How to Export as FBX with the highest subdivision level
frewinspam
Posts: 12
in The Commons
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Well, you only get the low poly model via FBX. There is a trick to get a hires version of the mesh, but the weight map stays at low poly, so only a portion of the vertices follow the bones.
is there a way to export teh daz model with all the posing contols/skeleton at the highest subD?
Not that I am aware of. Can always use it in Daz Studio though
I think the interactive license might allow it, but I'm not sure. Probably not since the subD is Daz' proprietary thing.
Can C4D increase the resolution of the mesh?
I highly doubt it is a license issue, more of a Daz Studio feature/tech issue since DAZ figures are made to work perfectly within DS and exporting them in most ways is problematic. Yes, most high end apps have subdivision, but they can be picky on how it is implemented depending on the app. Ideally you can export as a .FBX, pose the figure and then subdivide it, but there is no telling how the native subd will react and if doing animation, that will probably not work.
FBX doesn't, as far as I know, carry SubD - you have to apply it in the destination application. It also, logically, doesn't carry the equivalent of HD morphs though other applications can do similar things - I don't know about Cinema 4D.
If you wanted HD morphs I think you would need to export the shape (as OBJ, probably) and then import as a multi-resoultion morph/bendshape for the figure (brought in by FBX) in the destination application.
:/ that's sad. Im only resorting to exporting because daz lacks any form of soft body dynamics/physics. Poser has had it for years, why the hell has it taken this long for daz to even think of it? Like literally daz would be a monter program if they had dynamic bullet physics or somethign similar where we can easily adjust the weight of for example a fat stomach to bounce around and deform as a hand punches it.
Yes it will work .
C4D's "hyernurbs"SubD modifier is NON destructive
and wont break rigging
nor change vertex count on low poly meshes being driven by Daz exported MDD files.
I Created some uber low poly "backgrounders" with the Daz decimator plugin getting some G-1 figures down to under 3000 faces.
In C4D I can subdive them at a level of 2 and get them passably smooth looking as they run past the camera in the distance.
However with FBX rigs the biggest loss, During export, is the JCM's
Those DAZ to Maya users seem to have figured out a tedious, labor intensive way to use hires exported meshes as"blend shapes" etc
and thus far all I have seen from them are single, naked unmoving people in an empty universe
With their joints finally deforming similar to Daz studio after much grocking.
I Generally have multiple Daz Genesis Characters in my scenes and dont have time for such manual restoration of some video game res FBX rig in my rendering app,
which is why I use an obj/MDD pipeline with resolution of my choice
preserved during export from Daz.
Thanks Wolf. I was speaking generally and not singling out C4D. Of the 4 apps I use that have subdivision, each one reacts differently for some odd reason, kinda like FBX, LOL
Is there any proper way to export HD morphs from daz? fbx doesnt do it, alembic doesnt do it. I want my veins from vascularity to be exported :(
Didn't you already ask this and get the answers? https://www.daz3d.com/forums/discussion/comment/3427951/
I know it's frustrating, had similar experiences getting content into Max, but I learned to do it in DS instead and it saved me a ton of headaches. Maybe time to learn to model since you are using a modeling app.
I am pretty sure Alembic does
Merged threads.
Yes, Alembic (and mdd) export a vertex cache so they include the HD details - however they don't include any rigging information, it is simply a list of vertex movements.
Is there a reason nobody recommended Daz to Blender plugin? It can export shapekeys, animation and level 3 subd. You can export it from Blender to anywhere.
This thread is four years old.