Had a question about about exporting from DAZ3D to CC4 using the Resource Package. I’m following this tutorial :
Apply the Genesis8_Male_RL_FaceKey.duf to my DAZ model (making sure the timeline is 1 FPS and the range to 90.
Apply the T-Pose to the model.
Export (making sure morphs, animation, embed textures, etc., are checked)
I import to Character Creator 4 using Create Character, Humanoid, Genesis8.
In the Facial Profile, I use FBX with Frame Sequencing to load my .fbx (not using the .fbxkey option).
I’m a bit confused - while it does import keys from Daz, there’s too many essential keys missing like blinking, visemes, and head turning.
I looked at the Facial Expression Data in the Resource Pack and these keys don’t seem to be anywhere in them. (Which may be by design.)
Why would not you use CC Transformer to bring DAZ figures instead?
There are exceptional cases when you want to import directly as Humanoids, but that mostly for monster/robotic type figures.
In any case, if you still need to import as Humanoid, you do not need steps 1, 2 and 5.
Instead, use 3 (no need to import morphs/animation), 4 and then apply Facial profile (ext .ccFacialProfile) which RL kindly supplied for Genesis 1 - 8 . That is open Edit Expressions, then click on a folder icon at the top and select corresponding profile from location bellow.
Profiles are normally in: C:\Program Files\Reallusion\Character Creator 4\Program\Assets\ExternalFiles\DazResource\FacialProfile
Although I have to admit, a few of months ago (or maybe earlier) RL messed up those profiles. Now, almost every other viseme (and some other morphs) slightly moves left eye… sigh… It can be fixed, but still need to open a ticket about the bug.
The problem I’ve run into using the Transformer is that it Zero’s the model’s accessories to the center floor (So the tail, sunglasses, earring, etc., all go to the center floor off the model) - as opposed to the FBX importer which brings everything in where it should be.
However, unless I’m doing something incorrectly, I may have to conclude that the current process (as of writing this) is broken and needs patched.
I tried exporting the .fbx with no animation/morph and simply using the Facial Profile (Genesis 8) as instructed and the model’s face doesn’t move at all (outside the left eye bug).
I tried different combinations of exporting yesterday - loading the .fbx with animation/morphs along with the Facial profile - the model’s face was moving but missing essential expressions like blinking, squinting, etc.,
I’ve yet to find a way to make this work, which is strange because I’ve been able to use this process in past work (2023). I’m not sure what to do.
Ah, Genesis 8.1… RL does not have a face profile for that generation. They stopped at 8.
I made my own profile for 9 and it was a real hassle…
Your best bet is still to use transformer. It should not be hard I suppose to pose accessories and attach them to appropriate bones in CC.
Regarding left eye for Gen8 profile (if you ever need to use it), it’s not hard to fix either (a little time consuming). You essentially need to zero out left eye bone rotation by Z axis for 26 blendshapes. Starting with 2 and up to 27 in sequence. The fix should cover ALL Visemes, Brow, EyeBlink, EyeLid sections (there are couple which do not need a fix). Then you may save profile for the future.