Tutorial Unreal Engine DAZ Body with MetaHuman Head in Unreal Engine 5.0.3 (v.08-07-2023)

Nov 8, 2018
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Unreal Engine 5 Guide
DAZ Body with MetaHuman Head

as of 08-07-2023
Links updated on 01-30-2024



Abstract

This tutorial should equip the reader with easy-to-follow best-practices when it comes to using a DAZ character inside Unreal Engine. It aims at generating a comprehensive knowledge of the underlying procedure and is targeting an audience with little to no prior knowledge in DAZ Studio, Blender or Unreal Engine. Section primers are comprised of a short summary or the main take-aways while certain sections are tagged as (Deep Dive) indicating that they try to foster the understanding of a subject aside from the DAZ-to-UE5 context and can safely be ignored by professionals. Nevertheless, as a beginner it might be useful to read the entire tutorial as some explanations will be assumed in later sections. Modified DAZ packages or UE assets are prepared for download as well as a Blender Add-on aiming to drastically speed up your workflow. Additionally, it will cover efficiency aspects for real-time gaming such as mesh optimization and LODs which also affect rendering times / computational requirements




Here you can find the promotion post highlighting the features of this tutorial

Attached is a pdf version of this tutorial with corresponding bookmarks (inferior image quality)
View attachment DAZ to UE5 Tutorial PDF 002.pdf

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Limitations of this Tutorial
aka Should I Read it?


The Neck Line

This tutorial is focused on the DAZ character body and not its head, it guides the reader to use a MetaHuman head instead. Since these are two different meshes with different skin textures and shaders, there will be a visible seam. My best efforts to reduce its visibility are outlined in their respective sections with the corresponding outcome presented in the Comparison Renders section below. Be reminded that these are closeups; check the promotion video and focus on the neck area to evaluate its visibility in semi-closeups. Additionally I want to highlight the possibility to modify renders in post processing (Photoshop blending) and that the neckline will be barely visible in real-time game settings (but unfortunately in cinematics)


Sharp Edges and Questionable Bending Behaviors

DAZ characters are optimized for Catmull-Clark shading which is currently not supported on imported skeletal meshes in UE 5.0.3. By applying a subdivision, we will mimic this behavior but only to a certain extent as this approach doesn’t upscale properly. Workarounds exist and are discussed in their respective sections, but it will still be slightly inferior in terms of realism.


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Tutorial Exclusions can be found in this post
I sincerely hope that this tutorial could provide at least some guidance on how to approach this topic and could foster your understanding of the respective software. I hope to see more Unreal Engine eroges and maybe we are even able to build a common database of assets to be used for all creators. Let these be my closing words - thanks for your attention!
 
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Pif paf

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Feb 5, 2018
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heh, well the DAZ is rather big now, and I'm not sure how it's organized in development section....
 
Nov 8, 2018
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Here I want to keep sections of the main tutorial that either have been outdated, reworked or a more efficient approach has been developed for. In each header, I will outline the reasons for excluding it from the main tutorial and potential insights from reading that particular section
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Here is just a quick comparison of all Male Genitalia Asset Packages that I have tested, outlining their caveats and providing tips for those who still intend to use these
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Nov 8, 2018
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Jeez

Doing Daz+Unreal requires a great deal of work. Shit looks daunting.
It is and this is just for the characters themselves - animating them poses another huge burden. While I still gather information on how to optically improve the characters and make them more realistic, two highly interesting tools for overcoming the issues with animations are in the making:



First one is Virtuality

It will be free but requires Maya (get it on Aeblender for free). It allegedly works with GeoGrafts (aka Golden Palace) and will correct the animation issues we are currently encountering. Currently in Beta Testing, I have very high hopes!


