By the way when importing into unity transparency is not instant it needs connecting properly but there is nothing wrong with Daz eyes when set up correctly.
DOWNLOAD CHARACTER CUSTOMIZATION WORKSHOP UNITY 3.5
Posted on April 8, 2012 by gxmark
Here is the latest version of the Character Customization Workshop project code and Web Player demonstration.
Main Key features
GUI Control example code
Asset Management (Separately imported character, clothing and animations)
Joint Management (Bone parenting)
Animation Preview (Rotate and Animation test)
Would there be some way to export similar low poly characters which are based around the same char and have the same topology? I mean, it would be nice to implement some facial feature morphing…
Unity tech really should buy some of the daz tech and provide the tools to easily do a character creator. Would save a lot of people a lot of work. Of course, things would become a bit more generic etc
Easiest way is to integrate facial features customization into Unity is to apply morph targets. A morph target is basically a different shaped mesh which was modified from the same base mesh topology. Many modelling applications such as MAX, MAYA, BLENDER can accomplish a morph target. The unity WIKI site has a selection of free downloadable morph target scripts. If you prefer something a bit more efficient (multi-threaded core support) and comprehensive then tryout Mega Fiers which has plugins for MAX, MAYA. Other techniques do exist such as using bones displacements to reshape the face.
I think Veqtor knows what a morph target is. The question is actually quite specific to this thread. Daz 3D and Poser content already come with loads of morph targets, and more can be added via .obj files, which are then controlled with dials. This is really the whole point to Daz/Poser, that you can twiddle the dials to create a nearly infinite range of characters out of the original base character with the included or third party morphs.
The problem is that when using the decimator, there isn’t some magical way that morphs remain compatible with the new, low poly version of the character. Daz/Poser morphs, probably all morphs, work on a vertex by vertex basis. By applying the decimator to the model, the entire library of included morphs suddenly becomes incompatible. Thus, one appears to be faced with the task of going back to hand modelling all those morphs.
Theoretically, this is in fact programatically solvable. If the decimator kept a record of which vertices were removed or altered during the reduction process, then the same vertices could be changed/removed in the morphs as well, and the morphs could be reapplied.
Or, the other possibility would be, does the decimator reduce in the same way every time given the same model and the same settings? If so, then one could set the morph dials in Daz, decimate and export, then set them again, then export again, etc., and I suppose you could DIFF out the changed vertices to create a morph object or file somehow.
Veqtor’s question is alluding to that, I believe. I am also very much interested in an answer to that.
However, I doubt it. My guess is that if you change the shape of the model, even though the number and order of vertices remains the same, then the reduction algorithm will find a slightly different way to optimize the area that was changed, so the two objects will no longer be vertex compatible.
I’m not a modeling expert but isn’t the point of the decimator to reduce model size so that is compatible with games? If so then it will remove all the unseen and unused information and retopologize what is visible to reduce model size.
If you wanted to keep all the features of the original model don’t decimate it.
If you’re wanting a model you can morph runtime I don’t think DAZ’s models are appropriate. Well, highend HW can handle it I most mobile HW can’t. The most flexible DAZ models are their Genesis models.
You need to apply the morphs, decimate, and export for each character.
Or create low-poly models with the desired morphs embedded and not get so carried away adding morph targets so that the model size becomes huge.