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Interesting news, DAZ also finally released they own "DAZ to UNREAL BRIDGE, Possivel competition???

Posted By Ellessarr 5 Years Ago
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Interesting news, DAZ also finally released they own "DAZ to UNREAL...

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Ellessarr
Ellessarr
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yeah just this since the last week daz released they own "pluging to export daz stuffs to unreal, it looking very interesting for me because it would means "competition" from daz with reallusion, while daz character creator is more "powerfull" and more "game friendly in many aspects" daz still have a "very strong" aspect which make it really a lot attractive for game which is you being able to export "morphs" to unreal, which make a huge difference from character creator which "you can't export and looks like never gonna be able since it not was build in a way to allow it.

Also it would means which daz finally is starting to "look" at the game market and it could lead then to maybe in a future to be a strong competition with daz and others "game dev" tools, ofcourse daz primary source still render and most of its "artists" make works for "render( high poly and high detailed stuffs), but you can still find "some game friendly artists working on daz and even one of then got interested in improve they way to work to be more "unreal friendly, now the only thing they are missing is a pluging for unity and after.

we can be seying the birth of a possible competition to reallusion if this "new bridge proof to be very profitable????.
Polaraul
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Ellessarr (9/3/2020)
yeah just this since the last week daz released they own "pluging to export daz stuffs to unreal, it looking very interesting for me because it would means "competition" from daz with reallusion, while daz character creator is more "powerfull" and more "game friendly in many aspects" daz still have a "very strong" aspect which make it really a lot attractive for game which is you being able to export "morphs" to unreal, which make a huge difference from character creator which "you can't export and looks like never gonna be able since it not was build in a way to allow it.

Also it would means which daz finally is starting to "look" at the game market and it could lead then to maybe in a future to be a strong competition with daz and others "game dev" tools, ofcourse daz primary source still render and most of its "artists" make works for "render( high poly and high detailed stuffs), but you can still find "some game friendly artists working on daz and even one of then got interested in improve they way to work to be more "unreal friendly, now the only thing they are missing is a pluging for unity and after.

we can be seying the birth of a possible competition to reallusion if this "new bridge proof to be very profitable????.


The ability to export morphs is a big plus for me, something people have been ask for in CC3 for a long while now, and to no avail. I wonder if DAZ are beginning to view the games market a little more seriously now, for a few weeks now they have dropped the price of their interactive licences to $5 which now makes a lot more of their assets a little more cost effective for games development.

3dtester
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I found it also very interesting that Daz now also starts to target game developers more directly.
The price drop for interactive licenses was also pretty tempting.
I think they wanted to see how many people would actually buy the licenses if they were cheaper.
That way they have an approximation about how many people would actually export the content.
Not that this is a bad thing at all.
I think it generates more competition, and finally also RL has to react this in some way.
Daz gets an option again if the pipeline to UE is successful, because you can actually animate in UE as well.
Still, for me, the animation tools of iClone are sufficient.






animagic
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It is telling though that DAZ is very quiet about Reallusion...:P Whereas in the past they actually sold RL products..:P 




Ellessarr
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yeah that "interactive sales" are being a big life saver i had bought really many interactive licenses, many of my daz stuffs i do have the "license to use", now thanks to that and another one in the past were the licenses get a 70% discount, i've already have all the essentials licenses from genesis to genesis 8 base characters, have some genesis 8 pro bundle licenses( the best licenses without any doubts are the bundles because you need to pay only 1 time to have all the licenses), some pro 7 some pro 2 and 1 and some random bundles and some random licenses, most of the licenses of daz basic "morphs from genesis 1 to genesis 8(only missing the genesis 3 base morphs and genesis 8 morphs for head and expression) to have all base licenses to work with character customization inside unreal, my only issue with the current bridge is which it don't allow you have multiple skeletons in unreal, any mesh you export to unreal will be parented to the same base genesis skeleton).

Another thing which i do love in daz is without any doubts the "prices" non other place can beat daz when comes to "discount/promotions/sales" you have some insane discounts like in some cases being above 90% in the worst cases you get a minimum of 30% to 40%, but if you know how to wait you can aways get the best discount possible.

the only downside is which most of daz stuffs and artists are not "game friendly and in some cases make some crazy high poly stuffs" also another problem with daz is they "daztech stuffs" some daz stuff don't work outside daz or when exported outside daz work like a crap, things like dforce hair or fur don't work/ can't be exported outside daz, also things like geoshell are exported like props and not rigged to the character or things like geograft can have some weird gliches related to "duplacted meshes", others stuffs are "too killing like fibermesh or strandbased stuffs because they generated insane ammount of polygons making some hairs alone being near 1 million. to work with daz you must pay attention with those details, then is when in cases of hair "reallusion is much better because all the hairs are made game friendly unlike daz were stuffs are more render focused.


fromsouthgames
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Well this are good news. 
Some competition for CC3 is better for everyone,  Especially considering that the process of exporting a character to unreal engine is far from stable.

