Attaching Hair with a Socket - Daz to Unreal

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  • Опубликовано: 14 окт 2024
  • In this episode I'll show you how to use a socket to attach a hair prop to your character. This is useful to swap out the hair at runtime with a different style and to isolate the hair from any morph targets that may deform it otherwise. You can bring in hair as part of the character too of course, and I'll show this in a later video.
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Комментарии • 29

  • @bluestacktest2097
    @bluestacktest2097 Год назад +5

    Thank you, Jay, for these tutorials. As always, you save us a lot of time and frustration by providing final solutions, sparing us from the trial and error process.

  • @user-PayWorld
    @user-PayWorld Год назад +3

    Your videos are one of the few important things that connect Unreal Engine 5 and Daz. I had you make a video someday where you can use Daz characters in Unreal Engine.
    thank you.

  • @un4given868
    @un4given868 5 месяцев назад

    Thank you Jay, for sharing your knowledge with us. Your content is Always to the point and a Joy to watch.

  • @SeasonedAmbience
    @SeasonedAmbience 13 дней назад

    🍁Nice .. Thank you! 👍

  • @shaunbrown3806
    @shaunbrown3806 2 месяца назад

    You are awesome I just subbed

  • @nikolai7994
    @nikolai7994 Месяц назад

    Great video, but I seem to have trouble when it comes to importing male hair, It gives me the error "Could not be created because all of its polygons are degenerate" and it only ends up importing the scalp.

  • @TheMadPatter
    @TheMadPatter Год назад

    This has been very helpful. Tried using FE Gentle Hair which is amazing in DAZ and seems to fail to import as skeleton for Unreal while also looking very lackluster if pulled in as static mesh. Might attempt groom next to see if any success.

  • @XerraX
    @XerraX 9 месяцев назад +1

    Carla Hair
    FBXImport: Error: Failed to find any bone hierarchy. Try disabling the "Import As Skeletal" option to import as a rigid mesh.
    FBXImport: Error: Import failed.

  • @rodshelley1170
    @rodshelley1170 Год назад

    Gawd....... I feel like I'm so far behind sometimes, Jay. I'm not using sticks and cave walls anymore, but still.... I'd love to play with animating my TNA ladies, but I've got to get all this 💩dealt with first! LOL Very cool stuff, buddy!

  • @hilaryalvarez4647
    @hilaryalvarez4647 2 месяца назад

    Love this! Worked for my hair but having issue applying the same process for weapon on hand socket. When I play the game, you can tell it's not fully attach to the hands. Any one had similar issue or solved this problem?

    • @hilaryalvarez4647
      @hilaryalvarez4647 2 месяца назад

      My parent socket that I created for weapon isn't showing up on details pane in blueprint either.

    • @WPguru
      @WPguru  2 месяца назад

      You can move the socket with the preview mesh in place and preview what it looks like live in a second viewport. Make sure to create a socket on the hand bone, then save the skeletal mesh for it to show up in the blueprint.

  • @arjaygames
    @arjaygames 11 месяцев назад

    Great tutorials, with shoes is there a way to set an offset so they don't clip through the floor? seems like the clipping is set to the bottom of the body. would there need to be seperate offsets for shoes of different heights if the character can switch shoes in game?

    • @WPguru
      @WPguru  11 месяцев назад

      You can change the position of the whole character in the player blueprint, this will move all attached meshes up. That should do the trick.

  • @ryjms2024
    @ryjms2024 7 месяцев назад

    Thank you

  • @XerraX
    @XerraX Год назад +2

    hey. how to make the strands wobble while running?

    • @bennyweimer2345
      @bennyweimer2345 7 месяцев назад

      if they already have bones in the strands you should be able to add physics constraints to the bones

  • @Harry-v4t2g
    @Harry-v4t2g 4 месяца назад

    I'm having some trouble I do what you showed us and it still separates and flops around it doesn't seem to be working is there something in the settings I have to change to make this work

  • @squeaky_buddha
    @squeaky_buddha 9 месяцев назад +1

    Sorcery 🪄

  • @starcityinc4388
    @starcityinc4388 Год назад

    Thank You Jay for all the tutorials you are making on Daz to unreal and giving all Important Tips, I use Daz character with Metahuman head in my projects. But the hairs and accessory gets invisible when you zoom in and zoom out. I also set LOD Sync, but didn't help..... may be i am missing something, please suggest to fix the problem.

    • @WPguru
      @WPguru  Год назад

      I'm thoroughly unfamiliar with Metahumans at this time, so I'm not sure if your issues are related. If you're using Daz hair, it could be a material issue. I've addressed how to tweak those shaders here: ruclips.net/video/KMVmr2tMHo0/видео.html

  • @lucaseretti5221
    @lucaseretti5221 5 месяцев назад

    Why when importing my gen9 avatar into clo3d the hair are getting offset the body even though in dazstudio are perfectly placed? I also checked the pivot and it seems correct

  • @matthewbrown3130
    @matthewbrown3130 8 месяцев назад

    If you would have used a hair designed for Genesis 9 would you have to go through this additional step?

    • @WPguru
      @WPguru  8 месяцев назад

      Depends on what you need in UE. You can send hair as part of the whole figure with both G8 and G9, but then you won't be able to swap out the hair in UE at runtime, unless you swap out the whole character mesh.

  • @AndroChimera
    @AndroChimera 6 месяцев назад

    the hair needs to be imported as an skeletal mesh?

    • @WPguru
      @WPguru  6 месяцев назад

      It'll depend on the hair, some hair products have adjustment bones, others do not. To be on the safe side, use the Skeletal Mesh option.

    • @AndroChimera
      @AndroChimera 6 месяцев назад

      @@WPguru yep i tried importing my assets as skeletal meshes and it worked just fine. i'm not using daz models tho now i'm trying to learn how to make a simple inventory system based on sockets...lets say i have 3 helmets, whill i need to create 3 sockets so when the bluprint system is done it will determine which helmet will be visible or i can make only one socket and the blueprint will just change the mesh in the socked depending on what i chose? sorry not even sure if you can help me with this.

    • @WPguru
      @WPguru  6 месяцев назад +1

      @@AndroChimera One socket will work fine, assuming all helmets load in the same place, then adjust in Blueprint much like I've shown.

    • @AndroChimera
      @AndroChimera 6 месяцев назад

      @@WPguru niiice cool thanks bro i'll keep working on my game