
However, the bones were all wonky and didn't overlay exactly.

Selecting import in layout gave me a completley different result - importing the bones and snapping the character to the posed daz layout. Importing an fbx by just hitting load gave me a t-posed stance of the character with no morphs. My tinkering with daz and lightwave yielded the following Ik booster works on top of daz figures, so if you have set a specific pose with daz controls, you can manually start from that in lightwave and add ikbooster for getting similar controls in lightwave if you need to change pose or animate it, Ik booster can do booth IK an FK.Įdit.disregard my advice on exporting animations if you only want a static pose to start with in lightwave, if you check export animations, you will end up with keyframes on every channel for the character, so that would require deleting them all in lightwave first if you want to do your own ik booster animations. You always have to readjust surfaces though, especially glossiness and transparency, the lashes transparency map it always fail to load, so that is manual work.

Lightwave 2018 had some initial issues first, but it was fixed, later daz versions.don´t know. Upon export you will have to make sure what do export, animation, morphs etc.įigures, morphs and animation is good to always have checked, export to fbx 2012 ascii is what I mostly used. I can correct the pose manually to make it look better, but it's still not quite right.Just export out to fbx format, you can pose it which ever way you like in daz and get the pose in to lightwave with fbx, and same with animation.creating a time line animation with daz posing changes, and export to lightwave and the animation should be there.

This has a knock-on effect when it comes to using animations from the Unity asset store, as the rotations of these joints are effectively offset. Instead, it looks like the legs a spread apart a little, and the toes point outwards. However, I'm having issues when it comes to animating the characters, as Unity Mecanim isn't putting the characters into an exact T-pose when I use the humanoid rig.

I've got a fairly decent workflow going to work with the characters, using special shaders for double-sided materials and hair, and everything's looking fantastic! I'm using Daz Studio Genesis 8 characters for a Unity project in order to create immersive scenes that the participant can interact with.
