Exporting FBX with Expression Morph Targets Reverts Character Mesh to Base Genesis 8 Female

coreyfcoreyf Posts: 0

Yesterday I purchased this (https://www.daz3d.com/100-must-have-expressions-volume-2-for-genesis-8-females) awesome collection of expressions for genesis 8 females.

I'm using this (https://www.daz3d.com/ktarya-bundle-for-genesis-3-and-genesis-8-female-s) genesis 8 based Ktarya character. When I try to export an FBX of the character with all of the new expression morphs from the pack above, the character mesh reverts to the base genesis 8 female and loses all of her "Ktarya-ness".

When working in Daz, the expressions work on Ktarya no problem, so I'm confused as to why the export reverts the character mesh. Is there any way to get this to work? I'm extra confused becase I tested this process with the free expressions (Shock HD, Smile Full Face HD, etc.) first, and everything worked: FBX export with Ktarya mesh and morph targets for the expressions.

Is there any way to get this working? If it won't work for the expression set I linked above, will it work if I use this (https://www.daz3d.com/genesis-8-female-expressions) "offical" daz originals expression set instead?

Edited to use store rather than product library links

Post edited by coreyf on

Comments

  • Hi coreyf.. you have to make sure that in the export rules for fbx, you "bake" the morphs that have to do with your character.(if you are using the base gen8 character and then just using the morph dial for Ktarya, it is best you use the character preset)  and  you need to export the expression morphs so that they can be exported in the fbx

    I'm including a snapshot of my rules so you can see what I'm talking about.  In this case, I'm using the capt charisma character for gen3 (same process).. make sure it says "bake" or "export" (if you want to be able to morph that)..   and the rule head. in the export rules export any expression to the head itself (and cuts out some of the others that are not being used), you also need to have morphs selected

    let me know if you need any more help..

    Cheers!

     

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  • coreyfcoreyf Posts: 0

    Thank you Bryan! Using your advice I was able to get it working =D

    I'll spare the forum all the details, but essentially between my test and actual export my morph export rules were modified, and I think the problem was because the rule was "head" some morphs that should have been baked were exported. I recreated the scene using the character preset, and had only one morph export rule for "head." (note the period), and that worked like a charm.

     

    Thanks again Bryan, seeing your screen shot was very helpful! (I didn't know before that you could expand the export tree to see the individual morphs and their ultimate export/bake status as determined by the rules)

  • I was scratching my head for a day and a half on this. I wanted to retain my characters appearance while also exporting the morphs for later use. I realized after some testing that this happens when you adjust the sliders before export. If you want to keep your character settings and still have access to the morphs in another program (like Unreal) then you need to go line by line and transfer your values on Daz sliders to the sliders in the program you imported the FBX to (in unreal or whatever). Before fbx export, Daz resets all sliders to 0 so any morph changes done in Daz have to be redone manually on the program your exporting for. You can bake these in your morph export settings as explained above, or you can lock these by clicking the lock icon on the slider in Daz, but doing either will cause the morph to not be exported and you wont be able to change it in Unreal or whatever other program your using. 

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