Genesis 3 to Unreal 4 now super easy.

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Comments

  • papabliss said:

    Super easy.......lol and pigs can fly, post a step by step tutorial then I might believe you

    Sure here you go

    Did it from scratch so if you don't want to wait for the import feel free to fast forward.

    Importing single morphs seems more like it should be an engine side feature but there are ways to work around it if one needs a unique snowflake 

     

    Thank you very much for these great vids, I really appreciate them and your work. Can you please help me work out the hair and eyes for the Genesis3 models in unreal. I have been breaking my head to find a method that gets the results you are getting and it has not been easy. Thank you in advance for any support you can give me. 

    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.

  • ShawnBoothShawnBooth Posts: 465
    a-sennov said:

    Just noticed this thread and want to add my 2 cents:

    When using DAZ content in 3D game you MUST be extremely cautious about licensing, because available gamedev licenses don't cover everything, only selected content from DAZ itself (marked DAZ Original) and some PAs. So you have to double check that all you're using is really covered. For example it's extremely easy to dial some morph or facial expression (as they all are integrated together) which is not DAZ Original.

    I can notice that right in the video above - they used the SKAMotion's walk animation from http://www.daz3d.com/genesis-3-female-s-victoria-7-high-heel-walk-aniblock, which is NOT even possible to license for game usage. (But it's OK to make youtube video with it :) )

    I have indie gamedev license myself and finally came to solution of having distinct runtime only with DAZ Originals in it.

     

    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".

  • ShawnBoothShawnBooth Posts: 465

    Anyone?

  • nonesuch00nonesuch00 Posts: 18,293

    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.

  • MattymanxMattymanx Posts: 6,949

    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".

     

    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

  • skyitskyit Posts: 25
    edited September 2017

    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?

    Post edited by skyit on
  • JustAMartinJustAMartin Posts: 11
    edited November 2017

    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.

    Post edited by JustAMartin on
  • 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.

  • FirePro9FirePro9 Posts: 456
    edited September 2018

    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.

     

    Post edited by FirePro9 on
  • RuphussRuphuss Posts: 2,631

    how to deal with game license  for a platformer/sidescroller game where only rendered sprites are used ?

  • ChoholeChohole Posts: 33,604
    Ruphuss said:

    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.

  • JonSea31 said:

    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

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