A user ran into a issue where using geografts was breaking AutoJCM and maybe morphs in general. I was able to reproduce this. For some reason activating the Node Weight Map Brush before starting the transfer fixes the issue.
Daz Unreal to Maya HumanIK Setup
This is my process for setting up a Daz character with a HumanIK rig in Maya. I generally export one or two base characters to animate, then use retargeting in Unreal to share those animations with other characters. These instructions assume you’re using a Genesis 8 or 8.1 character. Exporting from Unreal First I export […]
Exporting dForce Hair from Daz Studio
Daz Studio doesn’t export dForce hair to FBX. There is a trick that sometimes works to export it as a mesh to FBX though. First, you need to turn Preview PR Hairs On. Next, you need to simulate the hair. Then you can try to export it. You might need to try different values for […]
Removing Geometry from a Model in Daz Studio
Before doing anything in this article, make a copy of your character to work with. I’ve found that deleting parts of the geometry can make future adjustments to the character break and can also break morphs when exporting out of Daz Studio. You can’t undo it either. When it comes time to do this, make […]
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