Trouble with importing FBX from DAZ3D to UnrealEngine - unreal-engine4

I've placed in DAZ3D 4.7 Genesis2 Female object and exported it to the FBX (2012, 2013, 2014). After that I am trying to import it to the Unreal Engine 4.7. After import I have deformed object in UE 4.7:
How to fix this bug?

This is due to buggy skinning data. Whether its buggy FBX, buggy Daz or buggy Unreal is not clear. The workaround is to import the FBX to 3DS Max first, then re-export it from that.

Related

Error importing animated file from Blender to Unity

I'm having issues importing this files in Unity https://drive.google.com/drive/folders/1bspUVIs8QH9KYdgHFIelHQTSINse78FZ
When open them in Unity, I see a cube instead of the petals of the flower (both if I import it as a .blend or .fbx)
Do you now why does it happens?
Thanks
The problem is that it's a procedural model and not a "normal" Mesh. If I export as .fbx from blender and then import again, there's also just a cube. You'll have to somehow convert the procedural mesh into a static one.

Textures on material import into Unity3D as empty materials

i'm currently doing a project as a hobby using Blender3D and Unity3D. I build an object in Blender that had 2 materials and textures with a Neon effect (Specifically with Emission Shader) but as soon as i import that object in Unity, i lose completely the textures and the object turns out blank. This did not happen with simple textures in Principled BSDF shading in Blender. How come are the Emission textures not importing and how can i solve this? Thanks.
It's a very common situation of mis-matching the meta data, when you import fbx from other software. It's not a blender specific issue, it happens on Maya and Cinema4D sometimes.
And the shaders won't be exactly same between softwares, and we should work on a very clean way. (please don't be lazy for below workflows, if you want to have a proper solution)
The best workflow I worked on 3D and unity for the import part:
export fbx without embedding texture
import to unity, and extract all materials to a new folder "Materials"
copy all used texture to unity, with a new folder "Textures"
remapping all textures, diffuse, normals, emission..etc to the materials manually.

Exporting avatars from Daz3D, fbx to Unity material conflict

I am having an issue in exporting models from Daz3D to Unity.
When I export as fbx from Daz3D then import to Unity some of the items have the wrong textures.
I figured out that the issue is if you have 2 items in Daz3D with the same name for a surface in Unity these get imported into the Assests/Materials directories, but if 2 surfaces have the same name Unity overwrites the file when it imports. (I assume it overwrites on import, could also be Daz overwriting on export I guess, but less likely).
Any idea of a workaround?
I also tried using the Unity Bridge in Daz3D, and its seems to work correctly, and creates _1 files names on conflicts. But with Unity Bridge the files sizes are too big and crashes some consoles/phones. Also does not work easily with older Unity versions (2018).
So I figured out a workaround at least. I export the clothing that conflicts as a seperate fbx, then drag/drop the material in Unity into the avatars clothing item in the scene. This overwrites the wrong material it was getting.
If anyone know how to reduce the fbx size for the Unity Bridge please reply, it exports about 2x the normal fbx export size.

Import terrain from Sketchup to Unity3D

I imported Google Map terrain into the Sketchup, according to the video tutorial.
How can I import this terrain from Sketchup to Unity3D?
Export your model as .fbx file, then just paste it to unity.
Remember to apply rot loc scale (i'm more blender oriented, but i belive works same in sketchup) to avoid any weird behaviours of the model, after imported to unity

Unreal Engine 4, import with c++?

I need to import an fbx into UE4 using c++. This is to eventually write a batch importer that sets up material connects etc upon import.
I am, however, stuck at the first hurdle.
I cannot find any info on this anywhere.
How can I load an fbx model into the editor using c++ ?
edit:
I do not need to do this at runtime, I just need to import the models into the editor, and adjust their location/material settings as I do so..
Parse the .fbx (there are enough docs), then create the mesh at runtime would be one way.
If you only need the editor stuff, check out the FbxMainImport.cpp
FFbxImporter::OpenFile
FbxNode* GetFirstFbxMesh(FbxNode* Node, bool bIsSkelMesh)
etc...