Updating Morphs on Existing Character
livepassioneveryday
Posts: 35
Sometimes, you're trying to do something with a Daz character in Unity, and you realize that you could use that one specific morph you don't already have attached. You've already got components on your character (like an eye and head animator), and have that character pointed to by other objects, and used in Timeline. When you reimport the character using Daz to Unity, it destroys the character you were using in the scene, and replaces it with a new one. If the previous one was Bob_Prefab 1, the new one is Bob_Prefab 2. Whatever components you had on Bob1 are not on Bob2, meaning you have to start all over again to get him to work in your scene. Is there a way around this?
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(Solved)
Every time I ask a question in a forum, I figure it out almost immediately.
All you have to do, is to untick the Replace on Import box on the character in your scene. The mesh of your existing character, now has the new morphs, and all components are still attached. I'm curious as to why that's ticked by default. I guess I should have done a little more research, or realized it was going to happen, but it kinda sucks that I lost a couple of hours of work when I imported an updated version of my character. Going forward though, it should make my workflow a lot more efficient.
Interesting find. I did not know about it. Thanks for posting.