Pass the base root name of the FBX bridge from Daz Studio to Unreal 4

The current issue is our project has been using Daz Studio and the Genesis 3 framework since is was made avaiable and configured the root to conform to our project requirements. As it stands the root is renamed from the unique model root namming of Genesis3femal and Genesis3male to root so a bridged version breaks the mattching animation requirement.

By pass the current root through Unreal 4 fixes the issue even if to accomplish the task requires the skeleton be imported we can then retarget the model to out current framework

 

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