
However, these can be exported separately and manually added to the character in Unreal Engine. some sungalsses, zippers, buttons, etc) are not supported.

The only real limitation at this time is that meshes embedded in the skeleton (e.g. We also produced a cut-down version of the skin materials optimised to minimise draw calls, enhanced them with micro-normal and micro-roughness maps taken from the Metahuman project and added configurable 'Selective AO' masks for problem areas like nostrils and ears.Īn IK retargetting rig, standard backwards / forwards control rig, ground following rig, eye tracking rig and semi-automated method for characterising the figure in MotionBuilder have also been produced.

This virtually eliminates poke-through issues and makes the application of JCMs at runtime a far more efficient process, especially when used in conjunction with Unreal Engine's posedriver technology.

The character mesh is also combined with the clothing meshes during the process, so all exported JCMs (and other morphs) are applied to all meshes at once. The resulting JCMs are optimised for the UE's linear skinning method - Daz uses the dual quaternion skinning method, so this is necessary for good results. The second part of the system is a Daz script that, when used in conjunction with the Maya script, produces a set of UE compliant JCMs by effectively sampling mesh deformations over a wide range of body positions. ~ Adds extension joints to finger and toe tips for VR grabbing / precise IK solutions (optional)ĭespite some minor differences in the armature, the process works seamlessly with all Daz Genesis 8 and 8.1 figures, both male and female, with or without anatomical elements. ~ Adds muscle joints for 'jiggle' effects (attach physics bodies to drive morphs, optional) ~ Adds the standard Unreal IK joints (optional) ~ Converts all inline twist bones to leaf bones ~ Reorients all joints, pointing X down the joint and making Z the primary swing angle

~ Converts the joint rotation order to XYZ for all joints The first is a Maya Python script that takes the FBX file exported by the DazToUnreal plugin and rebuilds the skeleton for optimal UE compatibility: See here for some technical details on our conversion process: Once our converted figure has been (manually) imported into the Unreal Editor, applying JCMs using posedrivers, setting up physics, converting standard UE control rigs and other animation tasks all become relatively straightforward. Building on top of the DazToUnreal pipeline, we have developed a system that produces a Daz character optimised for animation in Unreal Engine:
