Hi all,
Apologies if similar topics to this already exist, but I’ve been trying to do this for over 6 months now and still had no luck.
Basically, I am developing a game in Unity for the Oculus Rift, and am trying to develop a proof of concept. The game should have a heavy focus on presence and as such, I would like to include NPCs with complex facial animation. However, until I can enlist the help of people with the skills to create models and rig/animate them in Unity, I would like to use DAZ3D as a stand-in, as it is incredibly easy to animate believable facial expressions for characters this way.
I have managed to successfully export DAZ3D models as FBX, complete with bone animation and this works really well in Unity. However, whenever I try to animate anything using morphs (such as face and tongue controls, and body modifiers) this is not represented in Unity. I have read countless posts on how Unity dos not natively support blendshapes, and I have been pointed at Megafiers and MegaDAZ a few times. There are two problems with this approach for me:
- The creator of Megafiers has stated in reply to an email of mine that models must be exported from DAZ to a Carrara (dae) as part of the workflow - every time I export models in this format on my PC, DAZ crashes no matter what I do or how many times I reinstall the program.
- While I simply want to import pre-baked animations to Unity, Megafiers seems to do a whole lot more than I need - and is therefore well above my price range (especially for functionality I am only using as a stand-in).
I would really appreciate if anyone could take me through the steps required to get full facial animation exported from DAZ to Unity - ideally one that doesn’t require Megafiers to work, if possible. If this is not feasible, then a step by step guide to doing this in Megafiers would suffice, but I am a little concerned about buying a plugin which may not do the job I need.
I should also mention that while MegaDAZ is another option - it seems to rely on models being in the newer ‘Genesis’ format - unfortunately this is no use to me as my models use the original Poser format.
Thanks for the help guys!
Adam