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aossepian
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aossepian
Posted 8 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 12,
Visits: 111
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Hi there, i have a Daz toon auto that has facial morphs in Daz studio and mimic enabled and i want to bring it into 3dxchange with all its morphs, including the moves of all its parts along with it facial morphs in order i can apply an audio narration to it to make it talk. as i export it from daz to my 3dxchange in order to use it in my iclone7 the animation are not coming with it. i would appreciate it if somebody could help me do this conversion with all its moves
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TonyDPrime
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TonyDPrime
Posted 8 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 3.4K,
Visits: 12.4K
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If it is not based on a Genesis 1, 2, 3, or 8 character model, you will have to assign the bones in 3DXchange yourself, there was a tutorial on YouTube about importing characters with bones 2 or 3 years back I believe. You could look up terms Reallusion, Bone, Character, Import, 3DXchange, Pipeline, etc.
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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Tony, If I'm not mistaken (and I may be, because while the OP asked me first and I checked on the car it *seemed* like it) the stuff he's doing is based on morphs, not bones. I couldn't figure out how to bring a morph from Daz into XChange and that's why I suggested he ask the forum (if it were bone based I would have told him the same thing you did).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Rampa
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Group: Forum Members
Last Active: 8 hours ago
Posts: 8.2K,
Visits: 62.6K
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Morphs will import with the FBX as long as you include them in the DAZ export. The car probably has a skeleton that you can characterize, Then you'll get a list of morphs available in the Expression Editor.
Can you post a link to the car page so we can get a better idea?
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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Here's what he was trying to use: https://www.daz3d.com/toon-auto-44
I don't have that particular model, but I did try loading up some morphs in the timeline of a Daz project and while I exported them they didn't appear in XChange anywhere that I could see (again, not bone rigged, so I don't know where else to look for morphs).
Perhaps that's a better question -- if you use a morph on a Daz *something* and you export the FBX with the morph, how in heck do you see it in XChange? Perhaps I'm missing something obvious (I don't really ever need to do this, but I'd like to know in case I need to help others).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Rampa
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Group: Forum Members
Last Active: 8 hours ago
Posts: 8.2K,
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Me too Mike!
I have never tried something like this. If it has a skeleton with 15 bones, it may be fairly easy. If it's morphs only, and only one bone, you would need to add a skeleton to characterize it. Without characterizing, you cannot set up the expressions to work with the iClone facial animation.
But you don't need anything on the timeline. Just make sure you check the "morphs" box in the FBX export of DAZ.
There are a few animal models that are also set up for Mimic, and so have facial morphs for visemes. They're easier because they have a complete skeleton that is easily characterized.
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urbanlamb
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urbanlamb
Posted 8 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 1.2K,
Visits: 3.5K
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okay here is info but i dont know if daz can do this.. i did it in blender 1) make your morphs for the object and make sure they are attached 2) then export said object and bring it into iclone i dont think it matters if its an obj or fbx i tried both 3) simply hit export dont touchanything just make it into an iclone file 4)open iclone and open the morph creator 5) open the prop thingy you just created 6) it will say there are morphs attached and ask if you want to autoconvert them.. yes the answer is yes lol 7) then once that is done click the button "update morphs to iclone" at the top of the morph creator screen 8) go to iclone and click the morph animator button and all attached morphs will be there ( i just tested again to make sure its still working and it is) grr i can't get the 3rd photo in so its out of order here this goes at the end but the forum wont let me put it there..  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "You have brains in your head. You have feet in your shoes. You can steer yourself in any direction you choose. You're on your own, and you know what you know. And you are the guy who'll decide where to go." Dr. Seuss
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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Just tried it from Daz and it works great, Lamb! Wow -- learned something REALLY new today (first time I ever did Morph Creator). I can see this will be helpful. This ought to work for the original poster, although it will involve some amount of effort (he'll be able to get all the viseme morphs in but I doubt whether the animation will be as easily ported as he would probably hope).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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urbanlamb
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urbanlamb
Posted 8 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 1.2K,
Visits: 3.5K
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The rule is if there is no bones go that route. If you make a prop with bones you will get attached morphs in the exchange. Its a bit odd but hey ho i dont question where people put their buttons LOL I just find em and remember em here is the same cube now i stuffed a bone in. So it will appear all the morphs in the exchange. just again export like that and in this case just open the morph creator and bake the keys . No need to use the expression editor. You can set them up inside iclone and if you have a copy of avatar toolkit you can use that control to control the morphs. Or just use the sliders created and do it that way.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "You have brains in your head. You have feet in your shoes. You can steer yourself in any direction you choose. You're on your own, and you know what you know. And you are the guy who'll decide where to go." Dr. Seuss
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Rampa
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Group: Forum Members
Last Active: 8 hours ago
Posts: 8.2K,
Visits: 62.6K
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The trick to getting your morphs out of DAZ to use in the Expression Editor is to find the right morph export rule. I've just been experimenting with the Mil Cat LE because it has viseme, and lots of other morphs. To get all the head morphs, the rule is "head." (make sure it's lower case with the dot after it), and "Export". Import it into 3DX, characterize it, and set up the visemes and stuff in the Expression Editor. Then it will work perfectly with all facial tools in iClone. The car should be very similar, but may not have a nice skeleton. A quick import and convert to non-standard will display its skeleton. You can also see the bone list in the right column even before you convert it. Havn't fixed the whiskers yet. Just a proof of concept. :)
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