Why do Daz 3D character joints bends look bad when character is imported in Character Creator 4 via Transformer?


https://forum.reallusion.com/Topic552337.aspx
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By jackshand.design - Last Year
Hi just bumping an issue I keep bumping into regarding Daz characters brought over into CC4. While the character joint deformations look great accurate in Daz3D especially with Genesis 9 characters, sadly my FBX character brought over using the Transformer has quite bad joint deformations when the limbs are posed. I know this might actually be an issue with FBX format itself, but noticed it for years and wondering if there is a way to get accurate joint quality in the poses as seen in Daz?
Attached is an image of the source Daz model joints versus how they look in CC4, unfortunately look very much like tubes.
Any help would be much appreciated, thank you





https://forum.reallusion.com/uploads/images/d83586f7-5ab2-48d3-9e4d-f005.png



By jackshand.design - Last Year
Found this was mentioned in more specific terms by a user some time back, I'd love to achieve the level of realism mentioned 

https://forum.reallusion.com/uploads/images/46320b3b-f730-416c-9824-221c.png
By AutoDidact - Last Year
Hi 
the Daz genesis models have complex joint control morphs that are triggered when the limbs are bent inside Daz studio.
This is a function of the Daz studio software for which they were purpose built.

With CC4 technically you never actually “import” a Daz model but its current shape ,from the FBX file, is projected onto a CC4 base to create a reasonably close looking “clone” of the Daz Character.
This is so you can have full compatibility with Iclone’s animation
system 
The CC4 Characters do not have a complex joint control morph system however it seems it may be possible to manually create better joints via sculpting software such as Zbrush or Blender.
By jackshand.design - Last Year
Gotcha that makes a lot more sense

I have gathered as much that some more detail might be needed to be added to those areas for that very purpose in Zbrush.
My end goal with this character is to use it Unreal Engine where the MDL deformer might correct these issues, worth experimenting.
I'll share the results

Thanks for the info
By ender570 - Last Year
jackshand.design (6/1/2024)

My end goal with this character is to use it Unreal Engine where the MDL deformer might correct these issues, worth experimenting.



The ML Deformer is a bit misleading with what it promises. You still need to create the corrective blendshapes (you could use the ones that Reallusion provided), it doesn't just create them for you. I know a lot of people were confused by it, thinking it used AI "knowledge" to create them for you.
By jackshand.design - Last Year
Thanks for the heads up on that, where are the corrective blendshapes and what would be the best workflow for this kind of thing?
By jackshand.design - Last Year
For anyone else who is curious This tutorial from Nilido Essa covers how to set up corrective bones based on Metahumans

https://www.youtube.com/watch?v=glmJdcx_4FE