Second one is already out but still being updated: Daz Hue

Currently testing this one out and support for GeoShells is highly unlikely according to this post by the dev
123.png



Lastly, I want to mention the possibility of using Wrap3D (or 4D how it is now called) to align the "insipid" MetaHuman body to a DAZ one including any morph targets allowing for at least some degree of customization. That being said, its highly unlikely we get this to work with GeoGrafts, but it is at least a good start for NPC characters to crowd out scenes. Needless to say that the Ultra HQ MetaHuman textures are not optimized for custom shapes (we see issues with Mesh to MetaHuman already)
Short tutorial:
and entire tutorial series starting here:
 
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deftonex

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Jan 25, 2021
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with regards to the socket, what is the difference for G9 ? also g9 does not have the head propagation morph
 

_luigi_

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Jan 31, 2021
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Hello, I'm studying the guide, I'm on the section I.1.2 Make Most DAZ Morph Target Exportable.

I've downloaded the modified golden palace from the first post and all morphs work correctly on g8 female, but how? because when I open the morphs I don't see the changes you explained in the guide?

The morph's parent isn't: "parent" : "/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#geometry",
also they don't have: "region": "Hip",\n "group": "/Golden Palace",

So how does it work ok? I'm trying to transfer the morphs from futalicious to the g8 female but following the guide and making those changes with notepad++ isn't working for me.
 

_luigi_

New Member
Jan 31, 2021
9
2
Hello, I'm studying the guide, I'm on the section I.1.2 Make Most DAZ Morph Target Exportable.

I've downloaded the modified golden palace from the first post and all morphs work correctly on g8 female, but how? because when I open the morphs I don't see the changes you explained in the guide?

The morph's parent isn't: "parent" : "/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#geometry",
also they don't have: "region": "Hip",\n "group": "/Golden Palace",

So how does it work ok? I'm trying to transfer the morphs from futalicious to the g8 female but following the guide and making those changes with notepad++ isn't working for me.
Ah nevermind, I was skipping C. Create Copies for the Genesis Main Character Folder
now I understand how it works :)
 
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_luigi_

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Jan 31, 2021
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I'm trying to use the Blender addon in Blender 3.6.5. When I install the plugin, it has 2 versions, Main Scrypt - Old seems to work but is missing buttons and Main Script - New when I activate it show this msg:
image.png
 

Painfoler

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Nov 24, 2022
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I'm trying to use the Blender addon in Blender 3.6.5. When I install the plugin, it has 2 versions, Main Scrypt - Old seems to work but is missing buttons and Main Script - New when I activate it show this msg:
View attachment 3031836
In UE 5.3 version DAZ Updated Daz to UE5 Bridge. So you need to update Bridge in Daz.

Okey send your Character to UE5. When you have cool looking character in UE 5 Right Click on Skeletal Mesh. Open Source Location. Should ble \DazToUnreal\Alina_NPC\UpdatedFBX . Make dublicate just in case . Alina_NPC is folder where is my Mesh sended direcly from Daz )

Blender part ;) Import fbx. Uncheck Animations and import . Next fix that damt bones mess. Pose mode -> pose -> Clear transform -> All . Then you can do what you want in Blender.

Now best part Export .fbx . We need change only mesh so Uncheck Add Leafbones and Bake Animation. Save to \DazToUnreal\Alina_NPC\UpdatedFBX . Don't change orginal !

Back to UE 5 Right Click on Skeletal Mesh -> Reimport With New File.

Now wait it takes time. All depends on the mesh changes.

So we change only mesh. I use this method to fix clothes and textures. Exportig from Daz directly to Blender not best way if you maiking your game in UE5. P.S I'm not 100% sure about this metod in Ue 5.0, 5.1 or 5.2 ( Tested on 5.3, works in 5.3.1 ) Blender version must be 3.6 +


Hope it helps, feel free to ask if have problems and good luck ;). Last pictures is Genesis 8.1 + Golden place + morphs sended from Daz directly to Ue 5.3.

tut1.jpg tut2.jpg tut3.jpg tut4.jpg tut5.jpg ExportFromDaz.jpg ExportFromDaz2.jpg
 
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_luigi_

New Member
Jan 31, 2021
9
2
In UE 5.3 version DAZ Updated Daz to UE5 Bridge. So you need to update Bridge in Daz.

