Daz Environments to Unity - Help! Transforms always get wonky
anewdreamlife
Posts: 6
I was hoping someone could help me with exporting environments from Daz in fbx format (not using the Bridge)
Whenever I export sets from Daz to use in Unity, once I bring them into unity, the placements of all the props are all over the place, never where they should be.
I've tried so many things in the export options trying to make this work, but no matter what, once it's imported to Unity, everything is scattered in the wrong places.
Does anyone know how to fix this?
Comments
With Daz to Unity bridge, the environments from Daz 3D store works as expected for me.
The only problem is when instances are used in such environment.
You need to convert instances to objects, before exporting them.
I think groups does not export via bridge.
It would be nice to have some script in Unity to change objects back to instances there.
I also think, if you could provide a link to evironment from Daz, that you have problem with
it will be easier to find workaround.
Artini is correct in that using the bridge can save a lot of headaches. I have seen the issues of groups and instances also.
One of the reasons I did a lot of experimenting is because some of the DAZ terrain based products were not done for gaming, so hilly, mountainous, or others, don't always have meshes on the edges that go all the way to "Ground Level". What I was experimenting with was the Unity Terrain Tools (preview version) to create ground at the edges of various landscapes to "fill any holes" in various meshes. I had a large area created and was importing various villages, ruins, etc, not necessarily at the origin, to see how everything would work together. Some times I would send things thru Blender, or to Modo to make changes and would have to use FBX export and import, instead of the using the bridge.
I think the DazToUnreal code branch has support for Lighting and Environments. I will try to back-port these features to the DazToUnity code branch when I have time.
Regarding instances, I'll try to automate conversion to objects + external metadata on the Daz side and back to instances on the Unity side.
One solution for terrain gaps and holes may be to use a "ground" or "terrain" tag in Daz, then automatically convert that tag(s) from Mesh Data to Terrain Data instead of running it through the FbxExporter plugin.
Helpful References:
Below is an example transfer to Unity with the bridge one of Stonemason sets: https://www.daz3d.com/urban-future-6
together with Daisy HD: https://www.daz3d.com/daisy-hd-for-genesis-81-female
and its render in Unity:
And the short video exploring Urban Future 6
Another example render from Unity - https://www.daz3d.com/the-last-stand
This environment just transfers fine as is via bridge.
Japanese Alley instances need to be converted to objects, but afterwards exports nicely via bridge.
https://www.daz3d.com/japanese-alley
Another example video made in Unity with Urban Future 7 - https://www.daz3d.com/urban-future-7
Stonemason's sets work nicely in Unity.