Daz to Unity Bridge Issues
I'm trying out the Daz to Unity script and while it's useful, there's a few major issues which I think the dev team (and users) should be aware of.
The importer generates way too many materials! The importer should combine any materials which use the same texture maps. For example, on a G8 figure, Face+Lips+Ears+Eyesocket can be combined into one material. Also, Mouth+Teeth, Arms+Fingernails, and Legs+Toenails. Realtime assets should use as few materials as possible, so it's very silly to have so many unneccessary duplicates.
In the import settings, "Blend Shape Normals" is set to "calculate". This is very bad! This will cause unwanted changes to the normals across the entire mesh any time a blendshape dial is used. Just look at any figures ears while turning up a dial to see what I mean. "Blend Shape Normals" should be set to "None".
The script allows the export of JCMs, but there doesn't seem to be a way to have them be automatically driven by the figure's pose inside of Unity. Are there plans to include a JCM driver script in a future version of Daz to Unity?
Limits on bone rotations would also be very useful for posing.
I've also noticed that every selected morph is exported for every item. This is very wasteful of resources. We do not need JCMs on eyelashes and hair, for example. Or upper-body morphs on pants, etc. Please give us the option to select which morphs we want to export for each item that is attached to the figure. This is probably the biggest issue with the addon, because there is no way to remove blendshapes after importing.
Comments
Thanks very much for your feedback! There are plans to do duplicate material merge as well as many other game optimization operations. JCM drivers are also planned, but may be a little further out, since it would involve developing an efficient "runtime module" that is incorporated into the end-user game executable rather than just scripts which are run in Editor-only mode. Regarding exporting of all morphs, we are aware of the issue. Unfortunately, it is more difficult to solve in the short term. For many reasons, the Daz Studio FbxExporter is currently being treated as a black-box for DazBridge development. In the longer term, that and many other things will definitely get overhauls.
Come on Daz you got this, you can work out a solution.