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Thanks so much , yeah i think that happened. I'm uptating my Unity version so it should clear up. Also even my whole Visual Studio just doesn't work, so i hope by my upgrade to a new version and the fact that i deleted the old one and starting over, will clear things up.
HI daniel, so i'm noticing all clothes are breaking( poke through , well most ) with characters having wrinkles and needing to have Subdivision. Is there no fix with that?
With my characters that dont have wrinkoles/muscles defined needed so they no need hhave no subdivision some clothes break but i just switch to some higher quality clothes and thene there's no poke through, but with aged people that subdivision is required to achieve some believable Aging, most clothes is breaking up and creating poke throughs, any advice?
Just look back at "page 2" of this thread, and search for the word "Push Modifier". You will find my explanation of why this happens and instructions for the work around. Good luck!
Amazing it worked. I had to do about 0.9 Push for my shirt to not have skin poke through but finally it worked awesome1!!!
Hello,
I've noticed that character shoulders do not bend well when you push them too far. This results in a broken looking mesh. In some poses the issue is more noticeable than others, but wired deformations usually start happening when you try to push the arm above T-pose.
Not sure if there's anything you can do about it, but letting you know just in case. I also tried how it looks when exporting to Blender and it's even worse there :)
It probably has something to do with how weights are transfered over.
Thanks for the great work so far.
Sorry for the late response! I must have overlooked your message last week. My apologies.
Anyway, the problem you are describing sounds like it is probably related to lack of JCM in your exported model. Currently, uDTU does not automatically handle JCMs for you. However, you can easily add JCMs during the Daz export by selecting "Choose Morphs", then click one or more of the buttons (Arms, Legs, Torso) at the bottom of the "Select Morphs" Dialog under the subsection labeled "Add JCMs". Then click Accept and make sure the "Enable Morphs" checkbox is checked. Once exported, you'll find the JCMs in the BlendShapes of the your Figure's .Shape subnode of the prefab. Each morph is created for specific angle of the body: example: Genesis8Female_pJCMShldrUp_90_L is the morph which should be applied to 100% when you set the Figure's Left Shoulder to 90 degrees Up.
Hint: To get the active JCM values being applied for the current pose in Daz Studio, click the Parameters Pane. Then turn on hidden properties (Click the icon with 4 horizontal lines, then click "Preferences->Show Hidden Properties"). Then click "Currently Used". Now type "JCM" in the search box. You should see all the active JCMs being applied for the current pose as well as the correct strength value to apply for each one. Now you know exactly what JCM BlendShapes to apply in Unity for this pose.
Of course, all of that might be the easy part depending on your comfort level with manipulating the human shoulder joints (glenohumoral, scapular) in an anatomically realistic way.
(Go to 2:56)
Hope this was helpful! Good luck with your project.
Thanks for the reply. I did not know about JCMs before. It was interesing to learn how Daz figures actually work, but saddly it doesn't help for Unity. Or at least not out fo the box.
It does work if I export the figure to Blender with JCMs attached, because Blender uses something called "Preserve Volume" when applying the Armature modifier. Apperantly this is called "dual quaternion skinning". This isn't supported in Unity.
I found this script for it and I kinda managed to get it to work, but it creates artefacts on the mesh: https://github.com/ConstantineRudenko/DQ-skinning-for-Unity
This works a bit better, but it doesn't allow the usage of blend shapes, so it kinda makes the whole exercise pointless: https://forum.unity.com/threads/cor-real-time-skeletal-skinning-with-optimized-centers-of-rotation.634435/
Anyway that's all I managed to find out on the subject on my own. Again, thanks for the effort.
Wow, this is great, the first bridge I've used where subdivision works fine!
Are there any plans to add morphs for geografts? Right now, most options to export those are blocked by different DAZ bugs, like the "merge fitted geometry" bug. If we could export morphs for geografts, we could merge outside, or use them as separate skinned meshes in Unity.
Hm, somehow my second comment vanished from this thread.
I got it working fine with the official anatomical elements, saw they get merged into the main body, and morphs are still available.
Thanks for this great tool!
HI Daniel so i told you how i now send old looking characters successfully, ok, now i'm trying to send Muscled guys with subdivision of 2 and i'm getting errors about subdivisions which did not get at all whene sending elderly wrinkled characters with subdivision of 2. what's going on?
What morph or store asset are you using? Can you copy & paste the error message or post a screenshot of the error message? Also, let me know what version of Unity, what render pipeline, and what version of uDTU you are using.
