OK SOOOOOOOOOOOO!! I have no idea what 1 little step you did different than the other 10 tutorials I saw including the official daz one, but yours is the only one that works. I love you!!!
When you hit Accept in Daz studio it will setup everything in unreal, with your unreal project opened it will automatically start to incorporate it into your project. If you are using unreal 5 it probably wont work. maybe someone knows how to get Daz to work in unreal 5 but I stopped using the bridge when it wasn't being updated past 4.25. If you have Reallusions Character Creator you can send the Daz Character there and then into 4.27 (last I looked) they might have updated to UE5 but I haven't checked it out lately.
@@docrebel I don't use UE5 for now. Just 4.27. And no, I followed every step via DAZ Studio and it has not installed for some reason. It doesn't even appear in my UE Plugins folder, let alone UE 4 at all. Still stuck...
@@Preirin Yeah, that's what frustrates me about Daz is that the bridge works great for 4.25 but not so well with anything after that. the bridge can't be installed on UE 4.27 otherwise it throws a huge error and kills the game you're creating. I'd suggest you make a copy of it and try to recompile (I've never had this work for me though) the bridge on the unreal side. It installs the bridge on UE 4.25s plugin folder that's what makes it work on that side. Check your epic games\4.27\Engine\Plugins folder and see if Daz to Unreal is there. if not it didn't go through. also while you're there check unreal 4.25\Engine\Plugins folder for the bridge. let me know if it's in the plugins folder or not
@@docrebel DaztoUnreal is not in the 4.27 plugin folder. That I can confirm. I've been going back and forth between Daz and Character Creator. I know the latter is expensive, but if Daz can't do the things I need... Have you used both? Of the two which do you find more reliable in terms of exporting to Blender, Unreal and even Maximo? EDIT: Feel free to move this to a private message if you want.
@@Preirin No reason to go private with this, if Daz Studio and Blender find this maybe they'll take to heart that people want these things that they can give but are not focusing on and maybe, just maybe, start to get things caught up to what's out there now. I have used both, and though Character creator and Iclone are very expensive, you can send CC3 characters into Unreal 4.27, I haven't looked into UE5 if they are doing that yet or not. With the new CC4 and Iclone 8, I'm still trying to get things back to what I'm used to in CC3 and Iclone 7 and haven't looked into the plugins to send them to unreal yet. I've had FBX files from Daz blow up in blender, had troubles with characters getting wonky in unreal (I've found a fix for that) and with 3DXchange pipeline edition for Iclone 7 Mixamo animations as well as Daz characters and animations is not a problem. It's actually setup for Mixamo and Daz and sees the animation/Character as Mixamo or Daz then sets the characters rigging up and works great. Also with the pipeline edition you can actually send Mixamo animations to Daz studio. I've only been able to make it work with Genesis 8 characters so far though. CC3 to blender works though I haven't done a bunch there. I don't do a lot of animating in blender because it is so time consuming and slow, I can achieve a much faster result with iClone than with going through blender, though I do use blender for environments and space scenes. If you decide on using Reallusion products you will probably find yourself moving further away from Daz Studio and Blender and focusing more on the Reallusion side. Bringing in Daz studio assets are still very important to me, especially the environments, because they have a much higher quality than Reallusion right now and it isn't a huge deal to bring them to CC3 and iClone (just have to add texture maps which can be daunting at times) Reallusion also works great with Replica AI (Not seen with iClone 8, yet) and has a plugin Acculips that make lip-syncing super easy, and rendering is of good quality, very fast, pretty must as fast as filament renders but better quality, not as crisp as iRay, though who really wants to wait 2 days for 10 seconds of video? CC3 I know will send Characters to Unreal 4.27 I know for a fact, I've done it. You'll have to get the plugin (free) and set it up with a tutorial on TH-cam from Reallusion. I'm totally happy with the Character Creator and iClone software still use Daz Studio for Characters, Clothing, Animations, Vehicles and Environments, Using blender for Large scale scenes like ships in space but pretty much everything else in Reallusions Software. Oh and lets not forget Reallusions HeadShot, alittle more money than face transfer in Daz but heads and tails (no pun intended) above Face transfer.
thank you . from the above explanation. i can`t find how to apply to asset? can you give more explanation? when i import , i can`t load the hair texture properly.
