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Toolkit of Unreal Engine 5.4.4 assets to help animate and work with Daz3D Genesis 9 characteres.

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DarknessFX/Daz3D_Gen9_UE5_Toolkit

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       DarknessFX @ https://dfx.lv | Twitter: @DrkFX


v2.0

About

Originally this repo exist to share IKRig and IKRetarget for Daz3D Genesis 9 characteres, I posted here about successfully importing and using Gen9 with UE5, that started a conversation about why the UE5 auto-retargeter failed, so I shared everything here (old repo name IKRetarget_DazG9_UE5 , May/2024), details of the older version follows below at v1.0 section.

Now, Oct/2024, I had to work more with Daz3D Genesis 9 characteres and I ported UE5 ControlRig (from ControlRigs Example project) to Gen9 Skeleton and also expanded the ControlRig auto-generating Morph Controls from SkeletalMesh Morph Targets. Both new files, SCR_Gen9 and SCR_MorphTargets are essential tools to animate inside the engine.

Important

Get the full project at Releases Page, repo is missing SK_Gen9 and SKM_Gen9 because of file sizes.


v1.0

About

Sample project with IKRig and IKRetarget assets to help retarget Daz3D Genesis 9 characteres to Unreal Engine 5.4.1 .

Note

I'm not a Rigger or Character Artist, I'm sharing this project to help other gamedevs to simplify this process.
Suggestions or contributions are welcome.

Ctrl+LeftClick 📷 for screenshots.

Requirements

How To Use

  • Download this project (releases), unzip and open in Unreal Engine.
  • Add Feature or Content Pack (📷) > Third Person Template (📷).
  • Open Content\ThirdPerson\Maps\ThirdPersonMap .
    Note: If the ThirdPersonMap map shows up completely blank, delete the PostProcessVolume.
  • Delete Content\ThirdPerson\Characters folder, force delete if asked.
  • Add Control Rig Samples Pack from Unreal Engine Marketplace/Epic Games Store to this project, overwrite files if asked.
  • Optional: Check DazToUnreal Plugin settings (📷).
  • Open Daz Studio, empty scene, add Daz_Library\People\Genesis 9\Genesis 9 character.
    Optional: Add clothes from Daz_Library\People\Genesis 9\Clothing\Basic Clothes.
  • Rename the Character to Gen9 (📷).
  • Click File > Send To > Daz To Unreal , configure the settings like the image (📷) .
  • In Unreal Engine, after importing from Daz, your Content\DazToUnreal\Gen9 folder shall have 5 files (📷).
  • Rename as show in the image (📷): Skeleton = SK_Gen9 , Skeletal Mesh = SKM_Gen9 , Physical Asset = SPA_Gen9 .
  • Go to Content\ControlRig\Characters\Mannequins\Animations folder, right-click ABP_Manny > Retarget Animations (📷).
  • Select (📷) : Source = SKM_Manny, Target = SKM_Gen9, Disable Auto Generate, Retarget = SRT_Gen9, chose all Manny and MM animations. Click Export Animations.
  • Create a new folder at Content\DazToUnreal\Gen9\Animations (📷).
  • Add Manny in Search field and Gen9 in Replace field (📷).
  • Click Export, then click Ok in the Batch Options window (📷).
  • After exporting, click Save All.
  • Delete ABP_Gen9_PostProcess.
  • Open ABP_Gen9 > AnimGraph > Control Rig node:
    Replace Control Rig Class with SCR_Gen9_BasicFootIK (📷).
    Open Main States > Land node, link MM_Land directly to Output and disable Looping in Details panel (📷).
    Open Main States > Jump node, select MM_Jump node and disable Looping in Details panel (📷).
  • Open Content\ThirdPerson\Blueprints\BP_ThirdPersonCharacter, go to Viewport tab, Details panel: Change Skeletal Mesh to SKM_Gen9 and Anim Class to ABP_Gen9 (📷).
  • Play (📷)! 🍻👍

IKRetarget Details

  • Because Manny from ThirdPerson template have less info in the IKRig, I opted to use the more recent Manny from Control Rig Samples Pack 📷.
  • I edited Manny IKRig (now renamed to Content\DazToUnreal\SIK_Manny) adding Pelvis and Neck chain targets, changed Head to just Head 📷.
  • After imported Daz character I use Create IK Retargeter with SKM_Manny source mesh 📷.
  • SIK_Gen9 edited: Sort Chains 📷, change Head chain from Neck1>Neck2>Head to just Head 📷, add missing LeftHandIK chain 📷 📷, add Pelvis and Neck (Neck1>Neck2) chains 📷.
  • SRT_Gen9: Offset target X by 90 📷, check and set Chain Mappings with Head, Neck, Pelvis, LeftHandIK 📷, Reset All 📷, Root > Align All Bones 📷, Reset Feet 📷.
  • Now because the spine, neck and head was bobbing, I made some small adjustments: Spine Rotation Alpha to 0.65 📷, Head Rotation Alpha to 0.5 📷, Neck disabled FK 📷.

Credits

Unreal Engine (https://www.unrealengine.com/en-US/download)
Daz 3D (https://www.daz3d.com/technology/)
David Vodhanel (https://github.com/David-Vodhanel/DazToUnreal/releases)

License

@Unlicensed - Free for everyone and any use.

DarknessFX @ https://dfx.lv | Twitter: @DrkFX
https://github.com/DarknessFX/Daz3D_Gen9_UE5_Toolkit