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. 😂