Unity Unreal Engine Daz Has anyone shared a game ready daz genesis export?

Velomous

Member
Jan 14, 2024
389
389
I know there are probably like a hundred devs that have gone through the song and dance of exporting daz gensis base models to unreal and/or unity game engines.

I am now in a situation where I have to do the same, but I really don't want to (look at this post! this is me procrastinating!). The instructions on how to do so are decisively unclear everywhere i've found them, and i'm neither a daz guy nor a blender guy, I would very strongly prefer if I could just get a ready export of a daz genesis base model (could be 3, could be 9, doesn't make much difference to me at this point tbh) and just drag and drop that motherfucker into a game engine and have it work (i.e. bones and materials are all set up correctly and I could potentially import morphs and clothes from daz using the bridge or other means).

Like I said I know about a 100 devs have porbably done this, so why has nobody shared the final result of this misadventure?

I knwo from a legal standpoint it's technically not allowed (but hey! piracy site!) to share the model that way unless you have a very expensive license; But it's kind of a moot point if we pirate it because unless the work the uploader did is copyrighted (which I would assume would not be the case in this scenario) downloading it and using it would be perfectly legal for anyone who just gets the genesis model in question licensed before they publish anything.

Is there really no one that has shared a ready to import daz genesis model for game engines on the internet?
 

Winterfire

Forum Fanatic
Respected User
Game Developer
Sep 27, 2018
5,943
8,632
If you can't even set up the materials, what do you hope to do once you have the model in your Unity Project? Stare at it in awe?

*Note* It's genuine curiosity, I'm not trying to be mean or anything. It's just that setting up materials is literally the basics. If you can't do 1+1, what else can you hope to do if not actually learn what you're asking?
 
  • Like
Reactions: AllNatural939

Velomous

Member
Jan 14, 2024
389
389
If you can't even set up the materials, what do you hope to do once you have the model in your Unity Project? Stare at it in awe?

*Note* It's genuine curiosity, I'm not trying to be mean or anything. It's just that setting up materials is literally the basics. If you can't do 1+1, what else can you hope to do if not actually learn what you're asking?
You're not trying to be mean no, you're just twisting my words into the most negative light you could... I never said anything even resembling "can't" in my original post, I said don't want to.

The material is the least problematic part, if I'd get a model with everything except materials I'd be pretty set actually; since the UV would be the same anyways it wouldn't be a big deal to get some textures n shit.

Getting the skeleton and mesh properly imported is the problem because I'm looking at most likely days of work to figure it out; because it's shit I have to learn from scratch, the materials are the only part I wouldn't have to learn from scratch actually, I already know how to work with those...
 

Winterfire

Forum Fanatic
Respected User
Game Developer
Sep 27, 2018
5,943
8,632
You're not trying to be mean no, you're just twisting my words into the most negative light you could... I never said anything even resembling "can't" in my original post, I said don't want to.

The material is the least problematic part, if I'd get a model with everything except materials I'd be pretty set actually; since the UV would be the same anyways it wouldn't be a big deal to get some textures n shit.

Getting the skeleton and mesh properly imported is the problem because I'm looking at most likely days of work to figure it out; because it's shit I have to learn from scratch, the materials are the only part I wouldn't have to learn from scratch actually, I already know how to work with those...
So like this? https://f95zone.to/threads/daz-characters-to-unity-guide.251983/#post-16835942 which, as he said, it's pretty straightforward? Even the OP in that thread had a simple material issue.
If you want something more visual of the process, I even linked a youtube series as a reply in that thread which shows step by step what you need to do, but due to the fact DAZ3D is pretty common, with a simple search you can find many of those.

It's not that I'm twisting your words, I'm simply genuinely confused.
 
  • Hey there
Reactions: Velomous and n00bi

Velomous

Member
Jan 14, 2024
389
389
So like this? https://f95zone.to/threads/daz-characters-to-unity-guide.251983/#post-16835942 which, as he said, it's pretty straightforward? Even the OP in that thread had a simple material issue.
If you want something more visual of the process, I even linked a youtube series as a reply in that thread which shows step by step what you need to do, but due to the fact DAZ3D is pretty common, with a simple search you can find many of those.

It's not that I'm twisting your words, I'm simply genuinely confused.
What? It's that easy? Why do I frequently see the advice to import things to blender using diffeomorphic first (which I also hear can be somewhat challenging too) and then from blender to unreal/unity? If it's this easy why are the daz to unreal/unity bridges reportedly not reliable?

