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Importing multiple DAZ morphs into iClone 8 for Humanoid characters

Posted By 4u2ges 2 Years Ago
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Importing multiple DAZ morphs into iClone 8 for Humanoid characters

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4u2ges
4u2ges
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Here is more or less polished workaround routine for importing multiple DAZ morphs for Humanoid DAZ characters into iClone8.



Notes:

1. You have to already know how to attach specific morphs to your character during export from DAZ (it is done by inserting morph keywords into morphs Export rules applet).
In the video I have a G3 character exported from DAZ with 4 specific morphs attached.

2. Importing morphs which involve bones deformation/scaling is not going to work right, as iClone only supports mesh morphing.

3. Compare to iClone 7/3DX routine, this one includes one more step - taking FBX with morphs through Blender.
This is due to the fact that morphs do not correctly transfer from a prop after resetting 90 degrees X twist in CC or iClone  (it has to come already with 0 transform).
I did not find any solution other than taking fbx to Blender and resetting it there.



UPDATE: Apparently iClone v8.2 is now taking morphs from FBX props import. That is a huge improvement on RL part. Thanks for that!
Morphs transfer inconsistency due to a non 0 rotation by any axis still stands though.
Thus I have updated the routine eliminating extra steps for attaching/detaching accessory to neural base. It is a lot easier now.




ultimativity
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Thank you very much for the update. 
Glad to see RL continues to improve workflow

Nathan

iancardwell237
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Have you ever tried this method with the multi-mesh Genesis9 characters?
4u2ges
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The process of approving first message got delayed by admin I suppose. It just popped up.

Anyway, if you are referring to Geografts (GG) for Gen9, then no it will not work.
Morphs for GGs are not exportable by default.

There is a way to translate them to main Gen9 shape (which would make them exportable to FBX by setting the morph rules).
However the process is quite tedious: https://www.youtube.com/watch?v=Gq6eePZxxvE
Moreover those morphs have to be 0 to 100% (-100% to +100 will not work right in iClone).
Plus, special attention have to be payed to bone based pose morphs.
Those would be exported as mesh morphs and transition may not always look right.

Given all the above I recommend exporting those morphs one by one - baked as whole character and then individually
convert them to iAvatar in CC and then apply via Morphs Creator to the main figure.
I just replied to someone on similar subject: https://forum.reallusion.com/FindPost553667.aspx









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