Send DAZ to Unreal --> Facial Expression problem
rieder.bernhard
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Bit tricky to explain.
First I'll assume you are using cluster shaping, aka joints, for facial expressions.
If you using morphs the shapes are pulled as an additive of the current vertex location so is always + or – of the current shape. If using cluster and you bake the injector shape when exported and when the joint as part of the facial cluster is pulled it's done so based on the original vertex location.
For animations to work with different character shapes using clusters you need to export the base shape first to Unreal along with the morph shape you wish to use and activate it in UE4.
Using cluster shaping has always been tricky so I would stick with morphs instead.
Since expressions use translation of the bones, rather than just rotation, you need to set the re-target source so it knows what the bone movements are relative to.
https://davidvodhanel.com/daz-to-unreal-animations/