Daz to Unreal Bridge - Meet the Team

DAZ_samDAZ_sam Posts: 170
edited January 2021 in Unreal Discussion

To know more about the new Bridge team look at the general discussion here:

https://www.daz3d.com/forums/discussion/469326/daz-bridge-support-is-here

Please post any questions Regarding Daz to Unreal here. 

Public Repo is here: 
https://github.com/daz3d/DazToRuntime

Technical Artist/Project Lead - @DAZ_sam
Software Engineer  - @DAZ_vish
Customer Service Agent - @Razzle-Dazzle3D

 

Post edited by Richard Haseltine on
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Comments

  • JohannaJohanna Posts: 119

     

    Thanks to the whole team for all the work and love in the project.

    I hope it will work soon and I would like an updated video for the new UE 4.26.1 bridge version.

    Best wishes from Hamburg

  • DAZ_samDAZ_sam Posts: 170

    Johanna said:

     

    Thanks to the whole team for all the work and love in the project.

    I hope it will work soon and I would like an updated video for the new UE 4.26.1 bridge version.

    Best wishes from Hamburg

    Was there something specific you were looking to learn how to do? 

  • Hello,

    I buyed this plugin for facial animations: https://www.daz3d.com/face-mojo--facial-mocap-retargeting-for-genesis-8-males

    It works fine in daz3d, but when I use dazToUnreal for export skeletal mesh and animations, the animations in Unreal not function. I notice that the problem are the plugin "mojo facial mocap"'s morph target that doesn't export with dazToUnreal plugin, but if I simply export in fbx and import the file in Unreal, morph target are present and animations works great! The problem is that with the simply export to fbx and reimport in Unreal I lost the root bone, that renamed in Genesis8Male.

    I use Unreal Engine 4.26.1 and daz studio 4.15. Any ideas how can I fix this problem?

    Thanks a lot for the support.

  • DAZ_samDAZ_sam Posts: 170
    edited February 2021

    rmandese said:

    Hello,

    I buyed this plugin for facial animations: https://www.daz3d.com/face-mojo--facial-mocap-retargeting-for-genesis-8-males

    It works fine in daz3d, but when I use dazToUnreal for export skeletal mesh and animations, the animations in Unreal not function. I notice that the problem are the plugin "mojo facial mocap"'s morph target that doesn't export with dazToUnreal plugin, but if I simply export in fbx and import the file in Unreal, morph target are present and animations works great! The problem is that with the simply export to fbx and reimport in Unreal I lost the root bone, that renamed in Genesis8Male.

    I use Unreal Engine 4.26.1 and daz studio 4.15. Any ideas how can I fix this problem?

    Thanks a lot for the support.

    I will give it a shot today. I will let you know what I find. 

    Update:
    Without some facial animation I won't be able to test the export but, from what I can see with this plugin. 
    What is happening is it is animation the morph targets on the character. In Laylo3D's documentation he says you do not need to export out any extra morphs.
    If you can share some sample animation I can run from start to finish to verify but, this is the workflow you will need to do on your end for this process to work.

    1. Run Daz to Unreal and Export out as Skeletal Mesh in Daz with all the Head morphs. 
    2. Bake the Animation with Face mojo.
    3, Run Daz to Unreal and Export out as Animation in Daz and make sure you have all the head morphs selected still. 
    4. It should now have an animation asset in Unreal that you can target to the Skeletal Mesh import first if you would like to see it in run time. 

    If it does not work please share a sample fbx and I can test it out for you. 

    Post edited by DAZ_sam on
  • I would love to have an official genesis 8 skeleton compatible with the epic skeleton and a way to chose when exporting to unreal what skeleton I want the figure to be exported with: default skeleton or the epic one. This would make everything much easier. I would be able to use the animation assets without retargeting, the scripts and physical assets designed for the epic skeleton. 

  • TeezTeez Posts: 16

    DAZ modules are preventing my 4.25 UNREAL project from launching!? Please help? IT

  • TeezTeez Posts: 16

    WOW!! Too much time learning Unreal and too much money spent on DAZ and Unreal assetts for this!

    dazmodule.jpg
    501 x 258 - 33K
  • EllessarrEllessarr Posts: 1,395

    you already tried to migrate your project to 4.26???

  • DAZ_samDAZ_sam Posts: 170

    Teez said:

    WOW!! Too much time learning Unreal and too much money spent on DAZ and Unreal assetts for this!

    https://github.com/daz3d/DazToRuntime/releases/tag/4.1.0-unreal You can also find the 4.25 version here. 

  • RuphussRuphuss Posts: 2,631
    edited March 2021

    DAZ_sam said:

    Teez said:

    WOW!! Too much time learning Unreal and too much money spent on DAZ and Unreal assetts for this!

    https://github.com/daz3d/DazToRuntime/releases/tag/4.1.0-unreal You can also find the 4.25 version here. 

     

    you think this helps if you do not tell how to use it ?

    pls make a sticky tutorial how to use the different versions

    always only pointing on github is not helping much

    and why no download folders here ?

    and why no new explanation video ?