Hi Daniel
Before enter in the physic world (what Unity can do better then Daz on Unity - native - where we have a lot of native plugins - like Obi, Magika Cloth, etc) is possible separate - via script - the blendshapes (morphs) 'per piece' (like cloth) without duplicate each morph in each piece?
I have a question. When i export Environments as FBX and import into my Unity Project. they all import weird with buch of parts sticking out and stuff.
So i was wondering if Environments and not just Characters can be sent to Unity projects using UDTUbridge 1.2? Can they? Or is UDTUbridge only to send characters?
I dont test meshs yet, UDUT can export just mesh, 'static mesh', but i dont have experience about. Try create a empty object in DAZ (group) set this empty object like zero in X,Y,Z and put all meshs inner and test it. on UDUT windows, select the litle box to show up FBX export, select 'no hiden object' in that windows (FBX windows).
It worked!! Jeron. Now i can send my environments to Unity with UDTUBridge too!!!! Just need to fix the Shaders from DazIray to HDRP because the DazIRAy ones act weird for objects. For characters they are great but for objects they act weird like the color dots inside the texture move when you move in the Scene view or Game view. But if you change all the materials to HDRP/Lit that stops.
It's alittle hassle because if the Environment has lot of object, it will have lots of materials to change but it's ok, i can do it slowly
Hi DanielBui, I'm back with a question.
I'm trying again Unofficial daz to Unity Bridge 1.2 sending an old character from Daz using Aging Morphs, and although a non animated character looks great. An Animated character has bunch of spikes coming from its mesh. I had this problem before but it got solved, i think i was using alower unity version before. Before i had Unity 2021.1.16.. Now i use 2021.1.28.
And no matter what i do, the spikes doon't go away, they happen with animations added to my character
Here's what i tried
=When i create an elderly character or muscled character . If it's elderly i used the Daz "Aging Morphs" to make the neck, the face, the hands, the arms wrinkled. Then select the Genesis 8 character and in the parameters tab Mesh Resolution i set Viewposrt SubD Level to 2, i leave the Render SubD as it is, i dnt mess up with that cause i dont think it has anything to do with the sending to Unity.
=Then i start up File menu/Send To Unofficial Daz To Unity Bridge and in the Subdivision section enable it with a checkmarkk, then push the button to set the options
I put a 2 for the Genesis 8 figure so it matches my viewport subd that i set...And for everything else i leave it at 1, that includes shoes, clothes, aceessories. If it's hair, i might leave it at zero i'm guessing that's the correct thing to do. Well i would actually guess for shoes, accessories, and clothes, and clothes i could leave it at zero. That's hwat i think because those are not the meshes i am wanting wrinkles or muscles on.
Anyways but for this time i tried Genesis 8 SubD 2, everything else SubD 1 in the DTU Bridge then press accept and it starts sending.
In Unity looks great until i add animation, and then the spikes come out, scary!!!
PS i also tried the same thing above but added in DTU bridge, subdivision settings for the clothes i set subd to 2 also. DId it make a difference? no!!!
I still get spikes.If you look back at one of your responses in Page 2, you said
Thanks for telling me but I use UDTU version 1.2 the latest(not beta) and i'm getting spikes anyways, what's going on? Please help me, thanks
Here's a picture, and
PS It's happening with both Characters i add Viewport subdivision of 2 who are muscled and Characters Viewport subdivision 2 who are elderly wrinkled
Hi Again Daniel. I was experimenting very much and found out what causes the spikes. At first i thought it was just that it was Unity 2021.1.28, but then they also appeared in 2021.1.16. Here's what i discovered it was!!! The SHOES!!!!! As soon as i resend my character without those shoes( or others, right now i kept it barefoot) everything worked fine no SPIKES WHEN character has Animation!
I'm guessing some shoes will produce this some won't. And some clothes that i use will produce spikes some won't . I guess i have to experiment which, but that sucks, cause those shoes i used were some of the best casual sneakers for a granma...I dont have any other non sexy shoes becauese almost everyting out there for female characters seems sexy. And for a granma or non sexy NPC i don't want heels and stuff. what to do. i have other sneakers but they are rough running shoes, not what i like my simple granmas to wear.
The only other problem, as you can see in this picture is there's a floating piece of mesh( like a tiny cube) that seems to be the same type from the blouse. Wish i could get rid of it cause it makes the character look magical with super natural powers.
Hey Daniel, i'm going through all my applicable shoes and clothes for old guys and old women.....and yup....It seems the shoes are many times the cause of the spikes coming out of the thighs or more parts of the body. Look here With some certain shoes, then another picture with the shoes removed and now the animation had no spikes. Great. It seems just happens with some shoes, and with some shoes it doesn't.