I have found that Daz studio hair isn't weight mapped or it isn't being sent to unreal, I notice it mostly with the dforce hair. If it is almost transparent then you'll need to go into its materials and Change the opacity of it. To make it move and look normal is a problem I only fixed by using character creator 3 and sending it to unreal from there. But it still needs to be weighted in CC3. if the hair isn't coming into unreal at all make sure it is parented to the mesh in Daz before sending it over (this is something I do quite often lol)
@@미니미-h8kyou can get alembic hair in unreal but I don't know what versions work and don't work with it. Meaning you could just create a character in Daz, without hair, bridge it over and add alembric hair from unreal. Not to sure it will work for 4.24 or 4.25 though. Daz To Unreal bridge isn't compatible with 4.26 or 4.27. You can get them in to those versions, but need other software. I use character creator 3 and it works very well for 4.26 and 4.27. Down side is it is pretty expensive. I don't know why Daz isn't updating the bridge but wish they would.
To answer the other question about adding the weight map in CC3, you have to find the map texture for the hair that Daz created, open it in the physics tab in CC3 with gimp or photoshop, put a black and white gradient on it (lighter at the ends) save it to another folder and add it to CC3 weight map. The eyes and other materials are messed up because of the fbx, from what I found and that you will need to go through a few steps to fix them. For the eyes you may want to decrease the opacity from 1 to 0, the hair, increase closer to 1 than 0. There are a few fixes that have to be done for sure.
@@docrebel wow. too complex. spend whole 2 days to figure out but does not work unfortunately. i do have consideration to get cc3. do we need the bundle or just regular cc3 for using daz to import in unreal? its requires transformer to import in cc.
It sounds like either your mannequin or gen 3 character isn't set to the humanoid rig, that's usually my most common reason when that happens to me. Let me know if that worked or if it's something else
@@cristitanase6130 open the character mesh, go to the skeleton, look for setup rig drop down the box and choose humanoid rig. Then make sure the mannequin rig is also set to humanoid rig in the same way as you did your character. Another thing that I have done before is forgot to select the root character when using Daz To Unreal bridge [example: I had the hair selected when I sent it over] or I hadn't selected skeleton rig when I sent it in Daz. I'll try to make a video for genesis 3 characters this weekend if this doesn't help.
Looks like genesis 8s are much more user friendly for unreal than gen 3. Genesis 3 can be a nightmare to get everything working correctly. Especially animations from the mannequin skeleton
Genesis 8 are somewhat nicer and it's been a minute since I tried a gen 3 and thought maybe it's because they come into unreal as a T-pose and you have to change the mannequin like a mixamo animation, so I tried one real quick. When I selected the genesis 3 skeleton in the retarget manager, it changed the gen 3 pose from a T-pose to the proper mannequin pose and the animations all came in great. I could make a genesis 3 video showing it.
OK, forgive me if I ask silly questions, but have you added the plugin in unreal engine itself? If so the genesis8 pose should be in the modify pose. If your system is like mine it won't go straight to the skeleton mesh, I have to literally open the mesh and select skeleton from there (upper Right Corner).
OK SOOOOOOOOOOOO!! I have no idea what 1 little step you did different than the other 10 tutorials I saw including the official daz one, but yours is the only one that works. I love you!!!
This is an excellent tutorial; no nonsense and to the point just as you said. Thank you very much for explaining it well.
Thanks, I'm glad you liked it.
THANK YOU SO MUCH!!!!
Very clear and straight forward!! Thanks so much!! I subbed!!
I've followed the installation instructions to a tee but still don't seem to have access to the plugin in UE4.... help?
