Fixing Clothing Issues in Blender - Daz to Unreal

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  • Опубліковано 9 лют 2025
  • In this episode I'll show you how to adjust clothing on your Daz figures in Unreal Engine. Using your favourite modelling tools in Blender, we can export the figure, make changes to either body or clothing, then re-import into Unreal Engine for the perfect fit.
    Watch the full series here: • Create a playable Daz ...
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    #DazToUnreal #DazStudio #UnrealEngine

КОМЕНТАРІ • 23

  • @a_roman127
    @a_roman127 Рік тому

    Thank you, i appreciate that you are commenting most of your action.

  • @artmakesascene
    @artmakesascene Рік тому +1

    Thank you Jay!

  • @bluestacktest2097
    @bluestacktest2097 Рік тому +1

    Very helpful. Thank you. 👍

  • @romanbruni
    @romanbruni Рік тому

    umoshiroi ! loved you make it seem so simple... what about exporting a clothing from daz to unreal ?
    thanks cheers from Rio

    • @WPguru
      @WPguru  Рік тому

      Thank you 😊
      Unreal Engine doesn't have the concept of follower clothing like we have in Daz Studio, so sadly we can't just import an item of clothing from an external source and have a character wear it. You can try the Daz to Unreal bridge, it lets you transfer a character with clothing to UE and follow my instructions and use it with UE animations. If you want to change clothing, you'll have to change the whole character/clothing combination. Here's my Daz to Unreal series: ua-cam.com/video/bIfMFawYtwU/v-deo.html

  • @tiagotiagot
    @tiagotiagot Рік тому +1

    How much of the issue is about the geometry and how much is it actually due to mismatched weights between the clothes and the body geometry underneath?

    • @WPguru
      @WPguru  Рік тому +1

      Your guess is as good as mine. All I can tell you is that the floating attachment issue was caused by a rigid follow node, those don't translate accurately.

  • @EvoSkyEntertainment
    @EvoSkyEntertainment 2 місяці тому

    A little late to the party, thanks for the updated retargeting tutorial for UE 5.4+ Just a quick question. I'm not too familiar with blender but when importing into blender, making the sculpting and brush changes to tweak the clothes, after I go to export using the settings you suggested, the model comes back a huge mess. The Output Log in UE5 recommends me enabling the "Export Smoothing Groups" pre-export, but I don't see that option in blender, I'm using blender 4.3. For the time being I'm doing size tweaking in Daz as quick fixes then reimporting, but if you know of a solution it'd be a big help, thanks in advance!

    • @WPguru
      @WPguru  2 місяці тому +1

      The smoothing group error isn't something that can be fixed, you can ignore it. If you need to make size changes in import into UE, you can do that on the re-import dialogue (right-click on the skeletal mesh, then select "re-import with new file", then change the scale if necessary).

  • @MarwanSati
    @MarwanSati Рік тому

    I came across the issue at the beginning 1:06 when right-clicking on skeletal mesh. The option to "Open Source Location" is disabled. I noticed this is the same in all my projects from UE versions 5.0 to 5.3. Could it be because I'm using source control with github or some other setting?

    • @WPguru
      @WPguru  Рік тому

      Interesting, sounds like a permission problem. If the original file still exists, UE should be able to find it. You can try verifying your installation, it sometimes clears up weird bugs like that (in the launcher, on the big yellow UE launch buttons, click the drop-down and choose "verify"). I would also try something like this: create a cube in Blender and export it as OBJ, save it to your Desktop. Import it into UE, then right-click and see if you can bring up the option to re-import the source asset. If it doesn't work, then it's a UE problem. If it does work for the cube, but not for other assets, take a look at the path for those assets. For the Daz bridge, you'll find the location in the Daz to Unreal advanced options (you can also change the path for future asset transfers there).

  • @mroxyopia
    @mroxyopia 9 місяців тому

    Great tutorial as always and I'm nearly there... however, Unreal has labelled my skeletal mesh as a ".uasset" in the content directory, and not as a ".fbx" as your example shows. And Blender wont recognise the file. Can you possibly know a reason for this? Driving me nuts!

    • @WPguru
      @WPguru  9 місяців тому

      Is that in UE or Windows Explorer? You generally don't touch the .uasset files, they're proprietary UE files. Instead, bring up the content browser in UE (CTRL+SPACE), right-click on your object, then choose Asset Actions - Export. That'll save out an FBX. Or, in the case of Daz to Unreal, you can reveal the original asset's source location, which is the FBX that Daz Studio generated in your intermediate folder. Let me know that makes sense.

    • @mroxyopia
      @mroxyopia 9 місяців тому

      @@WPguru Brilliant - thanks - that worked.

  • @tat2zombi
    @tat2zombi 9 місяців тому

    I'm trying to add cloth physics to my characters clothing in UE5. The problem is on a part of the skirt won't create clothing data due to degenerate triangle. Could you do a tutorial or possibly help point me in the right direction to fix the geometry and correctly reimport? Thank you for your videos.

    • @WPguru
      @WPguru  9 місяців тому

      Ah, sorry I can't help with that. Cloth is currently a total nightmare in UE. I don't think we have the appropriate tools yet, although the new Chaos Clothing plugin looks promising.

  • @SherifRiad
    @SherifRiad Рік тому

    I need help on adjusting the reference pose that Daz send to Unreal, because no matter I change the pose to T-Pose or perfect compatible UE A-Pose, the Daz to Unreal bridge always reset it to Daz A pose while exporting, I don't mean the pose asset or animation file, I need the original skeletal mesh file file in Unreal to be in T pose. Can you help or anyone? p.s. my model has a lot of morphs so using a middle software is not always a good idea as morphs tend to break if you exported to Blender or C4D then again to Unreal.

    • @WPguru
      @WPguru  Рік тому +1

      Pass I'm afraid. If you have a lot of morphs, it might work better if you combine them all into a single slider first before sending them over to UE. Worth a try.

    • @SherifRiad
      @SherifRiad Рік тому

      @@WPguru Thanks for reply, okay good idea about morphs, but what about the first question? Is there a way to change the reference pose in skeletal mesh bridge export?

    • @WPguru
      @WPguru  Рік тому +1

      @@SherifRiad I've never had to do that, so I don't know. Every fix I've had was so far doable in the retargeter asset in UE.

    • @SherifRiad
      @SherifRiad Рік тому

      @@WPguru the retargeter is doing fine, even though it's not adjusted to the exact A-pose of Unreal Manny, but it's few adjustments in arms, hands, and fingers then it's ready. But the real issue is when you need a T-pose for a client or a plugin like Rokoko, you can't use A-pose unfortunately and you can't fix it with pose assets as the plugin is hooking directly to the skeletal mesh asset coming from Daz. Thank you anyway, you've been always a great guide.

  • @DigitalLoom
    @DigitalLoom Рік тому

    I know you saw my comment about some simple code question bro if you can’t do it or don’t have time just say it !!! My fellow alien

    • @WPguru
      @WPguru  Рік тому

      Brandon! How are you? I did not see a question. What was it and where did you ask?