Using Daz models in other 3D applications
unearthlywatch_f839d5a30a
Posts: 0
After exporting a Daz figure to a 3d application I'm wondering should I build a new joint rig for the mesh? Or can I use the existing rig? There is a long joint from the pelvis to the grid plane, what's that about?
Comments
What options did you use to export the model?
What 3D application are you now using it in?
FBX 2012 Binary. Export Options: Figures, Props, Output Options: Embed textures, Collect textures into folder, Merge clothing into figure skeleton, Allow degraded skinning, Allow degraded scaling. Using Maya 2011
What version of DAZ Studio did you export from ?
4.6 64 bit
what version of 4.6? It matters cause the newest version is using a different FBX exporter then the previous versions.
Also, what version of Maya 2011 (with what updates if any) as it may not be using the same version of FBX.
Daz is 4.6.0.18 Maya not sure where to look. The FBX plugin for Maya is 2011.3 version. Don't mean to annoy you but in fact what's really important to me is whether I will be able to use a Daz model exported to Unity at some stage.
I have found export to other apps hit or miss with it never being 100%, even in .obj format. Keep in mind that if you are interested in game development, DAZ models cannot be used without one of these
http://www.daz3d.com/commercial-game-developer-license
http://www.daz3d.com/indie-game-developer-license
Thanks for your feedback FSMCDesigns and Mattymanx. Realized I should just go ahead and try it, imported into Unity and got a good result, just got to fix the eye and eyelash textures. Very new to a lot of this stuff. I am thinking of using a Daz model in cut scenes, so it's 2D and would not be used as a character in 3D, so I believe I shouldn't require a license.
yes that is fine
for game use of mesh if you ever choose that path the license does go on sale on very rare occasions but is limited to Daz originals or the PA's who have additional ones.
you will HAVE to heavily decimate it too
I have not made games but tried rendering in Unreal using Matinee in the UDK and found Ultimate Unwrap 3D best for preparing the FBX it decimates very nicely.
There is also a decimator plugin you can buy for studio, very good but limited to in studio use, I use UUW3D on 3rd party FBX which you cannot bring rigged into D|S
another software to consider is iClone, Daz on sells it in the store or go to Reallusion
they have pipeline for included and vendors who do additional game export licensed content, the advantage is lower poly bone rigged not vertex morph (Blendshape) facial animation that many games do not support.
There are plenty of good codecs designed for playing video files ingame, so it might be worth using one to streamline everything. As an added bonus, you can use the rendering power of 3Delight or equivalent to make them really look great!
HeraldOfFire good question re the cutscenes. I want to render a character in levels of the game, while it could be done by compositing the Daz render over the top of a level scene render, it would be difficult to sync positions and duplicate lighting. I have realized Daz is not really the tool for the job despite making superb models.
I want to thank Wendycatz for the iClone suggestion. That is so very helpful. After spending some hours researching this application I think it would provide a flexible solution for all my modeling and animation needs in both the creation of cutscenes as well as ingame characters and animation. It seems astonishing value.