Still no subdivision on fbx export ?
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Whats the point on having this feature if it does not export subdivisions ? This is 2025 now and daz3d still arent able to export hd morphs and subdivs on fbx !!
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Screenshot 2025-02-13 160741.png
645 x 900 - 68K
Post edited by Zen on
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Yep. I believe this is still considered to be proprietary DS PA only information.
Regards,
Richard
If you are using in other software, there are bridges, like Diffeomorphic and "Daz to HUE" that can utilise subd and HD
I want to import the HD morphs provided by daz3d to cc4 and dont want to use a 3rd party software to create subdiv, is it really that difficult for daz to include this feature after all this years of release ?
Daz HD morphs and SubD are different things. Up to now, Diffeomorphic Daz Importer (with HD add-ons from Xin) and Daz to HUE can export HD morphs, AFAIK, as lilweep mentioned.
Well, as for Sub-divided mesh, DS built-in FBX Exporter cannot export it... but you can dial HD morphs firstly then Bake Subdivision with needed level by using any Daz to xxx bridges (e.g. Daz to Blender), then import the baked FBX from bridge folder to CC4. Only the figure in CC4 may be heavy, I think...
I doubt cc4 will read the fbx file but i will give it a try, thank you mate.
I just checked, apprently the baked subdiv fbx does not read inside CC4 !! With blender bridge it exports two files 1 is the normal fbx another baked subdiv.
Ah, unfortunately I don't have CC4... I tested that the baked FBX can be imported into Blender, C4D, as well as re-imported to DS with no issue. Maybe you can send a request to Reallusion to ask for if it's possible.
the way to do it is to export a HDmorph as a subdivided obj in the base pose
making sure it and the FBX version subdivided in your program of choice occupy the same vertex space and have matching UVs
then it's up to the software if it can load morphs on subdivided mesh
Philemo was able to create a Carrara plugin using this method
as for iClone8, that doesn't even use the same mesh AFAIK (I am only an iC6 user) so not sure how you would go there
all I can do is use displacement, iClone does at least support tangent space or vector displacement maps so you could generate those from the base mesh and subdivided mesh in Zbrush or something
you can probably make the tangent space or vector maps in Blender too
Im not profecient with sculpting or else i would have easily cc4 to blender or zbrush to sculpt it, guess im stuck unless Daz3d does a miracle and make an update that actually exports subdiv.
you can use Zprojection or shrinkwrap on any mesh that occupies the same vertex space as long as it's subdivided enough to take the same shape
Could you please suggest any tutorial or video breakdown of such workflow ? Thanks in advance.
since I only have iC6 I really am unfamiliar with how CC4 and iC8 work so, sorry, cannot
as for shrinkwrap in Blender
it's as straightforward as aligning your 2 meshes and using the shrinkwrap modifier on the one you want to add the HD shape to and choosing the HD shape as the target
I have no idea how CC4 takes the base shape or anything as never used it, only that it can
this video shows you can export subdided CC4 characters
one with the base shape of the HDmorph in Blender should be able to be deformed with the shrinkwrap modifier in Blender using the subdivided HDmorph obj as the target
again, I don't know how you use that in iClone because they do mention it ceases to be a CC4 character but it certainly should work in Blender, Unreal Engine or other software that imports FBX
Setting up shrinkwrap in Blender manually etc when you can just export HD mesh to Blender via diffeomorphic seems like maybe a waste of time.
I was trying to help the OP without really understanding how CC4 works
I myself would just use the subdivided obj and rerig it as a skinsuit, which with G9 is not hard as eyes and mouth bit separate so basically like rigging clothing
one then could use the HDmorphed version in morphloader