Forum: DAZ|Studio


Subject: Exporting DAZ Talking Animals - A Product Suggestion

Rottenham opened this issue on Oct 22, 2024 ยท 9 posts


Rottenham posted Wed, 23 October 2024 at 3:21 AM

WendyLuvsCatz posted at 10:08 PM Tue, 22 October 2024 - #4490676

I use iClone 6 and have no issues other than having to set up everything manually in expression editor in 3DX6 every time

I cannot speak for the later better improved pipeline

I just do everything manually, even use my own bone based facials for genesis 3,8,8.1 and 9 

I do this for Unreal Engine and Twinmotion (which doesn't support vertex morphs/Blendshapes) too


I've used CC4 to bring in all the bipedal humanoids, it works satisfactorily, if not perfectly. I do find it easy to bring in animals through 3DX, even though the unscaleable UI is blinding on a big monitor. (RL is overall a bit weak on scaling.) Getting animals to speak in iC is another matter. RL thinks that only humanoids can speak, but when I convert an animal to a humanoid, the skeleton is mangled into a grotesque t-pose. I've tried mating a talking head and a correctly converted body, but the results are disappointing. Closeups show the seam, and animations are uncoordinated. A hybrid import filter is such an obvious cure that I wonder if RL has intentionally avoided it. Short of a proper filter, I stick with still images.

DAZ doesn't grasp what it has in these animals, and new DAZ animals are created without visemes. I thought I'd test the water here to see how techie we are. You never know who might read this.