Daz Genesis Characters
1.Use Daz3D Genesis 3 (not genesis 1 or genesis 2) 2.Create your character and export it in.OBJ (not FBX) and set Presets 'DAZ Studio' plus 'Collect Maps' 3.Zip all files:.obj,.mtl and Maps. Rendering Daz Genesis 2 Characters in Indigo (Part 2) This video shows the process of exporting a complex Genesis 8 character from DAZ Studio and import it into Character Creator 3.
Well Daz Studio is a program that has a lot of tools and is used a lot for digital visualization and is not really a drag and drop solution for digital characters so is very much a learning process but the results so far are very usable once you learn what button does what. Part of the free download package includes the Genesis frame work which Daz3d uses to make all of their character model products starting with Genesis as the first option made available. Problem with Genesis is it is poly heavy and does not make use of power of 2 textures so not very useful for video games and the results always seem to be a bit to male and female at the same time. Genesis 2 was better but not by much and video game engines still had a hard time parsing a Genesis 2 model due to hard coded limits. Genesis 3 was the first frame work where the count was low enough, 10 k less than the Epic character, and made use of power of 2 textures. The resulting FBX output was well with in the footprint required by most video game and the only requirement was matching animations.
Genesis 8 was a framework design to allow for better backwards compatibility with G1,G2 and G3 so is not so much an advanced version of the frame work but rather an option that is less compatible as compared to the G3 option. Rumor has it though that Daz3d is working on a compatible version in the same manner they did with Unity via but overall Daz Studio and Genesis 3 is a good framework solution if the need is to build from scratch a character system of your own design and since DS and G3 are free all you risk is the time necessary to learn a few in and outs to make use of the tools just like any other 3d solution. Overall there are issue to work out but we have found in most cases they can be fixed but since the only out of the box character solution is rather limited making use of a ready to use framework, for us, cut down on the development time via either working around the problems or waiting for Epic or Daz3D to fix them. So yeah it's worth it. Daz characters don't deform well in UE4 as UE doesn't support Dual Quaternion Skinning.
You will get issues if you try to bend joints (lotus pose,crouching,hugging legs pose,yoga.). But it will work with standing and walking characters, where joints are being bent only slightly. (see FrankieV's video links in one of my recent threads) Some time ago there was a mod you could use for building your own version of UE4, which supported Dual Quaternion Skinning. A bhi mahiya mp3 song saugandh bonus song.
It appears that only a few people worldwide have been playing around with Daz+UE4, because it is difficult to find any serious discussions about this topic. See the corresponding thread (about the mod): But is seems that it is no longer available.