Tool Unity Daz Should I use CC or IClone for Unity3d Projects?

Honey Tales

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Hi everyone,


I'm working on a Unity project with 3D characters that are already implemented and looking good (with the exception of some hair issues). Performance-wise, everything is running smoothly so far.

I'm now diving into the animation phase, and I've been particularly interested in Character Creator (CC) and iClone, as they seem more advanced than DAZ in terms of animation capabilities. Since I'm not a professional animator, I'd primarily be working on:
  1. Simple animations like idle states and basic situations
  2. Tweaking/modifying some pre-purchased animations, particularly for intimate scenes
My main challenges right now are:
  • As a beginner animator, I need tools that can help me create decent-looking basic animations
  • I'm struggling with clipping issues in the pre-purchased animations (body parts and clothing clipping through bodies)
  • I tried manually adjusting individual frames, but this made the animations look worse overall

I have a few specific questions:
  • Would iClone be helpful for someone like me to create better-looking basic animations?
  • Can iClone help reduce the effort needed to fix clipping issues in existing animations?
  • I've heard there might be problems with genital compatibility in Character Creator - can anyone speak to this issue?

Any experience or advice would be greatly appreciated, particularly from those who've used these tools for similar projects.


Thanks!
 

caLTD

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Feb 4, 2018
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No.
Dicks and pussies work only with Daz.

And Daz exports(including daz own bridges) are broken deliberately by daz. You will face sh*t load of problems with exporting characters with genitalia.

So ?

For Unity Daz -> Blender using with diffeomorphic -> Unity.

Modifying animation in unity Use UmotionPRO

iClone another clusterf*ck, people even don't bother to pirate copy it.

Spend your time and money to Blender.

And if you after realistic 3d game use Unreal.
 

Honey Tales

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Thanks for the detailed response. This confirms my concerns about iClone, but I have some follow-up questions:
For fixing animation packages, I'm specifically looking to:
  • Properly align character positions
  • Prevent character clipping issues
  • Export the final animations as rendered videos to play in Unity (not as animation assets)
What about Cascadeur? It seems like Daz is supporting it and could also get the job done.

Would Blender be the best tool for these tasks? I'm still a beginner with Blender, but it sounds like I should focus my learning efforts there rather than investing time in iClone (despite how powerful it looks).
 
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caLTD

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Cascadeur first time hear it. I do not know.
Playing animation in unity no big deal. You have to convert your animation to MP4, unity should have a video player.

However creating animation with Daz (in my opinion) is impossbile.

The best tool is the one you know how to use.


That's why I work with Unreal.

Blender is a tool that can handle everything. Moreover, you can use python and create tools for your own needs.

Moreover, when you import from daz to blender. There is a ready-made rig rig.



These rigs make it incredibly easy to animate.


If you ask why I don't use Blender, I do. But not for character animation. At first, I used Blender to switch from Daz to Unity, and even wrote some tools.

However, Unity did not provide the graphic quality I wanted or I did not master it at that level. That's why I continue my work with Unreal.

Because games do not only consist of animation and characters. It is much easier to create the environment where the game takes place in Unreal.

I'm not sure what is clipping issues.

showcase_01_webp.png

This what I can do with unreal now.

You can reach similar results with blender. Even rigify has more control than this. However I can't have enough assets to create this room in blender. So I use Unreal.
 

caLTD

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Also, diffeomorphic is supported JCM's. So you don't have to worry about your character poses not looking natural.

I recommend Blender. Because it supports you in almost everything you need (of course if you train yourself).

Moreover, it is free and if you really try, it will teach you Python.
 

Honey Tales

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I'm doing some researching about the Blender addons and I found this two:
Rig-GNS and Diffeomorphic (already mentioned on this thread). I think having Diffeomorphic I don't need Rig-GNS, but I'm not sure. Any help?
 

Lamek23

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Feb 13, 2022
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No point in using anything besides rigify if you go the free route. If you wish to pay Auto rig pro is the best addon I have used for blender but with everything automated you will need to do some manual tweaks mainly on weight painting so you will need to learn some things. For more complex animations you will need to learn a lot and do your own custom rigs.
For basic animations like walking and idle you can have a look at mixamo.
Regarding clipping for clothes you would need to rig them and again check weight painting. There are some good tutorials online and one of the best when it comes to blender rigging is Pierrick Picaut. You could also do it as cloth simulation for idle or walking simulations but then it will be hard baked and will not be responsive if you have wind for example in your game.
 

Honey Tales

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Thanks for your input.

While my ultimate goal is to learn Blender animation, I currently don't have enough time to fully dive into it. Fortunately, I discovered a helpful solution through this forum - a plugin called FOMATIC that allows me to work with premade animations. Since I'm already familiar with Daz3D, this workflow is much faster for me than starting from scratch in Blender. While it still takes some time, it's a good interim solution that lets me create content efficiently.

I've also found some great resources for when I'm ready to transition to Blender: there's a with excellent tutorials, and their Discord community is very helpful. Once I complete my current project, I plan to dedicate more time to learning Blender properly.
 

n00bi

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I plan to dedicate more time to learning Blender properly.
Me too.
I need to transition from C4d to Blender. cos Blender can do all my needs and more so.
But i am having a hard time motivating myself. I find the gui to be weird, at least from what i am used too.
Maybe if Blender gets some free/os fully gpu rendering engine that is on pair with octane/redshift i will finally switch.
Yes i know octane is supported on blender. but its a damn subscription software. like everything is to day :mad:
I eventually need to do the switch.. just not motivated to do so.
 

osanaiko

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Me too.
I need to transition from C4d to Blender. cos Blender can do all my needs and more so.
But i am having a hard time motivating myself. I find the gui to be weird, at least from what i am used too.
Maybe if Blender gets some free/os fully gpu rendering engine that is on pair with octane/redshift i will finally switch.
Yes i know octane is supported on blender. but its a damn subscription software. like everything is to day :mad:
I eventually need to do the switch.. just not motivated to do so.
Blender used to have a setting to enable an "alternate" UI control config scheme so that users of other 3d environments feel more at home - I remember there was a 3DSMax mode, not sure about others.

I also find it incredibly frustrating when bumping into software with different UI paradigms - all of the muscle memory has to be thrown away.
 
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Honey Tales

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Totally agree. My brain has to switch between the way I move the camera in Daz, Blender and Unity.
 

caLTD

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Did you follow some tutorial to bring daz characters to UE (with correct material and fixed bending) or did you figure out everything yourself? If the latter can you give some tips?
Just search you tube tons of videos there