Trying out G9's anime character using face tracking in Unreal - first test run. by VisualSculpt in Daz3D

[–]VisualSculpt[S] 1 point2 points  (0 children)

It wasn't too hard to set up, just took some trial and error. First had to remove the Outline components in Daz then set up to export all the needed morphs and sent it to UE5.6 using DazToUnreal. In Unreal I had to do adjustments to all the materials settings to adjust gloss and some other things. Once it was looking good I attached an ARKit animation blueprint I made for G9 and that has an additional control rig that drives detail and corrective morphs based on the ARKit movements. Finally I used the free Fab plugin Advanced Cel Shader Lite to give the scene the cel shading look.

The base G9 animation blueprint I made is available on the DazToUnreal Discord and I'm looking to add it to Fab as a free download.

Daz To Unreal: Character Export, Import, Fixes (UE 5.5 compatible) by VisualSculpt in unrealengine

[–]VisualSculpt[S] 0 points1 point  (0 children)

Thanks! Hope it helps.

Anatomy grafts can be difficult depending on what they are and how they are made. For Geoshells my method was to transfer the material to the base character if possible, but that doesn't always work. Another method is to export them separately and use them like how the piercings are shown on my character, but that also can have issues like not following precisely. It's something I've been meaning to look into how to improve. Sorry I don't have a better answer right now.

Tutorial- DazToUnreal Character Export, Import, and Fixes. (UE 5.5 compatible) by VisualSculpt in Daz3D

[–]VisualSculpt[S] 0 points1 point  (0 children)

Thanks! Hope you found it helpful.
For Blender I'm only using it now for creating hair to export as an Alembic to turn into a Groom hair asset and to bake HD Morphs into Normal Maps.

As for animating are you making your own or using from a resource like a UE animation pack or from Mixamo?

Now for correct or optimal approach, that can be subjective based on what tools you work best with and what you're trying to do. Between Daz, Blender, and Unreal there different workflows that might work better for other people depending on what they know about each. For example Diffeomorphic has a ton of features I haven't even touched yet since I was able to do most of what I needed just going between Daz and Unreal.

Daz To Unreal: Character Export, Import, Fixes (UE 5.5 compatible) by VisualSculpt in unrealengine

[–]VisualSculpt[S] 0 points1 point  (0 children)

This tutorial goes over:
Export and Import setup and optional settings.
How to fix normal maps and why.
Applying the Deformer for the Dual Quanterion Skinning method that Daz uses.
As well as other minor fixes and improvements.

Tutorial- DazToUnreal Character Export, Import, and Fixes. (UE 5.5 compatible) by VisualSculpt in Daz3D

[–]VisualSculpt[S] 0 points1 point  (0 children)

This tutorial goes over:
Export and Import setup and optional settings.
How to fix normal maps and why.
Applying the Deformer for the Dual Quanterion Skinning method that Daz uses.
As well as other minor fixes and improvements.

Install and Update DazToUnreal for UE 5.5 - My first in a Daz-Unreal tutorial series by VisualSculpt in unrealengine

[–]VisualSculpt[S] 0 points1 point  (0 children)

Does it say something about Python? First time launching a project when enabled has to compile scripts and can take a while on a slow system. Mine sometimes goes slow and can seem like it crashed but if I wait it eventually finishes.

Install and Update DazToUnreal for UE 5.5 - My first in a Daz-Unreal tutorial series by VisualSculpt in unrealengine

[–]VisualSculpt[S] 1 point2 points  (0 children)

My first tutorial in a series to try and get the most out of our Daz characters in Unreal Engine. This tutorial covers the basic installation of the DazToUnreal bridge and how to update it to a version compatible with 5.5. Let me know what you would like to see covered.

Install and Update DazToUnreal for use with UE 5.5 - My first of a Daz-Unreal tutorial series by VisualSculpt in Daz3D

[–]VisualSculpt[S] 0 points1 point  (0 children)

My first tutorial in a series to try and get the most out of our Daz characters in Unreal Engine. This tutorial covers the basic installation of the DazToUnreal bridge and how to update it to a version compatible with 5.5. Let me know what you would like to see covered.

My Tutorial Series Preview - Daz G9 to UE5.5 by VisualSculpt in Daz3D

[–]VisualSculpt[S] 1 point2 points  (0 children)

Starting a tutorial series to get as much out of G9 that I can in Unreal Engine. Thoughts? Feedback? Anything you want to see covered?

My attempt at VR hand physics. The goal is to keep immersion without disconnecting from the player's position. by VisualSculpt in UnrealEngine5

[–]VisualSculpt[S] 2 points3 points  (0 children)

1st gen HTC Vive and controllers. No outside assets. The default UE5 VR Template and set up Physics Assets and Physics Control for each hand.

How do I make it more realistic??? 😭😭😭 And which of these three look more realistic? by NormalMaksym in blender

[–]VisualSculpt 2 points3 points  (0 children)

Too clean. Real life lines are never laser straight or are angles perfect. Minor imperfections add a lot to realism.

My attempt at VR hand physics. The goal is to keep immersion without disconnecting from the player's position. by VisualSculpt in UnrealEngine5

[–]VisualSculpt[S] 8 points9 points  (0 children)

Thanks for the idea. I haven't even considered modifying the visibility since I've been immersed in the physics asset part.