JCM and MCM fbx export?

KazeKaze Posts: 51
edited December 1969 in Daz Studio Discussion

Hi Everyone,

I have a question on JCM and MCM fbx export. Is there a way to properly export these morphs on figures like Genesis 2?

Comments

  • Cris PalominoCris Palomino Posts: 11,611
    edited December 1969

    blonny82 said:
    Hi Everyone,

    I have a question on JCM and MCM fbx export. Is there a way to properly export these morphs on figures like Genesis 2?

    Do you mean you have a Genesis 2 figure in your modeling program for which you have made JCM and MCM morphs and want to bring them back to DAZ Studio to apply to your figure? Normally we do these things as obj format.

    Also, if this is what you mean, did you export at Base resolution?

    What program are you using?

  • KazeKaze Posts: 51
    edited December 1969

    I mean the standard Genesis 2 jcms and mcms that get applied when bending limbs. For example, like when you bend the knee to the limit and it applies the morphs to smooth out the intersecting polygons on the calf muscle to look more natural.

    The target program would be Unreal Engine 4. It can accept the fbx format exported from DAZ along with morphs and animations. As I am learning the Unreal software I find that having a pre rigged figure like Genesis 2 allows me to test various features at a quicker rate. (Ragdoll physics, animation, morph targets, materials, etc) My rigging skills are not as developed and the Genesis 2 figure has a lot of content for it that I could use when I build my own examples.

    I wouldn't need the morphs to behave exactly as they do in daz when I modify positions of the limbs in unreal. I would just like for them to be captured in export so that if they are present and animated in a Daz animation, they will have the morphs available to call upon when playing the exported animation.

    The closest I've gotten is doing an fbx export including the figure, morphs, animations, and including jcms and mcms in morph exports while excluding that ones that are outside of the default Genesis 2 figure. They seem to export, but when examining them they seem to show as empty morph targets.

    I can only seem to export at the base resolution at the moment or else compatibility seems to be broken with Unreal. In general I have found that trying to modify the base mesh's poly count, the rigging is completely our of whack.

    If it turns out that we will never be able to export these morphs then I suppose that is ok. It'll just make the figure look weird.

    I have a feeling that there is probably some other element unique to Daz that does these corrections, but so far I can only figure that the JCMs and MCMs are contributing in some way.

  • prixatprixat Posts: 1,590
    edited December 1969

    There are a couple of places where the information gets lost.

    The main one is the FBX format itself. It does not understand DAZ's Triax weight mapping and the rigging is exported to a simpler, more generic format.

    I believe Genesis also makes use of SubD edge-weighting, which FBX does understand but not many programs do and that gets lost at the import end.

    Is it possible to add subdivision levels in Unity, I thought it gained tessellation with DX11? That would be the preferable method.

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