Bone driven controller rotation source around Y is limited to -90°..90° interval, which can be a problem. For example, if you have an elbow rotating around Y and you have a morph that should be applied between 110° and 135°, the default bone driven controller is useless. This node solves the problem by allowing you to specify custom rotation order that will be used for transforming quaternion to euler.
Continue reading “Bone Driven Controller with Custom Rotation Order Anim node for UE4”Category: Daz3D to UE4
How to make corrective morphs for clothing in Marvelous Designer and DAZ 3D
When you have a cloth and you bend an arm or a leg, corrective morphs are used to make the cloth look realistically folded. In this post I describe how I’ve used Marvelous Designer to automatically create corrective morphs for clothes and imported them in DAZ3D.
Continue reading “How to make corrective morphs for clothing in Marvelous Designer and DAZ 3D”
How to fix little imperfections of DAZ 3D automatic skinning in Maya
I modeled some clothes in Marvelous Designer (using DAZ Genesis 8 basic male as avatar) and then used DAZ 3D to skin them and fit them to a custom character. The automatic skin is pretty good, but needs some little corrections, for example in the armpit or between the legs. Continue reading “How to fix little imperfections of DAZ 3D automatic skinning in Maya”
Saejima WIP2 [Daz to UE4]
Work on our Asian friend continues. I adapted the material for the teeth from the new UE4 photo-realistic character sample. Also studied SS profile, roughness and specularity values in the sample and changed mines to match them better. Still some problems from the eye occlusion mesh, maybe need to remake again.
Saejima WIP [Daz to UE4]
Another port from Daz to UE4. This time a guy, “Saejima”. Screenshots are from 4.19, so no new 4.20 features yet.
We started from G8 basic male and used various shaping parameters to obtain an Asian looking face, then added some more muscles.
For making the normals and AO we exported high res and low res as .obj and baked in Substance Painter combined with G8M bump maps.
For eyes, we took some Paragon eyes, fit in G8M, imported in Daz, created a “Follower”, fit to our character, imported in back maya, fit again, because the occluder didn’t really fit. In short, eyes are difficult to adapt.
In Unreal, normals are a little bit intensified using “flatten normals” node with a negative parameter.
Probably, it can be improved more. Also, it would be interesting to check in 4.20.
Screenshots made in UE4.19 with an empty level, a directional light from the front and a spot light from the back.
Sushi Bar IV
Anim BP for Victoria plus some other stuff [Daz to UE4]
Various stuff done: anim bp for player and NPC, clothing, posing, trying Motionbuilder, custom “look at” and fighting with jcms.
Continue reading “Anim BP for Victoria plus some other stuff [Daz to UE4]”
DAZ 3D Photorealistic Renders
Some New Clothes For Victoria 8
I did some new clothes for Victoria 8: a tank top and a new jeans. Continue reading “Some New Clothes For Victoria 8”
Poses in Unreal 4
A little article about poses in UE4 and how to use them.