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Daz unreal bridge7/24/2023 ![]() I tried cleaning up any extra verticies, collapsing holes, etc. I spent a few hours trying to clean it up, this is Unreal > export as FBX to blender > remove shell (there's actually 3 dicks this method, two not connected including the shell, and one part of the mesh, this is after deleting the other two). This is movement, exported without adding a shell in Daz: The head of the penis moves around lagging behind the shaft like a snake: Moving the character with an animation, notice the shell floats by as it is considered a "prop" so it isn't attached to the mesh. See the following pics.Īny reason you can think that the head would be treated differently than the shaft? Also it would be great if there was a way to collapse the shader from the shell down and eliminate it completely, even if it was with a custom script or something. I've tried exporting the mesh from Unreal to Blender to fix this but it is a huge pain and didn't work completely. This module was most likely not flagged for being included in a precompiled build - set PrecompileForTargets PrecompileTargetsType. When I send the character to Unreal, there's the following main problems, the head of the penis is disconnected from the rest of the shaft. I am using the official bridge from daz when i try compile my project i have this error: PackagingResults: Error: Missing precompiled manifest for DazToUnrealRuntime. I know I can export into Blender (done that already) and have this resolved, however I'm using the DazToUnreal bridge to create all of the materials and rigging. ![]() I've tried many approaches, settings, etc. I've spent the last 8 hours trying to get Dicktator into Unreal. ![]() I'm not redistributing, working on something for myself. Now just need to learn how to fix the textures :)ĭisclaimer: I'm familiar with licensing for interactive redistribution. Simply add a child bone to Shaft7 in the bone editor of Daz and it works great. UPDATE: Thanks to the DazToBlender discord, this has been solved.
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