Does Decimator for DAZ Studio break Blend Shapes?
Has anyone had experience with Decimator and using blend shapes? Woudl like to use it to reduce vert count, but also want to leverage blend shapes in the game engine for facial animation? Have a whole bunch of decimation options, but the others have broken blend shapes.
Comments
Since blend shapes are dependent on recording vertex positions, and decimator reduces the polygon count and therefore the number of verteces, the problem is obvious, I think. If you wish to use content that is decimated. then I would assume the solution would be to decimate first, then animate, then export. I don't do what you are attempting myself, so if someone else happens by with actual experience, they may offer some insight.
SixDs, that makes sense to me. What I am trying to do is use a Daz3D character in Unity with a lipSync plug-in (Rogo DIgital LipSync Pro). If I export out of Daz at full mesh topology (With the head blendshapes0 everything works great. However, the memory usage in Unity per character is almost 1.5 GB per figure with Mesh (1GB) and Textures (0.5GB), so isn't really practical. If I use a mesh reduction after it is exported from Daz3D and texture Altas, I can get it down to 0.25GB however in the process the mesh reduction seems to break the blendshapes (which your note confirmed to me).
My thinking is that since Decimator looks like it does it's magic pre-export it might let me optimize while still exporting the blend-shapes. If it could do that well worth the price ($150 for software and interactive license), but is a bit steep for 'I'll buy it and put on shelf if it doesn't do that".
I think morphs that are already available on the figure get decimated too, but you wouldn't be able to load new ones made for the original mesh.
okay. Thanks for the input.
Hi,
I am writing in this topic because I have not found anything else.
I just bought the Decimator and created my decimated character with some morphs.
Everything works fine within daz studio, but when I export the model the blendshapes of the dresses and the arrangement of the vertices are very poorly processed and a lot of spikes are created.
Any idea?