Okey send your Character to UE5. When you have cool looking character in UE 5 Right Click on Skeletal Mesh. Open Source Location. Should ble \DazToUnreal\Alina_NPC\UpdatedFBX . Make dublicate just in case . Alina_NPC is folder where is my Mesh sended direcly from Daz )

Blender part ;) Import fbx. Uncheck Animations and import . Next fix that damt bones mess. Pose mode -> pose -> Clear transform -> All . Then you can do what you want in Blender.

Now best part Export .fbx . We need change only mesh so Uncheck Add Leafbones and Bake Animation. Save to \DazToUnreal\Alina_NPC\UpdatedFBX . Don't change orginal !

Back to UE 5 Right Click on Skeletal Mesh -> Reimport With New File.

Now wait it takes time. All depends on the mesh changes.

So we change only mesh. I use this method to fix clothes and textures. Exportig from Daz directly to Blender not best way if you maiking your game in UE5. P.S I'm not 100% sure about this metod in Ue 5.0, 5.1 or 5.2 ( Tested on 5.3, works in 5.3.1 ) Blender version must be 3.6 +


Hope it helps, feel free to ask if have problems and good luck ;). Last pictures is Genesis 8.1 + Golden place + morphs sended from Daz directly to Ue 5.3.

View attachment 3031879 View attachment 3031888 View attachment 3031909 View attachment 3031913 View attachment 3031926 View attachment 3032006 View attachment 3032015
Ty so much that's one hell of an answer and helps a lot!! i have UE5.3 so no problem, btw did you still had to fix Golden Palace geoshell inside blender using this method?
 
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Painfoler

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Nov 24, 2022
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Ty so much that's one hell of an answer and helps a lot!! i have UE5.3 so no problem, btw did you still had to fix Golden Palace geoshell inside blender using this method?
With geoshell is 2 ways. One as you say, fix with blender, second no add geoshell in DAZ ( add only goldenplace, copy body textures and rig ) then after inport to UE5 in Character Mesh one of Material Elements Should be EMPTY ( no mat) its golden place, so i add Full body Matterial to that element (not golden place torso) but original for example Genesis8_1Female_Body.

In Blender I fix clothes size some times they need inflate :D. Now lerning how to deal with Clothes Physics and Hair Groom ;)
 
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_luigi_

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Jan 31, 2021
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With geoshell is 2 ways. One as you say, fix with blender, second no add geoshell in DAZ ( add only goldenplace, copy body textures and rig ) then after inport to UE5 in Character Mesh one of Material Elements Should be EMPTY ( no mat) its golden place, so i add Full body Matterial to that element (not golden place torso) but original for example Genesis8_1Female_Body.

In Blender I fix clothes size some times they need inflate :D. Now lerning how to deal with Clothes Physics and Hair Groom ;)
I heard Clothes Physics can't work with morphs if true This is huge limitation.

With the second method you still missing the geoshell colors right? Because you didn't added in DAZ.
 

Painfoler

Member
Nov 24, 2022
173
155
I heard Clothes Physics can't work with morphs if true This is huge limitation.

With the second method you still missing the geoshell colors right? Because you didn't added in DAZ.
Yep, no geoshell = small blender work to add color or use original Body Skin material . If geoshell is in mesh you need merge them in blender. In ue5 geoshell in static mesh = no problem, if animation on = totall mess with damit geoshell cordinates.
When you import clothes only with skeletal mesh they have own physics, so technicaly you can change morphs acording body physics. But we are chreating porn games here, not character creator :D. Best work with morphs I see in Home Together project. So everything is possible ;)
 
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_luigi_

New Member
Jan 31, 2021
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I found new problem in skeletal mesh. When i export back from blender to Unreal all morphs change names so jcm post process from daz bridge no longer working. Can i avoid morph name changes?

morphs.png morphs2.png jcm_cr.png