How to export G2 to Unreal so Daz bone rotations would match?

Hello,

I exported Genesis 2 model as FBX, then imported it to UE 4.22 but I can't understand how to match bones rotations values between Daz Studio and Unreal...

Here's how to reproduce a problem:

1) I looked at model definition file ( Genesis2Female.dsf ) and saw that rotation_order for lThigh is YZX.

I typed these rotation values in Daz Studio: X -90, Y 75, Z 45  and model looks good -  like on screenshot.

Then I typed the same values in Unreal Bone Editor (in YZX order - first I typed Y value, then Z, then X) and model looks incorrectly (see screenshot).

What is causing this problem and how to fix it?

 

 

unreal_lThigh.png
1916 x 1079 - 1M
daz_lThigh.png
1360 x 1041 - 415K

Comments

  • Senor_MonkeySenor_Monkey Posts: 127
    edited November 2019

    Here's a great video for Genesis 8 to Unreal, which yields perfect results. I haven't tried Genesis 2 (I always used Mixamo to port G1 & G2 previously), but I'm sure it would be a similar process.

    https://www.youtube.com/watch?v=BkDakjwPd7o

    Post edited by Senor_Monkey on
  • Thanks for that link

    I have had no success with Genesis 8, I can retarget genesis 3 but not always 

    there seems to be a number of factors that affect it possibly scaling in various characters, I have yet to discover what I do wrong when it fails

  • I think the secret is the second part in the video, where he changes everyything to 'skeleton', then a couple of items to animation or animation scaled. I've used that method to import things such as B-bot, which has very few bones, and got animations working well (with a little trial and error).

  • I think the secret is the second part in the video, where he changes everyything to 'skeleton', then a couple of items to animation or animation scaled. I've used that method to import things such as B-bot, which has very few bones, and got animations working well (with a little trial and error).

    yes I noticed that and have never seeen that shown before, will try it next time

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