When you hit Accept in Daz studio it will setup everything in unreal, with your unreal project opened it will automatically start to incorporate it into your project. If you are using unreal 5 it probably wont work. maybe someone knows how to get Daz to work in unreal 5 but I stopped using the bridge when it wasn't being updated past 4.25. If you have Reallusions Character Creator you can send the Daz Character there and then into 4.27 (last I looked) they might have updated to UE5 but I haven't checked it out lately.
@@docrebel I don't use UE5 for now. Just 4.27. And no, I followed every step via DAZ Studio and it has not installed for some reason. It doesn't even appear in my UE Plugins folder, let alone UE 4 at all. Still stuck...
@@Preirin Yeah, that's what frustrates me about Daz is that the bridge works great for 4.25 but not so well with anything after that. the bridge can't be installed on UE 4.27 otherwise it throws a huge error and kills the game you're creating. I'd suggest you make a copy of it and try to recompile (I've never had this work for me though) the bridge on the unreal side. It installs the bridge on UE 4.25s plugin folder that's what makes it work on that side. Check your epic games\4.27\Engine\Plugins folder and see if Daz to Unreal is there. if not it didn't go through. also while you're there check unreal 4.25\Engine\Plugins folder for the bridge. let me know if it's in the plugins folder or not
@@docrebel DaztoUnreal is not in the 4.27 plugin folder. That I can confirm. I've been going back and forth between Daz and Character Creator. I know the latter is expensive, but if Daz can't do the things I need... Have you used both? Of the two which do you find more reliable in terms of exporting to Blender, Unreal and even Maximo? EDIT: Feel free to move this to a private message if you want.
@@Preirin No reason to go private with this, if Daz Studio and Blender find this maybe they'll take to heart that people want these things that they can give but are not focusing on and maybe, just maybe, start to get things caught up to what's out there now. I have used both, and though Character creator and Iclone are very expensive, you can send CC3 characters into Unreal 4.27, I haven't looked into UE5 if they are doing that yet or not. With the new CC4 and Iclone 8, I'm still trying to get things back to what I'm used to in CC3 and Iclone 7 and haven't looked into the plugins to send them to unreal yet. I've had FBX files from Daz blow up in blender, had troubles with characters getting wonky in unreal (I've found a fix for that) and with 3DXchange pipeline edition for Iclone 7 Mixamo animations as well as Daz characters and animations is not a problem. It's actually setup for Mixamo and Daz and sees the animation/Character as Mixamo or Daz then sets the characters rigging up and works great. Also with the pipeline edition you can actually send Mixamo animations to Daz studio. I've only been able to make it work with Genesis 8 characters so far though. CC3 to blender works though I haven't done a bunch there. I don't do a lot of animating in blender because it is so time consuming and slow, I can achieve a much faster result with iClone than with going through blender, though I do use blender for environments and space scenes. If you decide on using Reallusion products you will probably find yourself moving further away from Daz Studio and Blender and focusing more on the Reallusion side. Bringing in Daz studio assets are still very important to me, especially the environments, because they have a much higher quality than Reallusion right now and it isn't a huge deal to bring them to CC3 and iClone (just have to add texture maps which can be daunting at times) Reallusion also works great with Replica AI (Not seen with iClone 8, yet) and has a plugin Acculips that make lip-syncing super easy, and rendering is of good quality, very fast, pretty must as fast as filament renders but better quality, not as crisp as iRay, though who really wants to wait 2 days for 10 seconds of video? CC3 I know will send Characters to Unreal 4.27 I know for a fact, I've done it. You'll have to get the plugin (free) and set it up with a tutorial on TH-cam from Reallusion. I'm totally happy with the Character Creator and iClone software still use Daz Studio for Characters, Clothing, Animations, Vehicles and Environments, Using blender for Large scale scenes like ships in space but pretty much everything else in Reallusions Software. Oh and lets not forget Reallusions HeadShot, alittle more money than face transfer in Daz but heads and tails (no pun intended) above Face transfer.
thank you . from the above explanation. i can`t find how to apply to asset? can you give more explanation? when i import , i can`t load the hair texture properly.