This is legit the first time I see it recommended to just use the fbx exporter and import from that and I've looked quite a bit :HideThePain:

So I am actually quite surprised, nothing for it but to try it then, thanks for pointing this method out.
 
  • Like
Reactions: Winterfire

n00bi

Active Member
Nov 24, 2022
664
708
What? It's that easy?
Greetings and Mostly yes.
I have no idea what this diffeomorphic is nor do i use Blender.
But if you dont need to use Blender avoid it. less traversing between 3d tools the better.

I see some say they have issues with exporting geografs from Daz. im not sure whats up with that.
user error or?
The penis and vagina exports fine what else do you need :p

Just make sure you get all the boxes and settings correct in the fbx export setting menu.
and check that you have Fbx morph export rules. the list should not be empty.

Unity does a good job at importing fbx files directly from daz. no middle stop in blender etc needed.
I would guess unreal also is kind of drag and drop in that regards.

Keep in mind that if you want the fancy textures. you have do dig around in.
x:\YourPath\DAZ 3D\Studio\My Library\Runtime\Textures\DAZ\Characters
 

Velomous

Member
Jan 14, 2024
389
389
Just make sure you get all the boxes and settings correct in the fbx export setting menu.
and check that you have Fbx morph export rules. the list should not be empty.
How/where do I learn those correct settings?
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
6,347
9,900
I have no idea what this diffeomorphic
It's a tool specifically for bringing Daz models/environments to Blender while attempting to keep everything as 1:1 as possible.
 
  • Like
Reactions: n00bi

Velomous

Member
Jan 14, 2024
389
389
Oh yeah it really is that simple, the materials don't quite carry over but everything else seems to just work:

1745845302363.png

Even the morphs work though you gotta explicitly; I think it might be a good idea to export the morphs and the base model separately depending on how the import works (in unity at least it seems that all morphs are loaded with the mesh if they are imported in one fbx which seems like it might have an unnecessary performance impact as opposed to only loading morphs that are in actual use).

Now I just need to figure out how to put genitalia on the model, information on that seems kinda vague, thats what this geograft stuff noobis is talking about is, ain't it? Why is daz so vague about how to obtain that? Seems like the only way is to purchase a pro bundle character? jeez.

Whatever shall I do? :KEK:
 
Last edited:
  • Hey there
Reactions: n00bi

n00bi

Active Member
Nov 24, 2022
664
708
How/where do I learn those correct settings?
With google and by trail and error :p

Geografts can be export fine. for example the genitals.
However it will just export the current state of the morph.
So to be able to morph the geograft inside another tool.
you need to do a little work in Daz as that is not so straight forward.

You can probably use the recommended tool differomorph or whats its called.
if you dont want to dive deep into Daz, linking controls. doing ERC Freeze etc etc
or check out my simple tut to export morphs.
https://f95zone.to/threads/daz-characters-to-unity-guide.251983/#post-16872055
 
Last edited:
  • Like
Reactions: Velomous
May 19, 2022
192
136
Guys... what are we doing here?

there's legit an official bridge plugin that works flawlessly with base bodies
does it fail with some parts? maybe but I havent even seen it mentioned so I assume not
 

Velomous

Member
Jan 14, 2024
389
389
Yeah I know about that, there's also one for unity. I had heard that these bridges were very unreliable and believed it easily because they haven't been updated for years; seems like that's wrong though since I've heard enough people claim the opposite to make me doubt it.

The main reason why I didn't try to use the bridge though is because I'm on linux and I can almost guarantee that Daz running on wine wouldn't be able to bridge to linux native unreal; I also don't really need that level of integration yet since all I'm trying to do is get a mesh and a few morphs across (which I have btw)
 

Velomous

Member
Jan 14, 2024
389
389
I'm finding there's a little more to it after all than just importing the fbx; there are a couple of problems.
The eyelashes and genitals are on a separate skeleton which is very undesirable (although with the eyelashes i'll probably remove them entirely and implement them some other way from within the engine, maybe using niagara fx)

And there are like 20 material nodes, Ideally i'd want that reduced to just 1 or 2 (1 for the entire body, and possibly but not necessarily a separate one for the eyes; I am not counting hair, and eyeleshes and such here as those will be separate meshes if they're done right); You really do not want to have this many materials, it gets very expensive very fast if you have more than 1 character.