    Post edited by Ruphuss on
  • TeezTeez Posts: 16

    Exactly! I go to -GITHUB- and have no clue what to do.  For now my only option is to disable the whole plugin because it disables my whole project.  HELP US

  • DAZ_samDAZ_sam Posts: 170

    Here are the releases on GitHub and here is a post that can help you set up the bridge manually. If you have further questions I highly recommend you open up a ticket as we haven't had time to add detailed instructions on installing the bridges through GitHub yet. 

    https://github.com/daz3d/DazToRuntime/releases
    https://www.daz3d.com/forums/discussion/475666/daz-to-unreal-bridge-builds

  • I have UE4.25 and UE4.26 both installed.

    Daz central has not informed me of the new update for the Daz to UE4.26 bridge. And whenever I try to install it via Daz central or the Daz Install manager, it always defaults to the UE4.25

    So I downloaded the Zip from GitHub and manually installed (copied the files) to the UE4.26 plugins folder. and intermediate folder. Is this correct? When I launch UE4.26 the plugin is there. It imports a character. When I follow the process on the video on the product page, the character runs like they have been hit by a bus, The legs are crazy and FUBAR. I have tried numerous times, with both Genesis 8 and 8.1 male.Ssame deal.

    What am I doing wrong, or missing? Ive tried checking fix bone rotations as mentioned on the developers site. 

    Please can we have updated info, and get rid of any obsolete info.

  • RuphussRuphuss Posts: 2,631

    hey Team

    what are you working on ?

    and pls do not send me to github or elsewhere

  • 18102359261810235926 Posts: 0

    I completely follow the instructions of the video, but after importing, my model becomes a monster, with slender legs and hands, everything is deformed

  • EllessarrEllessarr Posts: 1,395

    1810235926 said:

    I completely follow the instructions of the video, but after importing, my model becomes a monster, with slender legs and hands, everything is deformed

    try to check this tutorial

    https://www.daz3d.com/forums/discussion/491596/tutorial-retargeting-animations-inside-unreal-to-daz-characters ;

  • ViallyVially Posts: 343

    Unreal 5.0 was early released this week.

    Bridge does NOT work with Unreal 5 so a conversion of old files to new version fails.

  • There's a version for UE5.  Keep in mind UE5 is still in a really early version.

    https://github.com/daz3d/DazToRuntime/releases/tag/4.2.0-unreal5EA

  • ViallyVially Posts: 343

    Yay!

    I Know it's early release, but the bridge essentially made me very excited about unreal again... so, when one updates and the other doesn't it's like loosing a foot or something :)

    No seriously, glad to see this being kept up with the unreal releases as upgrading something to a newer version is usually not something done here.

  • EllessarrEllessarr Posts: 1,395

    David Vodhanel said:

    There's a version for UE5.  Keep in mind UE5 is still in a really early version.

    https://github.com/daz3d/DazToRuntime/releases/tag/4.2.0-unreal5EA

    really awesome news, it's have any new feature even experimental or is just the same version compiled for unreal 5? 

  • It just the latest version recompiled for 5.0

  • Im getting this issue:

    Any animation imported by DazToUnreal no matter if Genesis 3 or Genesis8 is causing errors on characters face, can be from a heels pose to a walking animation, are generating face errors even in genesis8 base characters. Please this issue is blocking my pipeline. I bought both the unreal plugin and also I bough here the bridge from daz. Please Help!

     

  • You need to set the retarget source for the animation.  It's the second part of this doc.  https://davidvodhanel.com/daz-to-unreal-animations/

  • jeronimocollaresjeronimocollares Posts: 131
    edited September 2021

    David Vodhanel said:

    You need to set the retarget source for the animation.  It's the second part of this doc.  https://davidvodhanel.com/daz-to-unreal-animations/

    What version work, have 2 diferent, one on daz maket, another in UE4 market... im using the 4.27... plugin dont load with daz version (4.2.0).

    Post edited by jeronimocollares on
  • Any of the versions for 4.27 should work.  The last couple releases I made have a 4.27 version in them.  You can try that.  https://github.com/David-Vodhanel/DazToRuntime/releases

  • RuphussRuphuss Posts: 2,631

    hello Daz team

    what are you working on ?

    are you working at all ?

    do you read here ?

  • RuphussRuphuss Posts: 2,631

    last appearing here from daz_sam

    april 5

  • EllessarrEllessarr Posts: 1,395

    Ruphuss said:

    last appearing here from daz_sam

    april 5

    yeah it's seens which the only "active person" after the "mega grantz" from epic is david everyone else goes "silence on radar". 

  • RuphussRuphuss Posts: 2,631
    edited October 2021

    and david is not part of the daz team as far as i know

    Post edited by Ruphuss on
  • I'm not part of the Daz team, but do communicate with them.  I also don't check these forums all the time, but if you ask a question in my Discord channel, I usually check in there each day.  https://discord.gg/tVcDBMF

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