Also, about poly reduction, UE4 offers a skeletal mesh reduction tool

https://docs.unrealengine.com/en-US/Engine/Content/Types/SkeletalMeshes/SkeletalMeshReductionTool/SkeletalMeshReductionOverview/index.html

kmitchell.12catblackstudio...
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As some one who's bought the 50$ per product game license then had to buy the 500$ license when they changed their mind on how they wanted to do game application i'm done wasting my money on daz. CC3 has better features and is more intuitive on designed iteration. Plus having an animation libriary built for games in IClone makes the product flow from CC3 -> Zbrush -> MD -> ZBrush -> CC3 -> Substance Painter -> UE4 so much faster of a turn around time to go from concept to playable in engine. 
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Daz has recently released several exporters to external applications
( Blender,MAYA , MAX ,C4D UE4) and IMHO, ALL of them are "limited"
They also have New disussion forums for each of the newly supported apps.
Although they are charitably calling them "Bridges" they are actually unidirectional exporters 
only for the Genesis 8 figures and the massive Bloatware
required for all of those joint correction morphs and LOD's.
none of the new plugins export animation
no non figure scene props are exported either.
The C4D  users have reported Scene file bloat of up to 19 GIGABYTES after importing one G8 female with morphs in Cinema4D.
And Yes this is in direct response to Reallusions inroads in the lucrative Game content market.
except that Daz does not offer any viable Character animation tools.
For the years of Iclone 5.5 to version 6.5  there was Daz a forum Sticky thread on importing Daz figures
into Iclone.
When CC3 was announced along with  an optional Iray renderer and the abilty to transform  all genesis figures cloths & skinmaps via shape projection, Daz Broke off all relations with RL and the features
of Iclone & CC3 are a forbidden subject on thier forums =instant post/thread eradication.
Daz figures look great!! but without a functional IK foot/floor contact solver, their software
and user base is largely restricted to the still render portrait /pinup crowd.
 



RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
76% of original size (was 661x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


garrettg11
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Besides being one way...  It appears the trick with these bridges is to have a separate second 'thin' daz library. Because daz will try to pull in every morph you have for the export, hence the giant gigabytes poor results for some people. Personally I hate that whole design aspect to these figure morphs, I would like to be able to define sets, manage them, include/exclude etc. rather than the lets load em all approach.

If you have a second thin library setup, which is a good thing generally if library is big, so one can have fast figure loading, the bridge goes fast and file size is fine.

My thin library is an idea I got from others on daz forum where now I try to keep the thin one with just my most important always using every scene stuff, and then just the figures/morphs/props/etc I'm working with at a given time for the scene, and will install/uninstall them with DIM as needed. Then if I want the whole catalog I'll just flip my CMS settings around to the full catalog where I have DIM install everything.

So I tried the bridge with Maya tonight, and it works pretty smooth. I pulled in a G8F HD stand alone figure and all looks good. Process was quick. I also did a separate test with Shuttlestar, which Daz prompted to convert it to a prop before exporting, but it came in looking fine also.

76% of original size (was 661x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/c486c216-eaf6-438f-bf6e-2720.png
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It appears the trick with these bridges is to have a separate second 'thin' daz library. Because daz will try to pull in every morph you have for the export, hence the giant gigabytes poor results for some people. Personally I hate that whole design aspect to these figure morphs, I would like to be able to define sets, manage them, include/exclude etc. rather than the lets load em all approach.



Theoretically the GenX 2 plugin can selectively deactivate third party morphs on an individual figure basis as an alternative  to creating an entire separate "thin library",
but alas this is been the insurmountable dilemma of the Daz Genesis figure platform from the start.😌


The Daz Genesis figures are truly amazing as long as they are residing INSIDE Daz studio connected to the live stream of SubD ,joint control & HD morphs from that massive Data folder in your Daz studio install directory.


However when you try to export them to another environment the compromising begins.😏


Leave that data behind and you have a basic rigged figure,
functionally no different from any basic biped rigged&weighted figure
already available for Blender, Maya,Max,C4D ,Houdini etc 

Try to send all of their Bloatware along with them and you risk getting a Massive,multi-gigabyte,scene choking, dead weight in the importing application ,as has been reported by the users of the official Daz "bridges" for C4D and Blender.🙄

Export via a mesh cache option like alembic or MDD and you are forced
use  Daz studios kiddie pool animation/lipsync tools or own a genesis compatible animation and retargeting solution like Autodesk MOBU or Iclone/3DX ,as I did for my feature length animated film "Galactus Rising" ,that I rendered in Maxon Cinema4D Via MDD figure export 
from Daz studio.


Game engine users/Developers typically demand that their assets be ready to use 
and are not likely to want to spend alot of time deep diving Daz studio and manually culling down the figures Data set before even sending it to the game engine.😲


So it is no surprise (to me at least) that the major 3DCC's never embraced the original
Genesis via "DSON"


It is no surprise (to me at least) why Moprh3D/Morph ID /MCS for Unity was an umitigated failure.


It is no surprise (to me at least) Why no most people ,in the 3DCG /Gaming space have never heard of (or dont care) about Daz's so called"Tafi" Social media Avatar creation system. 😂
 
 



RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
76% of original size (was 661x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY





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