Still no subdivision on fbx export ?

ZenZen Posts: 35

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 !!

Screenshot 2025-02-13 160741.png
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Post edited by Zen on

Comments

  • Yep. I believe this is still considered to be proprietary DS PA only information.

    Regards,

    Richard

  • lilweeplilweep Posts: 2,558
    edited February 13

    If you are using in other software, there are bridges, like Diffeomorphic and "Daz to HUE" that can utilise subd and HD

    Post edited by lilweep on
  • ZenZen Posts: 35

    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 ?

  • crosswindcrosswind Posts: 8,024

    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...

  • ZenZen Posts: 35

    crosswind said:

    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. 

  • ZenZen Posts: 35

    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.

  • crosswindcrosswind Posts: 8,024

    Zen said:

    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. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,582
    edited February 13

    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

    Post edited by WendyLuvsCatz on
  • ZenZen Posts: 35

    WendyLuvsCatz said:

    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 vector displacement maps so you could generate those from the base mesh and subdivided mesh in Zbrush or something

    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. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,582

    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

  • ZenZen Posts: 35

    WendyLuvsCatz said:

    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. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,582
    edited February 13

    Zen said:

    WendyLuvsCatz said:

    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

    Post edited by WendyLuvsCatz on
  • lilweeplilweep Posts: 2,558
    edited February 15

    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.

    Post edited by lilweep on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,582

    lilweep said:

    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 

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