Iclone does have some pretty good support for exporting to Unreal, but they don’t have JCMs.
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I can say the character creation systems on the Unreal marketplace are very lacking. They do have systems that should support JCMs (I think they call it RBF “Pose Driver”) but it’s not the most straight forward.
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I was mainly going off 2nd hand information I had come across.Īs for Unreal yes, it would be a can of worms. Well I just picked up both your tools during one of the sales, so hopefully I’ll get back to you with more detailed findings soon. Right now I don’t have any plans to support other non-human characters with some kind of other rigging. A lot of non-human characters I have seen are still usually based off of G3/8 Male or Female. I have considered creating something similar for Daz 3D quadrupeds, but I currently don’t have anything available. Now that I think about it, are there any poses for geo-grafts? Now that you mention it, I actually have not tested poses for geo-grafts with my Pose Library. What workarounds are you referring to, what problems are you trying to work around? Also, due to how Daz Studio’s FBX export works and how combine mesh works, some blend shapes still need to be brought in manually even with Genesis 8 for Maya. But, I would say that is the responsibility of the artist who created the geo-graft to bring it up to date and fix. For example, if the geo-graft uses the old TriAx joints, they can cause problems in Maya. When you say “support” those geo-graft, how do you define support? Genesis 8 for Maya works with the geo-grafts I have tested, but there are some limitations. This includes the transform and shape nodes, HumanIK controls, shading groups and shader names.Īll currently released Genesis 8 male and female Daz Original Core figures are supported. It also provides some renaming options allowing you to rename the character and its associated nodes easily and congruently. Any clothing and/or hair exported with the figure will follow all the figure’s morphs and JCMs as well. The separate eyelashes shape gets configured to follow all expression and face morphs automatically. On top of that you can specify any additional morphs, expressions and/or pose controls you would like to be exported out with the figure by simply favoriting them in Daz Studio, the included custom export script will take care of the rest. Then using the Maya plug-in, imports the figure into a new scene, configures all joint control morphs (JCMs), including both joint corrective morphs and flexion morphs, while setting up HumanIK controls. Genesis 8 for Maya is a script and plug-in combination for Daz Studio and Autodesk Maya that exports a Genesis 8 Core Male or Female figure from Daz Studio. Genesis 3 version available in my Gumroad store:
#Maya 3d 8 plus#
#Maya 3d 8 how to#
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