![]() Thus I have updated the routine eliminating extra steps for attaching/detaching accessory to neural base. Thanks for that! Morphs transfer inconsistency due to a non 0 rotation by any axis still stands though. UPDATE: Apparently iClone v8.2 is now taking morphs from FBX props import. I did not find any solution other than taking fbx to Blender and resetting it there. This is due to the fact that morphs do not correctly transfer from a prop after resetting 90 degrees X twist in CC or iClone (it has to come already with 0 transform). Compare to iClone 7/3DX routine, this one includes one more step - taking FBX with morphs through Blender. Importing morphs which involve bones deformation/scaling is not going to work right, as iClone only supports mesh morphing. In the video I have a G3 character exported from DAZ with 4 specific morphs attached. ![]() You have to already know how to attach specific morphs to your character during export from DAZ (it is done by inserting morph keywords into morphs Export rules applet). ![]() Here is more or less polished workaround routine for importing multiple DAZ morphs for Humanoid DAZ characters into iClone8.
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