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Unity 2023.1.2 + Genesis 9 some Blendshapes doesn't work's #6

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onsterion opened this issue Jul 4, 2023 · 4 comments
Open

Unity 2023.1.2 + Genesis 9 some Blendshapes doesn't work's #6

onsterion opened this issue Jul 4, 2023 · 4 comments
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enhancement New feature or request question Further information is requested

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@onsterion
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Hi,

I'm testing the model Genesis 9 but some Blendshapes doesn't work's example Genesis9__BaseMasculine_figure_ctrl_Character.

Regards.-

@danielbui78 danielbui78 self-assigned this Jul 4, 2023
@danielbui78 danielbui78 added question Further information is requested enhancement New feature or request labels Jul 4, 2023
@danielbui78
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danielbui78 commented Jul 4, 2023

Hi, Sorry for the confusion here:

I have verified that Genesis9__BaseMasculine_figure_ctrl_Character does work when correctly exported:
Screenshot (379)

The most common reason for users to have problems with exporting blendshapes is that they are transferring multiple hierarchical Daz morphs which have dependencies upon one another. These dependent morphs are unlinked from one another to prevent "double-dipping" when they are baked into blendshapes; this will prevent extreme deformations when they are combined together. This is unlinking is the first step in implementing full dynamic property controllers, ERC and auto-JCM support in Unity, similar to how it exists in Blender, Maya, C4D and Unreal. During the export process, the plugin tries to detect these issues and should have shown a pop-up box informing you that it is unlinking morphs, offering you to "Ignore" or "Abort" the process.

Unlinked morph because its dependencies are simultaneously exported:
Screenshot (380)

In the future, we will provide some form of color-coding or labelling so that these morph dependencies are more clear in Daz Studio.

@onsterion
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Hello!

Thanks for the quick reply. I did the steps again and recorded a video showing the error with 2 models:

1- Using the "FBX export":

https://i.ibb.co/J7D2y25/Genesis-9-fbx-exported.jpg

2- Using "Unity Bridge":

https://i.ibb.co/ZMpV2PF/Genesis-9-unity-bridge.jpg

Video:

https://mega.nz/file/AxQn0ZxT#xDFANT7GJqwSn_puMj6_EGVWgx7blP36o4XwH-yECVM

Greetings.-

@danielbui78
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danielbui78 commented Jul 5, 2023

Thanks, for the video. You are confirming exactly what I am trying to explain. The behavior of the bridge is to unlink the "indirect" controller (aka Genesis9__BaseMasculine_figure_ctrl_Character aka Base Masculine) from its connection to its two dependencies (Base Masculine Body and Base Masculine Head) whenever a user simultaneously tries to export all of them at once. This prevents double-dipping and is necessary to support more dynamic controls in the future.

Example: In the FBX-export, move the all three connected sliders: "Base Masculine", "Base Masculine Body" and "Base Masculine Head" to 100%. The figure will deform to 200% of its original blendshape because of double-dipping. In other words, "Base Masculine" no longer is controlling Base Masculine Body and Base Masculine Head, but is instead contributing its own blendshape directly to the Figure. This is what happens when dynamic, programmable Daz morphs are BAKED into static blendshapes. This is why it needs to be unlinked so that more dynamic systems can be created in the future.

As I have already said, we will try to add color-coding or labelling of the morphs to make it more clear in the future.

@onsterion
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onsterion commented Jul 5, 2023

Hello Daniel! @danielbui78

Thanks for the explanation. I exported the base blendshape with the "Unity Bridge" and now it worked perfect.

https://i.ibb.co/J2d4Y5L/Genesis-9-unity-bridge-test-2.jpg

Question: Within the "Unity Bridge", is there any tool or documentation on how to export only the clothes from Daz3D to Unity and apply them both in "Editor" and in "Runtime"?

Regards.-

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