Help with Exporting .fbx
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Hi guys :)
First I want to say that I'm totally new to 3d modeling, and that any help directed towards me is greatly appreciated. Thank you in advance.
Now to the issue:
I've tried exporting .fbx from Daz to drop into Unreal Engine 4. No matter where or how I export the .fbx I get the following result.
http://i.imgur.com/7E1EYDI.jpg
There are multiple tutorials on Youtube that show how to export .fbx, and I've tried following them all. I can't help but think that I'm doing something wrong :/
Thanks again, in advance.
Comments
Blender FBX import/export is wrecked beyond fixability since they insist in trying to reverse engineer FBX files instead of finding a way to use the Autodesk FBX SDK so getting a "transporter accident" is nothing to be suprised of. Did you try checking with Autodesk FBX viewer?
I have not. As I've mentioned I'm somewhat new to 3d modeling. I'll post screenshots in a few of FBX Viewer.
This is what I get in FBX Review
http://i.imgur.com/cYZ3J0C.jpg
The model in Daz
http://i.imgur.com/UhaavgD.jpg
And my export settings
http://i.imgur.com/2a58ADe.jpg
Thank you for bringing this up.
The image you link to, shows that you're trying to export to Blender.
Same here.
As of DS 4.8.0.59, the only way that I can get an armature across is by exporting Collada (.dae)
Your character may not arrive in the exact same pose that you had in DAZ Studio,
but frankly, I can't even export/import from DS to DS and get the exact same figure,
not even by Save As Character Preset, etc.
I started a thread http://www.daz3d.com/forums/discussion/54022/
on the topic of DS bugs that I consider a hindrance to productivity
(e.g. the failure of Symmetrize) but that very few people talk about,
so I'm glad that you bring up the export/import problem.
Honestly, all I want to do is to be able to get face and body morphs into UE4 so that I can have procedural character generation :/
The tutorials I have watched make it look easy enough... but I'm having a heck of a time!
But to UE4 you'll want to send a fully rigged character, no?
If you're satisfied with loading and tweaking in DS, until you have Character A,
and don't expect to send over morph targets, then .obj is very faithful.
But, surely, for a game engine you DO want to send over an armature, yes?
Try Collada! It does go from DS to Blender. The other way, it's still a disaster. :sick:
Yeah, I'm trying to import a blender created fbx into UE4, atm. I exported it from Daz as Collada, and it looked fine in Blender (but then again, I'm a noob)
Edit: and it's not working. Also, I can't import .dae into UE4 either.
And tbh, I really don't care if I have to create each character in Daz. To be honest, I could have more customizable NPC's in my game; however, I need to be able to get a rigged character into UE4 first -.-
Search Google for "rigged character into UE4" :
that gave me just two pages, apparently very informative and current.
Haha, I'm actually reading on how to rig a character myself. :) I'd rather do that. I don't need nearly as many bones as what Daz offers anyway.
The beauty of DAZ products is, they give you a great starting point.
If you want a figure very special and specific,
you can start out with a DAZ base, and in DAZ Studio get to 80% of your goal
in a couple of nights, as opposed to a couple of years if you started from scratch!
I highly recommend you buy a DAZ-produced muscles pack (for accuracy),
plus some PA-produced morph pack for greater breadth.
If you're just starting, forget about everything that came before Genesis 2. 8-/
I've already purchased Genesis 3 :p <3 :)</p>
Purchased? The base is free.
I just figured out how to export Collada from DS to Blender so that the figure arrives exactly as in DS
(transforms, morphs, and even your own DFormers, still dangling: they get baked).
In DS, you must have a timeline with at least two frames, then ask to export Collada animation.
On the Blender side, if the figure was posed, you may see just a zero pose at first,
but if you go back and forth at least one frame, then bang! :wow:
On the DS side, there is no option for scaling your .dae, or rotating axes,
so you have to do that on the Blender side, and it can go haywire;
your best bet is, start in an empty layer, and when the stuff comes in,
and everything is selected, and you're in Object mode: Apply Rotation and Scale, and you're done.
Oh-- except that hair and clothing have to be re-parented.
But NOW you can concentrate on those aspects that you could not find in the DAZ store! :cheese:
Yes, purchased. I got the packs that are 30% off in the shop (Body Morphs, Face Morphs, and expressions)
I'll run through that and try it. Rigging a skeleton in UE4 is proving to be a bit more difficult than the guide suggested.