Genesis 9 - DazToUnity - Bad fingers / bones
onsterion
Posts: 14
Hi,
I have a problem with the models with the fingers when use the unity bridge i created a video for explain mouch better the situation.
Video link: https://www.youtube.com/watch?v=qy4d9eZ5Dc0
A more then 3 months are passed and no solution for errors in this bridge, no answers in support (Request #444249), no answers in github (https://github.com/daz3d/DazToUnity/issues/7).
Regards.-
Post edited by onsterion on
Comments
Just tested export of Genesis 9 character - https://www.daz3d.com/m3d-uther-human-and-orc-hd-characters-for-genesis-9
using Daz to Unity bridge and do not see problems, like yours.
Ok, I see the problems with Proportion morphs while animating,
but not with Vinme morphs.
So the solution for now, is not to use Proportion morphs or any other,
that gives the problems.
Hi Artini,
But the bones are wrong from the scratch you can see in the rig config screenshot T.T
And also is confirmed for other users in the github (https://github.com/daz3d/DazToUnity/issues/7) and there is no response from anyone responsible for the tool
Yes, but what can we do as a customers.
Finding workarounds is a part of 3D world, especially in games.
How is it in the other generations of Daz 3D characters, like Genesis 3 or 8?
I will make a tests myself, as well.
I am not sure, if Genesis 9 bad finger bones could be fixed at all, to work with humanoid rig in Unity.
It could be by design, to work mostly in Daz Studio.
The other test, I would like to do, is using native animations from Daz 3D
and use generic (default) rig in Unity.
Just tested Genesis 8 Male based character - https://www.daz3d.com/tamati-hd-for-kwan-8
and I have not noticed problems with fingers with humanoid rig in Unity.
Correction - just found the combination of the morphs,
that make spaghetti fingers.
I think, it will be very hard to make morphs, that works properly
with any combinations of morphs.
I think, it is just better to avoid morphs on Daz characters,
if one need to animate such characters as humanoid rig in Unity.
hahaha spaghetti fingers but is the true T.T
Yes but the idea is to be able to use Genesis 9 and in special his morphs T.T
I was surprised, that the issue with fingers exists so long,
not only in Genesis 9, but also in Genesis 8.
Good catch, that you have discovered it.
Just checked Genesis 3 based figure and with the same result.
I think, I will give up right now. It looks like it is by design.
If you need different characters in Unity,
just transfer also different characters from Daz Studio.
So... It looks like Unity is picking up the wrong bones for the hand, from a G8 and G3 template.
If you look at G3, it picks up the end three and misses out the Carpal (MetaCarpal).
Just need to Set the bones correctly on the two hands... Then Enforce the T-Pose.
As Pic below
Also be better off changing the Spine bones from 1,2,3 to 2,3,4 as pictured
Although I was just using a catwalk animation and got much better results on the hips with Spine 1,3,4. ignore that..was just a poorly rigged animation.
Don't forget to save the Mapping on the Mapping screen so you can just load it for your next G9 figure.
Hi, Dortybassa
How do you set the bones for the Carpal (MetaCarpal)?
I have tried, but could not get it.
Could you please elaborate more about the procedure.
Thanks in advance.
I guess I'm just spoiled by recently using MCS.
I've just been looking at when you use morphs that modify the size of Genesis (all) in unity...The rig is not modified and hence the horrific abominations that are created when animated.
MCS shrinks the bones, or grows them to the correct size with the figure... we need to rip the code from MCS that does this!
Maybe you could look at:
https://docs.linteum.tools/
which are used for Tafi characters at Unity store.
These are Genesis 8 based.
I'm just looking at what they have in Unity. They have a free starter pack with Seb and the Scifi Settler outfit (I did buy a couple of others when they were on sale and have a few other freebies from them).
There are not many morphs that alter the overall scale of the character and even then they make very little adjustment. You select the morphs to add, so will work very simarly to the MCS code with morphs files.
99% of the code is through dll's too
If I use the FBMHeight morph on the Tafi/Linteum characters it breaks the Humanoid animation too
Thanks for checking Tafi characters out and the explanation.
I have tried to animate Tafi Seb with the Scifi Settler outfit
and got strange things happens with his boots.
The MCS and Tafi hairs looks pretty good,
so as you said, it could be used with the other characters, as well.
@dortybassa can you share your mapping file?
I load it, then reset the pose and enforce t-pose... then apply.
Won't let me attach it so added link, if you just copy the text and paste it in browser it works for me
www.tricounter.com/DazGen9.ht
Hi,
@DortyBassa I tried the setup you have - it is definately better! -but not quite right -
Here a very quick video on how I fixed them a bit more.
https://youtu.be/POLiG9RCUf0
I know this is an old discussion, but I have played around with this alot. If you export to Unity as you already are, and then use the DAZ to Blender, the Blender extension makes a perfect skeleton. Grab the mesh out of unity that you already exported and just put it in place of the one in Blender, and export it to overwrite the unity one. This fixed pretty much everything for me, which I believe shows the skeleton is wrong when exporting to unity. I hope this helps!
Side note, I am giving up on DAZ's developer, Genesis 9 has been out for a long time, Im going to possibly make my own Git and update everything to work on the Genesis 9. Anyone who reads this and is interested in collaoration, please message me Schaken@Schaken-Mods.com
If I don't need body morphing then I tend to export daz characters to character creator, and use the nice shaders and good skeleton they have. Still, Daz exporter is going to need an update at some point so please let us know how you go!
I discovered this problem today: if there are "proportion" morphs exported from Daz, e.g. "proportion larger", it scales the body fine in Unity as long as it's in the default A-pose. But applying any animation messes the figure wildly. I'm very new to both Daz and 3D gfx in Unity, so if you are beginner also, here is a more detailed explanation of what's happening:
a "morph" in Daz is not the same as "blend shape" in Unity. A blend shape is simply a copy of the original mesh with some vertices moved. When you drag a slider between 0 and 100, the mesh simply lerps between the original position of a vertex and its position in the copy of the original mesh, for all vertices of the mesh. This only affects the mesh and not the skeleton. Blend shapes are mostly intended for facial animations which happen with the skin only, an on the face - which is layered over the human skull that doesn't have any bones in it and thus is unlikely to change. For comparison, a "morph" in Daz is simply a container for all kinds of values that may include scale/translation/rotation.
The Daz-to-Unity bridge does its best to convert morphs of Daz to blend shapes of Unity, and exports an extra mesh per morph. Yet the bones remain the same. They become a hierarchy of empty GameObjects (which btw also lose any data about degrees of freedom and limits of the joints). When you drag the "proportion larger" blend shape slider on the figure in Unity, the mesh will become bigger. But the hierarchy of GameObjects (with "hip" in its root) won't change.
Theoretically what you can try is to adjust this hierarchy to match the changes in the mesh. Maybe you could export the figure from Daz in the state where some morph (e.g. "proportion larger") is fully applied (100) to get a new hierarchy. Somehow store that other hierarchy and then lerp the transforms between 2 hierarchies for each bone. As other said, that probably can be done with Blender.
However, in my game I can't even do that. I need to set both the proportions and the poses/animations in runtime, and even blend between multiple animations. The easiest "fix" seems to be just abandoning the "proportions" altogether. And having different models for different characters, with some step in the size. Maybe use 3 models: a small, a medium and a big one. And have separate animations for each.