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Daz to iClone retain quality

Posted By peterg 9 Years Ago
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peterg
peterg
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I have experimented a couple of days importing Daz Gen2 characters into iClone. As far as I can tell with my limited experience this is more of a FBX problem than DAZ or iClone. When exporting the characters loose a lot of their definition.

To the left is the iClone version after export, to the right the daz original.



Do you have any tips or workarounds what can I do to retain more of the original look when exporting/importing it?

As a workaround I tried exporting the character from daz as a obj and that worked fine. But I am not sure how I can move body shape from the imported ,iprop (obj) to the .iavatar (fbx)

Is there perhaps another format than fbx that 3dchange can handle that keeps more of the original?

Any tips on the daz->iclone workflow is highly appreciated!


prabhatM
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Did you include MORPH while exporting ?
peterg
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Yes, shouldn't I? Does that affect output?

Edit: Tried without morphs but got the same result?
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9 Years Ago by peterg
Rampa
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Do Genesis 2 figures have Sub-D on by default? The Sub-D is not baked and exported with an FBX file, but it is with an OBJ.

You might get part way to looking similar to the original by increasing the strength of the normal map. You could try tessalation with the normal map as your displacement.
prabhatM
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Actually I am yet to try Genesis 2 character. So I may not have answer to your problem.

I had tested Genesis character with ICLONE long back and I remember getting the customized muscles on DAZ character into ICLONE.
peterg
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I just started using daz two days ago, so I am not sure about subD. I found the setting under Object/Geometry/Convert to SubD, but it doesn't work on the character.

I am probably misunderstanding - but there is no normal map included in the export. From the fbx there is only the diffuse layer, while the obj has diffuse and opacity.

As a workaround I also tried to write over the uv maps with the uv maps from the obj, but it looks like uv map references are just that, references and can't be modified inside iclone.

peterg
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Here are the Daz fbx export settings available. I have experimented with all of them without success, but maybe I'm missing something.

Perhaps it's the degraded scaling that causes it, but that option cannot be removed as it gives an error. Not sure why the option is there when fbx doesn't support it.

peterg
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In case someone is wondering I solved this, kind of. When looking at the reallusion video on how to convert between daz and iclone they add an FBX Morph Export Rule: "Genesis2Male" -> Ignore. This is to make the speech animations work properly.

But for some reason this also removes all the body morphs you have applied to the character. If this rule is deleted the body morphs will be exported properly.

I am not sure how one would go about both applying speech animations and body morphs at the same time.
planetstardragon
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have you tried adding a bake command in the export morph rules ?


Anything = Bake

should be a command on that list.


peterg
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Hi dragon,

Yes, that's there. But as soon as the Genesis2Male-> Ignore is there it will remove the body morphs.

How to set up the Morph Export Rules to both include iclone facial animations and daz body morphs I have no clue.




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