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A Simple Import Problem

Posted By R Ham Last Year
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A Simple Import Problem

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R Ham
R Ham
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In Stage One, the character is shown in Daz. It's a new G9 Character. It will be exported as an FBX. The head and body are morphs.
In Stage Two, the character is shown imported into RL. The results are the same both in iClone and CC4, either as a Prop or a Humanoid. All the morphs are gone, including visemes.

I've read and tried everything I can find. The results are the same.

I don't know what to do next.
75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/17db9b54-622a-44c6-b880-0491.jpg75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/2b7a9406-88a6-487b-b9a3-7de8.jpg


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Kelleytoons
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It came in just fine for me:

75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/eee20dd8-b5ac-49f2-812b-fb80.png

I'm not sure what you did wrong - when I dropped and dragged the Daz FBX file in it asked me if I wanted to auto-characterize it.  Because I wasn't sure where it went wrong for you I answered no, and then in the rig I chose the Gen 9 one and it rigged it just fine.  My export from Daz are the normal ones I always use for ALL my Gen characters (so nothing special there) and I don't even know what to tell you (be sure you have "Morphs" checkmarked).



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Kelleytoons
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Oh, but be aware you will NOT get any visemes this way - AFAIK dragging and dropping an FBX into CC4 won't do this magic for you (I'm not even sure how to do that process - I think you have to rig the morphs separately yourself like using Blender or some such.  This, BTW, is the reason I don't care at all for Gen 9 figures).



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R Ham
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Kelleytoons (2/22/2024)
Oh, but be aware you will NOT get any visemes this way - AFAIK dragging and dropping an FBX into CC4 won't do this magic for you (I'm not even sure how to do that process - I think you have to rig the morphs separately yourself like using Blender or some such.  This, BTW, is the reason I don't care at all for Gen 9 figures).


I'd like to bring the morphs in along with the file. I don't see why not, but maybe I'm wrong.



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4u2ges
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I'd like to bring the morphs in along with the file.

Which morphs?
General body/head mesh morphs are not applicable in CC through the import.
And DAZ blend-shapes (all for separate face parts half of which do not work) are quite messy to import to Face Editor in CC4.

As I said in the other thread you need to set morphs to Bake in Export Rules or simply uncheck "Include Morphs" and you'd have a shape from DAZ viewport exported as is.
Yes, RL does not have G9 face profile just yet, but DAZ face is all bones. It is not that overly difficult to bind Standard face profile Morphs/Vizemes in CC4 with Proportion tool.




Kelleytoons
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Actually, Mr. G, I DID have the Morphs box checked (and made sure they were included) in my FBX export.  So that, at least, worked anyway.

But - as you say - importing those as actual visemes and/or other morphs into CC is a mess.  In theory you could import all of it to Blender as blendshapes (which does work) and then in Blender export each one as an OBJ to full value (you can do this in Daz as well, baking the individual morphs, but it's a lot longer process).  Then in CC you could edit the necessary facial morph shapes by choosing each one of the exported OBJs but... sigh, it makes me tired even writing this, let along doing it.

I'm not sure why Genesis 9 isn't supported by CC4 (it really should be) but your best bet is to stick to 8 and below (my hunch is that RL will never get around to allowing Gen 9 import - that ship has sailed what with Accurig and the second iteration of the face thingee (whose name escapes this old man at the moment).  Ideally they really ought to just combine them (allow you to import ANY avatar and also then attach a facial CC3+ head made with the face thingee - all they would need do to accomplish this is do some sort of neck blending with the mesh).



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Not checking it basically equals to Bake ALL currently applied morphs.
Otherwise, if it's checked, you may select in Export Rules what to "Bake" and what to "Export".
"Export" means it's included as slider only, but not getting applied to figure on FBX export (that is why OP was getting what they got in CC).

I would certainly discourage getting DAZ morphs along (except maybe for visemes).
Even in Blender you have to find and dial 2-3 morphs for a single blend-shape (separately for muscles, eyebrows, eyelashes - for top parts at least).
And then still have to do a bone related morphs addition in CC separately.

But having DAZ face bones in CC makes the process of creating face morphs a snap without much hassle.





R Ham
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4u2ges (2/23/2024)
I'd like to bring the morphs in along with the file.

Which morphs?
General body/head mesh morphs are not applicable in CC through the import.
And DAZ blend-shapes (all for separate face parts half of which do not work) are quite messy to import to Face Editor in CC4.

As I said in the other thread you need to set morphs to Bake in Export Rules or simply uncheck "Include Morphs" and you'd have a shape from DAZ viewport exported as is.
Yes, RL does not have G9 face profile just yet, but DAZ face is all bones. It is not that overly difficult to bind Standard face profile Morphs/Vizemes in CC4 with Proportion tool.


No morphs come in. None of any kind. I am trying to work with Humanoid, not with CC characters.

Bake has always been a hard term for me to grasp. Incorporate or Include might've been easier to remember.
Baking did have quite a visible result. The body retained its original shape. Still no morphs though.

Here's why this seems odd to me. I imported the Daz House Cat, with no baking. After it was converted to Humanoid, the body was twisted but the speech morphs were all still available. KellyToons demonstrated this, you may remember. The imported head speaks. I had hoped for similar results with the G9 Tiger Man.


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Kelleytoons
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I *think* the difference is the House Cat IS rigged with those visemes.  As Mr. G says, facial positions for Gen figures are controlled via bones.  If you look at the morphs for the Lahr figure you'll see there are no visems morphs (so you can't export them as you can with the Daz cat).

Mr. G seems to think it's easy to use the bones to rig the mouth (I think?) but I wouldn't know how to do it.



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The imported head speaks. I had hoped for similar results with the G9 Tiger Man.
Actually Daz has moved so far away from common sense Viseme/morph based
facial animation, the even their own legacy Daz studio lipsynch  tools are effectively worthless with G9, requiring external iphone/Arkit based solutions like “face Mojo” to get any  results.
Nothing wrong with such modern solutions ,of course, as long as you  keep some basic
audio based viseme animation options in place for the casual hobby users as Reallusion does with Acculips



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