I wonder what's the connection with the shoes and the spikes in the body mesh
Thanks for your detailed reporting. Sorry you are having so much trouble with the spikes with shoes. If you have time, please send me the link in the Daz Store to the shoes which are causing the spike problems and I will try to figure out why they do that. I'm working hard on the next version of the Bridges. I am hoping everyone will get to see the updates soon and that you all enjoy them.
Hi Daniel, well these are the ones i was trying because they were casual non sexy for an old elderly /granma
https://www.daz3d.com/s3d-casual-sneakers-for-genesis-8-females
and for a muscled guy with subdivision 2 i tried these shoes from these set
https://www.daz3d.com/chill-wear-for-genesis-3-males
It's for genesis 3 but for some reason i have it in my Genesis8male/Clothing..Maybe i Converted it with some tools but maybe i dont remember i did it.
Yeah but the point is even G8 Shoes, it's hit or miss, some cause spikes in unity when you put animations on a character with Subdivisions 2( elderly or muscled)
Thanks
Hi Daniel or whoever may have an idea.
I am wondering if it's possibleafter sending a character to Unity. To swap some of the Materials attached to the Clothing for example so that when you create different prefabs you can change the Texture of the clothing so you can have prefabs with different clothing texture giving the illusion that they are diffeerent characters.
This would be great because the whole process of sendinging a single character from DAZ to Unity is quite lengthy. And also i wouldn't like to send 100 characters to Unity, it would be great if i could just change textures for each prefab i make( i have imported a folder of optimized small size clothing textures to my Unity project)
The Use Case you are describing (making multiple 3d objects from the same mesh but with different materials) is the exact reason for using a prefab. Please read here for what a Unity Prefab is and how to correctly use them to save development time:
Here are additional videos on Unity Prefabs:
I highly recommend this free official Unity course, which I used when I was getting started and found extremely helpful:
Good luck!
Thanks Daniel, i got it :) i read about Prefab varients and it worked.
HI I have another question, Why are my Guys so much faster to send and process throgh UDTU Bridge than my girls?
Is it cause i have much less morphs installed for G8male than for G8female?
Hi daniel i also want to say mmmm, there's alot of Out of memory problems when using UDTU bridge and sending characters. I can only send like 4 and then Unity crashes. can anything be done about this? My memory is 32GB. And i only have Unity and Daz open at the same time( well and all the other junk stuff that Windows 10 runs in the background)
Hey Daniel, is there a way to preview if whatever Push modifier you set to your clothes is going to be good enough for the Process of sending to Unity via UDTUBdirge and not create poke throughs because of the smooth modifier that is applied during the process.
I always end up setting up some push modifier and just guessing a value but often missing and often getting poke through in Unity. So is there a way to preview if it will be enough push modifier value before using UDTU?
Back in the 20th century, we called this "WYSIWYG" technology. This is how you modify Daz Studio so that what you see in Daz Studio will be what you get in Unity.
NOTE: This will make Daz Studio look worse, but that is EXACTLY what you need it to look like in order to know how much Push Modifier strength to apply to get the exact results you want in Unity.
Good luck!
Thanks Daniel thant's the tip i always needed in my life. It's been a struggle without that tip
Hey daniel there's a problem with UDTUBridge . when you try to send a character that was made with multiple body shapes like a combination of 2 and say a AllMuscleVolumes morph.....the clothing you choose (shirts) will not allow you to successfullly create an FBX when in Unity with UDTU..Only with specific shirts.
So it's very limited in what you can wear. So you either have to keep your character without any body morphs or something, or elese you wont be able to send him to unity with any of your desired clothing.
Some combinations it does't like is Bernard + Silas.
Or Just even adding Bernard to the base G8 Male, then it won't allow you to select from many clothes...the fbx will not becreated correctly nor the prefab.
Should i just not use these morph body shape and use another one?
Hey daniel i discovered what it was and you won't believe it!!! It was not the body morphs. It was the headmorph!!! I got rid of it and was able to put Thed Bernard body + the Silas Body morph + the SWMALlVolumes Muscles and now there's no prolbems, no error messages at all. and i can have my character wear any shirt i want.
That's soooo weird. Why does the head influence if my character FBX will be corrupt or not .mmmmmm...
That sucks, cause that Dain 8 head was pretty cool
I have a question about The Subdivisions part of Unofficial Daz to unity Bridge. What is the point of using subdivisions if i'm finding, without using this option muscles are defined well. For elderly wrinkles it is necessary but i thought i needed it for muscles but apprently i dont cause look, my muscles seem fine without any subdivision checkbox checked.