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Sorry for the late response. Playing catch up.
Can't really help out as as the results we are getting is not based on anything we have done but improvements made on Epic's part to maintain much of the fidelity of the original assets as exported/imported from Daz Studio that is getting better with each released version of the Unreal 4 engine. Material wise an object that had a simple color map assigned would rendered as if it was wrapped in plastic where in 4.15 proper mapping is being maintained for the most part.
Even hair is much improved, depending on the hair asset, so overall as a DS >UE4 solution very usable with any additions only making the result look better rather than crap from the start.
Some General feed back.
Animations.
No stock Epic animations do not work but is easy enough in UE4 to re-target and is a snap if using Motion Builder for animation authoring. We have already converted a lot of our animation library over to the G3 framework over beer and pizza so is only a minor issue as all things unique would need to be handled.
Licensing.
The license can be looked on as being expensive or cheap depending on what you want to get out of it. In Unreal 4 you get the basic nuts and bolts to make your own character model “system” from scratch which would normally cost you up to $100,000 if purchased as a middle wear solution.
A good example of practical use.
http://www.cgw.com/Press-Center/News/2009/Autodesk-HumanIK-Middleware-Helps-Assassins-Cree.aspx
So our need is to be able to use the G3 framework as a working foundation and a starting point that all things to come can be built upon and the fact that we can make us of anything marked as a Daz Original, or even anything under CC0 with is compatible with the UE4 license, is a HUGE jump towards making stuff of the same level of quality only available to the AAA studio.
Sorry if I'm sounding like an ad but DA and UE4 working together and getting better all the time goes together like peanut butter and chocoholic.
So if the Game Dev License is not offered for sale, there iszero possibility of getting a license from a particular PA?
I have the Daz and Stonemason licenses in mind to purchase for sure. Would also really like a few others that aren't "available".
Anyone?
You have to ask on a case by case basis because some handle it outside the DAZ Store. Some refuse to let their assets be used in a game, OK, well just one of the few that I've asked so far. Finally a few grant permission to use their assets in a game without buying an extra game development license from them. You have to ask though if you see they don't sell a game development license in the DAZ Store.
Shawn,
Contact customer care and ask them to ask the PA's who's content you are interested in.
https://helpdaz.zendesk.com/hc/en-us/requests/new
so there is any step by step tutorial how to import daz3d GM3 characters into UE4 except the useless video posted in the first page?
One of the best (but outdated) tutorials is:
https://wiki.unrealengine.com/Daz_Studio_To_UE4_(Tutorial)_Part_1
and then just replace 1 with numbers up to 4 for full series.
I recently found an interesting article that mentions possible issues you might experience when using DS models in Unreal:
https://crazyrestosim.wordpress.com/2017/10/05/daz3d-to-ue4/
In short, the things to watch for are animation artifacts caused by the fact that DS uses Dual Quaternion skinning, but game engines use Classic linear skinning and also DS has corrective morphs to make animations look better, but game engines will not use those morphs "automagically" and you will need to somehow manually apply them (not sure, how, and not sure if you need to create your own corrective morphs from scratch or can reuse the DS ones). Also, bone rotation axis can cause problems for programmatic animations and mentioned corrective morhs.
Also, DS exported models lack roughness / normal maps and LODs.
The author mentions some ways to solve the issues but unfortunately does not provide detailed tutorials. I haven't yet found a complete DS -> Unreal pipeline tutorial anywhere, although I have searched Unreal forums, youtube, paid courses and have asked experienced DS / Unreal content creators to create such a tutorial, maybe collecting donations on Patreon etc. to pay for their efforts - I'm sure people will be interested because I have found some quick&dirty DS -> Unreal video that was funded through Patreon, but the video was just another quick start and not complete guide. So, yeah, we still have none and have to collect everything from bits and pieces and shooting ourselves in the foot many times before getting everything right.
Just wanted to follow up in this thread and see if there have been any updates or a "pipeline" established for DAZ characters and objects into UE4. I'm new and starting from scratch on UE4 with a considerable DAZ library. I mainly want to get DAZ charachters and animation poses into UE4 to create scenes and videos to start anyway.
Until recently I wasn't aware that there were so many free tools and ready to use scripts and blueprints available in the marketplace. It's like they want you to develop games, which is great....but getting the 3D assets imported over or formated correctly for import, is my concern at this point.
I would like to know as well, if there is a tutorial on how to export fully working Characters from DAZ to Unreal Engine, especially the Corrective Morphs. In blender it is perfectly possible to work with fully functional DAZ characters with help of diffeomorphic's importer. The Dual Quaternion problem can be solved too (modded version of Unreal Engine).
In my view DAZ should get rid of all the Corrective Morphs and instead go for a better skinning method like "Optimized Centers of Rotation", which doesn't seem to need any corrective morphs:
If Epic could do the same, than it would be perfect and it would work with every Character Mesh, no matter in which Software it was created.
Reallusion's upcoming Character Creator 3 ( https://www.reallusion.com/character-creator ) looks to be a promising pipeline for getting licensed DAZ charaters into various game engines.
how to deal with game license for a platformer/sidescroller game where only rendered sprites are used ?
2d sprites only need basic EULA The interactive license is only required when the actual product mesh (geometry) is used.
Hay guys I'm back.
Personally I would have to say that the number one road block to get past is historically it was difficult or impossible to even get a Daz3d asset into a game engine due to serious hard-coded limitations and in favor of Unreal 4 is there is no longer that limitation in the first place.
That
As well over the past year import “quality” has continue to improve on Epic's side.
So
I figured I would do a primer series as to the basics as to even getting started as to producing a satisfactory result.
Start here.
https://www.youtube.com/watch?v=i08fGK4s-1A
Yes long and drawn out but I tried to included as much as possible as to the basics and if you must feel free to blame DS for the many possibility. ;)
So, I'd like to ask, if I were to create a game in Unreal Engine 4 just for my personal use, and wanted to use Genesis 3 Female and its clothing/hair/accessories, what would I do?
Of course, I do not plan on distributing the game publicly - it's just for my personal use.
The interactive license is only required if you plan on distbuting the game the game with the raw assets