I have found that Daz studio hair isn't weight mapped or it isn't being sent to unreal, I notice it mostly with the dforce hair. If it is almost transparent then you'll need to go into its materials and Change the opacity of it. To make it move and look normal is a problem I only fixed by using character creator 3 and sending it to unreal from there. But it still needs to be weighted in CC3. if the hair isn't coming into unreal at all make sure it is parented to the mesh in Daz before sending it over (this is something I do quite often lol)
thanks for the reply. if we can weight mapp the hair in daz, do you thinkg its possible to import hair to unreal?
@@미니미-h8kyou can get alembic hair in unreal but I don't know what versions work and don't work with it. Meaning you could just create a character in Daz, without hair, bridge it over and add alembric hair from unreal. Not to sure it will work for 4.24 or 4.25 though.
Daz To Unreal bridge isn't compatible with 4.26 or 4.27. You can get them in to those versions, but need other software. I use character creator 3 and it works very well for 4.26 and 4.27. Down side is it is pretty expensive. I don't know why Daz isn't updating the bridge but wish they would.
To answer the other question about adding the weight map in CC3, you have to find the map texture for the hair that Daz created, open it in the physics tab in CC3 with gimp or photoshop, put a black and white gradient on it (lighter at the ends) save it to another folder and add it to CC3 weight map. The eyes and other materials are messed up because of the fbx, from what I found and that you will need to go through a few steps to fix them. For the eyes you may want to decrease the opacity from 1 to 0, the hair, increase closer to 1 than 0. There are a few fixes that have to be done for sure.
@@docrebel wow. too complex. spend whole 2 days to figure out but does not work unfortunately. i do have consideration to get cc3. do we need the bundle or just regular cc3 for using daz to import in unreal? its requires transformer to import in cc.
I try to use this with Genesis 3 and there are absolutely no skeletons for it... what do I do now?
It sounds like either your mannequin or gen 3 character isn't set to the humanoid rig, that's usually my most common reason when that happens to me. Let me know if that worked or if it's something else
@@docrebel And how do I set it to that rig?
@@cristitanase6130 open the character mesh, go to the skeleton, look for setup rig drop down the box and choose humanoid rig. Then make sure the mannequin rig is also set to humanoid rig in the same way as you did your character. Another thing that I have done before is forgot to select the root character when using Daz To Unreal bridge [example: I had the hair selected when I sent it over] or I hadn't selected skeleton rig when I sent it in Daz. I'll try to make a video for genesis 3 characters this weekend if this doesn't help.
What did you use for voice synthesis?
I usually use speechalo for the voice overs, and every once in awhile I'll use replica when I feel there is something alittle more needed.
Looks like genesis 8s are much more user friendly for unreal than gen 3. Genesis 3 can be a nightmare to get everything working correctly. Especially animations from the mannequin skeleton
Genesis 8 are somewhat nicer and it's been a minute since I tried a gen 3 and thought maybe it's because they come into unreal as a T-pose and you have to change the mannequin like a mixamo animation, so I tried one real quick. When I selected the genesis 3 skeleton in the retarget manager, it changed the gen 3 pose from a T-pose to the proper mannequin pose and the animations all came in great. I could make a genesis 3 video showing it.
Hi i don't have the Genesis8ToHumanoidPose please help me
OK, forgive me if I ask silly questions, but have you added the plugin in unreal engine itself? If so the genesis8 pose should be in the modify pose. If your system is like mine it won't go straight to the skeleton mesh, I have to literally open the mesh and select skeleton from there (upper Right Corner).
For those that don't have Genesis8ToHumanoidPose, on that same menu click View Options and check mark "Show Engine Content"
@@blaiseandthebambina I have that checked but nothing appears.
@@ratorama2320 did you manage to figure this out...i'm in the same boat, sheesh