How to use Daz3D Studio models in UE4.8 with the Animation Starter Pack?

Well … this is tricky… I know how to use Maya ART but the situation in a brief is that I already gone through all the possible re-targeting finest solutions and not just inside UE but also Max and C4D but at the end the result was a horror movie character skeleton! (messed up movements and displacements of bones) :smiley: so… It looks like the best solution is to try to match the skeleton of Daz models with the one that UE understands nice (aka: Maya ART) but the only problem here is that I don’t really have a clue on how to replace the skeleton of the rigged Daz model in Maya ART with the UE4 recognized skeleton without going through all the frustrated weighting tasks… considering that Maya constraints is not recognizable in UE4 plus that you can’t already have a fbx model with two skeletons - driver(UE4) + original(Daz) anyway… or can you?! lol … any (fast easy) help? :slight_smile:

1.Use Daz3D Genesis 3 (not 1 or 2)

2.Create your character and export it in .OBJ (not FBX) and set Presets “DAZ Studio” plus “Collect Maps”

3.Zip all files: .obj, .mtl and Maps directory

4.Upload in mixamo.com

5.Auto rig there

6.Download it

7.Import fbx file in UE4

8.Set the new skeleton to be humanoid

9.Retarget all needed animations from Animation Starter Pack.

I followed your instructions as perfectly as I can tell, but UE4 crashes whenever I try to load the fbx file downloaded from Mixamo. Maybe UE4 version matters? I was trying 4.9.2, about to try with 4.10.1.

Edit. Was able to successfully import the same fbx in 4.7.6.

Hi, I use UE4.10. Publish here your zip file (containing files from step 3) and gbx (from step 6). I will try to help you

I was using 4.10.3 had very similar issue with editor crashing upon importing daz anims pretty much no matter where the anims were created from, max maya, mobu, daz, didn’t matter. I reverted to using v4.9.2 with Maya for creating and exporting anims works perfectly now even with humanIK rig, whew! perhaps we’ll see a fix with 4.11. until there’s a fix I’m sticking with the 4.9 version for now or at least until I start exploring Unity and Stingray.

What size were the files you created? Mixamo does not accept FBX uploads larger that 100MB so you will find yourself unable to download the files afterwards, even if it seems capable of processing them.