Importing Daz3D figure to Unity.

Kravenar Games

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Before everything, I tried every tutorial on the web.
Every work pipeline. Every god falling from the sky in a sea of blasphemy.

This is the original character:


This is the bloody FBX imported in that shit of Unity.



Now, if someone knows why is this happening, that could be great.
Materials are coming from Daz.
Morph have been imported too.
For jesus sake. What is going on?
Because if it could not be for these kind of problems, Unity could be totally a good engine instead of pure shit. :)
 

Rich

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Don't necessarily blame this on Unity - Daz's FBX export is known to have issues, so the problem could be on that side. You might try posting on the Daz forums to see if they can recommend any tricks there.
 

caLTD

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You are correctly transfer your char daz to unity

There is no %100 solution.

You have to manuplate materials to fit unity. There was a 2 years old you tube video for that.

Also hair's need better shader in unity.
 
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Kravenar Games

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Mar 28, 2017
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You are correctly transfer your char daz to unity

There is no %100 solution.

You have to manuplate materials to fit unity. There was a 2 years old you tube video for that.

Also hair's need better shader in unity.
Materials just change appearance but no polygons of the characters ... it reduces drastically the polygons when importing... But this is not happening with Unreal Engine, but Unreal Engine license forbid porn games. GOD.
 

Kravenar Games

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If you say so...
I've been awake 72 hours trying to figure out the whole process ... The only way that it seems to import the REAL appearance of the Daz3D character is with the .obj format, but it looses the skeleton so it becames not-riggable, unless some magical plugin will come out. I've reached same results (talking about shit quality) while reducing polygons of the Daz figure in Blender. It looks the same. So seems to be a polygon problem :\
 
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Kravenar Games

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The crazy thing (because it drives me really into blasphemy) is that if I export the character from Daz > import it to Real Illusion Character Creator > and export from this last one it works.
The exported figure will import correctly with the skeleton perfectly rigged. :confused:
The problem? Character Creator costs a rain of money, and Patreon supporters are not reliable to make an investment like that since the 90% of Patreon's people change creators to support as they change shirt to go out of home.
 
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caLTD

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You problem is fbx export.
You can't export high poly character from daz using fbx export.
 

Rich

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Your comments about Character Creator suggest that it is the Daz FBX export that's the problem. Or, more accurately, the way Daz exports the FBX is somehow slightly incompatible with the way that Unity imports it. It's possible that CC is more tolerant on input, and then does a more accurate export.

A thought - have you tried the same approach as with CC, but using Blender as the intermediary? Being that it's free? Also, Blender as an intermediary might give you an opportunity to "clean up" anything that needed to be cleaned up before going to Unity.
 
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Rich

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Also, I saw your post over on the Daz forums - I'm certain you're going to get asked what setting combinations you've tried on the FBX export. (SubD on/off, which FBX file format, etc.) There might be some magic combination that does work directly with Unity, and you've just been unfortunate enough not to stumble on it.
 

xht_002

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use .obj,its pure and will store an infinate number of polygon points, while .fbx is a CAD format

if you want modern day high polycounts for free, use unreal engine or cry engine
 
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xht_002

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engine can handle g8, you have to manually select all the textures though after importing them, you get a few error's if light intensity is to bright

just build the game using directx 12 or vulkan in the render settings
 
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Saki_Sliz

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It could be an .fbx importer issue unity, I know with unity I prefer to keep my models as .blend files since sometimes it does a better job at importing .blend than .fbx especially when it comes to character animation. But to get things in a blend file (and then animated) I think you would still have to export an fbx so blender could use it, but as Rich warned, it could be Daz that is at fualt for poor fbx exporting, I don't know daz well enough though.
 

xht_002

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It could be an .fbx importer issue unity, I know with unity I prefer to keep my models as .blend files since sometimes it does a better job at importing .blend than .fbx especially when it comes to character animation. But to get things in a blend file (and then animated) I think you would still have to export an fbx so blender could use it, but as Rich warned, it could be Daz that is at fualt for poor fbx exporting, I don't know daz well enough though.
its not Daz, .fbx files work fine in xenko, as do .obj files. its wise to use .fbx with xenko as the engine is setup for it i guess, as you need the autodesk fbx SDK installed for some parts of xenko to work, and textures also work without messing around

fbx exported from Daz will also be in xenko scale for the template projects
 
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