I’d love some feedback on an Asset that I’m planning for release in a month or so. It combines the fantastic array of DAZ characters and clothing with a skinned mesh combiner (not just for DAZ characters) that can reduce clothed, multiple skinned mesh renderers to a 1 draw call model, with the capability of recolouring the baked mesh to make multiple characters from one simple model.
I’ve made a video to demonstrate some of the key features and if you’ve got time to look through it I’d love some feedback. There are still a few bugs at the moment, but it’s pretty much there in terms of features. If you can spot something I’ve missed I’d be delighted to add it (if I can work out how ).
This is the basic feature description:
The ezUnity: DAZ system enables you to use the huge variety of DAZ characters with Unity, giving you an endless number of different avatars and a wide set of wardrobes for everything from casual to sci-fi!
With ezUnity: DAZ you can do the following:
- Create and clothe characters in DAZ, morph them and import them into Unity. With support for DUF files your can load different characters using the standard save file format from DAZ.
- Morph your characters right inside Unity, with access to any of the morphs you use. Morphing is high performance and minimises the number of vertices updated every frame (if any!)
- Morphed clothing is skinned against the skeleton of the model meaning that it has even higher performance when you are animating meshes rather than modifying vertices
- Bake high performance, 1 drawcall instances of your characters when you are finished modifying them, including all of their clothing.
Imagine a dressing room scene where the full character is morphable by the player, then when they leave, bake a high performance version that is used in your game
- Animate and Pose characters right inside Unity using our integrated IK or Bone Sphere animation modes - or import your DAZ poses and use them immediately