Clothing for UE5.4 from DAZ
Hi!
This may or may not have been brought up in the past (most likely my googling skills isn't up to pair on this topic) but all I find is information regarding clothing physics and/or chaos.
I recently learnt myself a little daz as I plan to use daz as my main source for characters and clothing. So far, I've managed to get a Genesis 9 character (naked) into UE5.4 and being able to sucessfully retarget for animations. Now, I want to start importing clothing. I'm using Davids bridge to UE, and when trying to do the export from daz to ue the same way I did with the character model, the clothing gets a little twisted. No biggie, I can somewhat solve this and find different solutions I'm yet to try if they work.
However, my biggest issue is currently that the clothing (so far only tried bra and panties) doesn't really fit the character anymore once in ue. Inside daz it fits perfectly, but when moving/jumping some texture starts clipping. It's not huge clipping, so it seems to be following the model as it should (using leader component) but parts of it for example the boobs starts clipping through, or crotch area while the butt stays it place.
What may be the cause of this issue?
Theories: weight-painting problem, clothes are currently too snug inside daz and have to be made a little more loose or the twisting when importing messes it up.
Have someone faced the same issue and if so, what was the solution? is there a better way to import clothes for characters? I know the basics in daz, blender and ue if there is any way to streamline this process easily.
And on this topic, I might also add in that I plan to make my character modular in the future once this problem is solved if someone has any tips for this.
Comments
OK so when building the Genesis character in Daz Studio the clothing should be attached as part of the Genesis base which in turn inherents the morph targets from the character base. To mantaine the shape change the clothing needs to be exported as part of the main shape so when exporting the clothing as stand alone will not fit right and in some cases deform in the manner you discribed. Now if you want to export and maintain the current shaping you need to set all of the parts not part of the clothing to invisable and set the exporter to export visable objects, in the FBX dialogue, to send only what is visable and the morph targes will be baked into the mesh and can then be used as a component.