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Unity 2023.1.2 + Genesis 9 some Blendshapes doesn't work's #6
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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.- |
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 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. |
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.- |
Hi,
I'm testing the model Genesis 9 but some Blendshapes doesn't work's example Genesis9__BaseMasculine_figure_ctrl_Character.
Regards.-
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