Daz To Unreal – Fix Bone Rotations Option

When transferring a character from Daz Studio to Unreal Engine the joint rotations end up in world space rather than local space. So joint like elbows look like this:

This can cause issue with JCM setup and creating animation in Unreal. This is due to a difference in how Daz Studio and Unreal Engine use FBX.

I’ve added an option to fix this during transfer. Unfortunately, it currently breaks animations coming from Daz Studio. I still need to figure out how to offset all the animation rotations properly. However, if you’re animating just from Daz Studio, you may not need this option anyway.

Setup

To use this option, in Unreal Editor go to Edit -> Project Settings -> Daz To Unreal Settings and check Fix Bone Rotations on Import.

Now the bones will be aligned as expected.

As mentioned earlier, this will break animations coming from Daz Studio currently, including the animation of the character’s pose that gets transferred with the character. So this may not be appropriate depending on your workflow.

Using the “Fixed” Character to Animate.

You may want to animate the character using these bone rotations. To get the character back out with the corrected rotations you can right-click on the Skeletal Mesh and choose Asset Actions -> Export to export an FBX which can be imported into other programs.