Importing the FBX is good enough for playing around, but for production it def needs a bit more work.
 

caLTD

Member
Game Developer
Feb 4, 2018
258
227
First.I create my own framework with daz to blender to unity. After daz breaks to fbx export with geograft morphs then convert to south asian guy until he buyed out by daz. Then buy original DazToUnreal plugin from UnrealMarket place. Then buy DazToHoudini.

1-) (tested and used) Daz To Houdini.
Workflow itself 120 bucks plus you have to deal with houdini non student wersion (400 bucks or pirate).
Supports many thing (including material combining and / or baking).It was good workflow and worth it every cent.


2-) (possible) Daz to Blender with Diffeomorphic then unreal. Free



Full export without any problem.I do not tested blender to unreal side. Probably you will had skeleton problem. Materials etc. You can transfer materials with official daz to unreal bridge.


So what is the problem ?

Daz as a Company.

Daz uses own skeleton and geograft method to add Genitals to characters. Exporting them another environment is hard plus daz does not want this. Their character generation framework (genesis) was best and their softare (daz3d studio) is worst. Everyone wants to use their characters another environment.
So they have to pretend support this.

First they block the export characters with geograft morphs. Then some south asian guy create scripts for export, then they buy it and delete it.
Then some other guy (david) create for Unreal and Diffeomorphic create for Blender.
After than that daz created official exports plugins. All of them bug ridden later or sooner you realize you can't create nsfw games in other engines with official export methods.

So you have to create your own.
To do this.
1-) You export sistem must combine Character with gential geografts. Plus it must export geograft morphs (for example to open close vagina).
2-) For Unreal you have to convert Daz skeleton to Unreal Skeleton to work with acutal animations and other tools (for example control rig).

Long story short. You may build one for yourself with Daz to Blender with Diffeomorphic or buy Daz To Houdini way.

My Best Regards.
 

n00bi

Active Member
Nov 24, 2022
664
708
Daz uses own skeleton and geograft method to add Genitals to characters. Exporting them another environment is hard plus daz does not want this. Their character generation framework (genesis) was best and their softare (daz3d studio) is worst. Everyone wants to use their characters another environment.
So they have to pretend support this
The fbx exporter isnt that bad, yes there are some issues with geografts and morphs, but overall its not too bad.
one cant expect a models to magically work the same in app, x,y,z as it does in daz.

Exporting genitals is not a problem. the problem is getting the morphs exported.
Daz exports both the penis and vagina geograft fine (Static) but not the morphs, that requires extra work and scripting.

Imo Daz should not work against exporting.
They have not much else to offer than being a great character creation tool with a ton of clothing assets.
They could probably earn a few extra bucks by having a paid exporter which fully supports and includes the geografts and morphs.
 

3danny

New Member
Mar 27, 2025
6
3
I'm finding there's a little more to it after all than just importing the fbx; there are a couple of problems.
The eyelashes and genitals are on a separate skeleton which is very undesirable (although with the eyelashes i'll probably remove them entirely and implement them some other way from within the engine, maybe using niagara fx)

And there are like 20 material nodes, Ideally i'd want that reduced to just 1 or 2 (1 for the entire body, and possibly but not necessarily a separate one for the eyes; I am not counting hair, and eyeleshes and such here as those will be separate meshes if they're done right); You really do not want to have this many materials, it gets very expensive very fast if you have more than 1 character.

Importing the FBX is good enough for playing around, but for production it def needs a bit more work.
Hi Velomous i have been reading alot of your posts and am learning unreal engine too .
Did you manage to find a good model with a Vagina Rig? i want to practice some penetration ideas. I tried the a R2Unreal model which i think you recommended in another post but the two that i tried the vagina wasn't rigged.

I have also tried importing the Pussy morphs from Daz but the textures would never come across in that area (The body is fine).

Im sure i will crack it eventually as i have overcome Soooooo many hurdles in unreal but that's the beginners journey i guess.
Any tips would be appreciated if you dont have a direct link to a model.
Thanks!
 

Velomous

Member
Jan 14, 2024
389
389
Hi Velomous i have been reading alot of your posts and am learning unreal engine too .
Did you manage to find a good model with a Vagina Rig? i want to practice some penetration ideas. I tried the a R2Unreal model which i think you recommended in another post but the two that i tried the vagina wasn't rigged.

I have also tried importing the Pussy morphs from Daz but the textures would never come across in that area (The body is fine).

