[Released] Unofficial DTU Bridge v1.1
This discussion has been closed.
Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Here is v1.2 Beta 2: https://github.com/danielbui78/DazToRuntime/releases/tag/v1.2-beta2-unofficial-unity
New in Beta 2:
Hi DanielBuil, thanks for making this awesome version of Daz to Unity bridge. It has been a superb vevrsion over the official one
But i have a question, it's all great and all but what's the point of it if there's no official way and no tutorials, no help about how to make DAZ Characters game ready? And i assume that people who want daz characters in Unity want to use them for games.
As you know DAZ Characters since long ago were not meant to be used for games because high polygon count(100,000 Plus per character). The people that i talked to online who know about unity and game making say characters should be something like 40 to 60,000 or lower polygon count. So thats' one thing. Nobody is making tutorials on how to make the huge bloaty Daz characters into useable for games assets. For example we know the only thing( well i only know of this) that the only thing to reduce polygons is Decimator from DAZ, luckly i'm kind of learning how to use it better but it's kind of slow and it's not that much of a difference if i make my character 40% reced resolution in Decimator . it goes from being 4GB to 2GB, that's not that great. What if i want to have 50 or 100 characters in my game to create varied characters or population or have enemies and npcs?
that will just add so much GB sie to my project and Game Gurus in Unity world say its not good for your project size to be more than 50GB...my estimates tetll me my game would be 200GB Plus if i were to put all the characcters i want.
=NPCs =Enemies =Main Characters my player interacts more with and who have lipsynch and more realism like some pugins from Unity to make their eyes and head move realisticaly
That just seems like it's gonna end up being like 400GB even 500GB or 600GB even 800GB. Thats so huge.
And Then i rethought my idea to rather than make 200Daz characters just make 58, and the rest just let the be bought "game ready" very low poly character packs from the Unity Assetstore to fill population in the city etc and just use Daz characters for my mai characters 58 in my case.
But even 58 is too much, it will add up to GB, something like 80GB or more.
**********************************
So my question is is this Daz to Unity product have Game optimization in taken into account? Or is it mainly for people who want to make small scenes?
I want to make full games ful of population, enemies, Npcs, props, Environments, and then the tools to helpme shape my world(Gaia , lipsynch product, etc add aabunch of more GB so i dont know what to do)
I'm saying this cause sure Use Daz to Unity to send your character to Unity but nobody's talking about making them game ready before sending them.
Material Property animation of any gameobject with a Mesh Renderer should work like any other Unity asset. One major difference is that the imported Daz figure gameobject is created in a nested gameobject with multiple child gameobjects that contain the individual Daz shapes. Another difference is that the animatable Material Properties are listed by shader programming references that don't always correspond with their Material Property description. These differences might be causing confusion. Here are step-by-step instructions to animate the material property to show "wetness":
1. From Unity menu bar, select "Window->Animation->Animation".
2. Animation editor window should open.
3. Select desired Daz shape in the Hierarchy pane. Example: "Genesis8_1Female.Shape"
3. The Animation editor window should update with the "Create" button.
4. Click "Create" button in Animation editor window.
5. Dialog window should open to ask you to name and save a new Animation file. Do this.
6. Animation editor window should now show a Timeline pane on the right and an empty pane on the left with an "Add Property" button.
7. Click the "Add Property" button. A tree view of animatable game objects should appear. Click down the hierarcy until you find the desired Daz shape, then continue clicking down the "Skinned Mesh Renderer" branch, then scroll down until you see the desired Material Property to animate.
Note: these Material Propertiesare listed by their internal shader programming references and not the property description shown on the Material properties pane. To see the corresponding shader programming reference for each material property description, click on the Material, then right-click and choose "Select Shader". The Shader property pane should open and show a list of shader programming references and the corresponding material property description.
8. If you want to animate "wetness", I suggest add Material._Roughness to the Animation editor window.
9. Now animate the property as you would any other property added to the Animation editor window.
These instructions will work for shaders in both Official DazToUnity Bridge and unofficial DTU Bridge.
I moved my reply to here: https://www.daz3d.com/forums/discussion/526341/how-in-the-world-will-i-populate-my-unity-game-with-200-daz-characters-if-each-one-adds-4gb-to-proj#latest so that it can stay more on-topic and relevant.