  for body motion development only though, 

    I export  the body motion Data back to DS and layer My facial animation and Lipsinc on in Daz studio using mimic Pro 3 and or mimic live
    and the keymate & graphmate plugins for animated expressions.
    My finals are rendered in maxon Cinmea4D Via .obj /MDD export
    to Maxon.

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