Im sure i will crack it eventually as i have overcome Soooooo many hurdles in unreal but that's the beginners journey i guess.
Any tips would be appreciated if you dont have a direct link to a model.
Thanks!
I didn't quite get there yet no, last time i was messing with it i was unhappy about some things like the vagina and eyelashes being hooked up to separate skeletons that were merged into the base skeleton, i disliked that to the extreme. My next step was to remove the eyebrows entirely, import the model into blender and merge the genital and base mesh skeletons, I then also wanted ot merge the materials so instead of 20 materials it'd only use 2 or 3 tops both for efficiency and ease of use.

But I then got distracted by some other projects you're in for a rough ride going this route, there's a reason i've procrastinated on it.

However, if you just want a working vagina rig, use the ryanreos models instead of r2, i don't remember if the r2 models were rigged but I do remember that ryonreos was, at least bunny akali was, that model was quite well set up and it was what I used when I was just playing around. The only reason I'm trying to get a daz3d model working properly is because I'm trying to create a character creator, and the abundant daz morph collection is perfect for messing with that stuff, I will also want to mess with clothing after that and I have a feeling that the again abundantly available clothing for daz models might simplify that process greatly too.

But the bunny akali had some morphs for me to play with too, I learned a lot of neat stuff about how to use morphs in unreal with that model.

If you're just like me playing around and not trying to actually get production ready assets quite yet, it's a solid choice. I suspect some of ryanreos' other models also have working genital rigs (I know the spartan hoplite does if you need a male).

If you're sticking with daz, consider using third party genitals instead of the base ones, i remember there was one pretty popular that's much better but i don't remember what it's called. I think the base daz genitals are expected to be manipulated with just morphs.
 
  • Like
Reactions: 3danny

3danny

New Member
Mar 27, 2025
6
3
I didn't quite get there yet no, last time i was messing with it i was unhappy about some things like the vagina and eyelashes being hooked up to separate skeletons that were merged into the base skeleton, i disliked that to the extreme. My next step was to remove the eyebrows entirely, import the model into blender and merge the genital and base mesh skeletons, I then also wanted ot merge the materials so instead of 20 materials it'd only use 2 or 3 tops both for efficiency and ease of use.

But I then got distracted by some other projects you're in for a rough ride going this route, there's a reason i've procrastinated on it.

However, if you just want a working vagina rig, use the ryanreos models instead of r2, i don't remember if the r2 models were rigged but I do remember that ryonreos was, at least bunny akali was, that model was quite well set up and it was what I used when I was just playing around. The only reason I'm trying to get a daz3d model working properly is because I'm trying to create a character creator, and the abundant daz morph collection is perfect for messing with that stuff, I will also want to mess with clothing after that and I have a feeling that the again abundantly available clothing for daz models might simplify that process greatly too.

But the bunny akali had some morphs for me to play with too, I learned a lot of neat stuff about how to use morphs in unreal with that model.

If you're just like me playing around and not trying to actually get production ready assets quite yet, it's a solid choice. I suspect some of ryanreos' other models also have working genital rigs (I know the spartan hoplite does if you need a male).

If you're sticking with daz, consider using third party genitals instead of the base ones, i remember there was one pretty popular that's much better but i don't remember what it's called. I think the base daz genitals are expected to be manipulated with just morphs.
Thanks. i appreciate everything you are saying. I will get some practice in with that ryanreos model on unreal too. I think unreal is the way forward. I'm sure it will have some impressive updates in the future.
I agree with you about all the Daz Assets though so that will be the next step, i was trying with "Golden Palace" in Daz.
Anyway thanks alot for the advice. I may show what i create on here when that time comes.
Good Luck with your stuff!
 
  • Like
Reactions: Velomous

The_Aesthetik

Developing Adult Games
Game Developer
Jun 18, 2022
221
318
In my opinion, to import a Daz model that you actually want to use for a game (not VN) this is the correct workflow:

  1. Export your Daz model with DazToUnreal plugin (We will make this to get the rig and the materials, the mesh won't be needed)
  2. Export your Daz model to Blender with Diffeomorphic plugin. Here you will optimize materials, add blendshapes, etc.
  3. Export your rig from DazToUnreal that you have inside your Unreal project: Right Click > Asset Actions > Export
  4. Import the exported rig to Blender
  5. Change the armature of the mesh from Diffeomorphic (the one that has blendshapes, mats, etc.) to the armature you just imported from Unreal
  6. Export to Unreal
  7. Now you have a 100% model working in Unreal. You can use the third person template with your character

This is the workflow I use on my games.
 
  • Like
Reactions: Velomous