Export to fbx. issues

The pose looks so different when i export them to fbx. to my project , any suggestions ?

​in DAZ

image

image

in my project

image

 

Sometimes that comes with fingers also , and i still thing the expression is different also...

 

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1494 x 883 - 525K
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Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,627
    edited November 2017

    the joint controlled morphs do not export with the animation or pose

    you would need to export them bakedto the timeline to dial in or as an obj file to load, also FBX is only base resolution so no HD morphs work and an obj export would need to also be base resolution to load as a morph.

    Depending on which software you are exporting to there are ways to get around this such as mdd or abc export the first need the alembic exporter https://www.daz3d.com/alembic-exporter-for-daz-studio

    the latter AniMate2 https://www.daz3d.com/animate2

    Post edited by WendyLuvsCatz on
  • th3Digit said:

    the joint controlled morphs do not export with the animation or pose

    you would need to export them bakedto the timeline to dial in or as an obj file to load, also FBX is only base resolution so no HD morphs work and an obj export would need to also be base resolution to load as a morph.

    Depending on which software you are exporting to there are ways to get around this such as mdd or abc export the first need the alembic exporter https://www.daz3d.com/alembic-exporter-for-daz-studio

    the latter AniMate2 https://www.daz3d.com/animate2

    ”export them bakedto the timeline to dial in“ how to do that ?  ​i found 'bake to studio keyfarmes' only...

  • ARealitiARealiti Posts: 150
    edited February 2018

    Hi all, I have finally discovered that yes, HD can be exported in FBX by setting the editor level to 1 or 2 in the properties of the figure, then locking it before export and then setting SubD on the export screen. However, this then destroys the rigging, but for static use that probably doesn't matter if you aren't animating? However, if you want to animate with the level of detail you want in the mesh, you are, unfortunately, out of luck.

    For my use (doesn't help the lack of geometry issue) I then found out through the help of MaleMedia3 and Richard that the best idea is to export both the low and high poly version and then bake the Normals of the high onto the low through use of Substance Painter. Hope this helps anyone who wants to do this, I would like to see the high poly version actually export with rigging for animations as well, but the use of Normals is a great approach for me using it for Runtime purposes.

    Post edited by ARealiti on
  • Cris PalominoCris Palomino Posts: 11,713
    edited February 2018

    Please do not post the same thing in other threads, and particularly finding older threads. Your best solution is to post the URL of the older thread to your current one to cite an example of something related that you found. Part of the problem in doing this is that you split up the same topic and people have a hard time following any good information that is found in only one of the sub-threads. 

    If you have comments, please post in https://www.daz3d.com/forums/discussion/229156/animated-rigged-subd-export#latest and not in this thread.

    Post edited by Cris Palomino on
  • PadonePadone Posts: 3,804
    edited February 2018

    I know how to do this in Blender, I guess for other platforms may be similar.

    1) Joint morphs. DAZ Studio uses joint controlled morphs (JCM) to properly bend arms and legs and other body parts. You can export them via fbx too. What you need to do is to show hidden properties and show used morphs. So you know the names of the JCMs you have to export. Then in the fbx dialog add those names in the export rules.

    Be aware that once you export the JCMs you will have to apply them yourself to the figure because they are available as morphs but not automatically applied as DAZ Studio does. So you will have to setup drivers too. Also, your target platform must have a compatible weighting system otherwise you will get different results from the JCM. Blender does.

    2) HD morphs. Export the figure at base resolution and at high resolution (subd 3-4). Then use Blender or Z-Brush to bake the high resolution version to a normal map. Be aware that the normal map will not create real bumps by itself, so the silhouette of the figure will not be affected. To get real bumps from a normal map you also need a render engine supporting micro-displacement. Cycles does.

    Post edited by Padone on
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