DAZ Studio Animations to UE4 (4.21)

Importing and Setting Up Animations

For references to this workflow:

  • DAZ Base Skeletons to UE4
  • DAZ Optimize G2 for Unity
  • DAZ G2 to iClone7 for Animations
  • iClone7 Animations to DAZ G2
  • Mixamo to iClone7 for Animations

You will want to go through importing and setting up the base skeletons so the animations will reference the singular skeleton.

However, for this workflow a new skeleton can be made then have the skeletons linked by script.

Drag the FBX file into UE4.21 in the folder of your choice….in this example we are using a Female Walk Cycle…

In the Genesys Framework:

  • Folder => Content/Genesys/Actors/Character/Animation/Walking/Female
  • FBX => f_walk_fwd.fbx (FBX 2014 Binary)

Import as shown. The importer will import just the animation and target it to our Base Skeleton.

Machine generated alternative text: Import Animation Reset to Default Current File: /Game/Genesis/Actors/Character/Animation,'WaIking,' Female/f_w Mesh Import Mesh Skeleton Animation Animation Length Transform D Import Translation D Import Rotation Import Uniform Scale D Miscellaneous Fbx File Information File Version File Creator File Creator Application File Units File Axis Direction File Frame Rate Animation Start Frame Animation End Frame skeleton_SkeIeton Exported Time 740 FBX SDK,'FBX Plugins version 201421 centimeter Y_UP (RH) 29 o In-won All Import Cancel

You will notice the animation is floating a little above the floor. This can be corrected for by re-importing the animation and lowering the Z value. You can figure out what this needs to be by adjusting Floor Offset Height that should be set up for the Skeleton. A little trial and error here.

Machine generated alternative text:
Tilif'_lP ,
Edit Asset Window Help
•y Skeleton Tree
Asset Details
Perspective Lit Show
Floor HeightOffset
eviewing Animation f_walk_fwd
urrent Screen Size: L 504
Channels: 1
am grate:
Notifies
Character
Animation
Retarget Source
Default
Preview Pose Asset !Qone
D Animation Track Nam 83 Array elements
Interpolation
Rate Scale
Skeleton
Parent Asset
Asset Mapping Table
Additive Settings
Additive Anim Type
Compress ion
Linear
No additive
f_skeIeton_SkeIeton
Compress ion Scheme
Do Not Override Coml
Edit Compression Settings
Root Motion
EnableRootMotion
Root Motion Root Loc
Force Root Lock
Use Normalized Root
Import Settings
Animation Length
Transform
D Import Translation
D Import Rotation
Add
Total Number O
Ref Pose
Exported Time
Tracks
Additive Layer Tracks
Animation
f_wa Ik_fwd
12
LOD Auto
21
0.25
Percentage: CurrentTime 0816 '0 983 (second(s)) Current Frame 18 98 / 59 Frame
15
18
51
571 < O Il  

Here we deleted and imported the animation file again with a Z Offset of -2.0

Machine generated alternative text: Import Animation Reset to Default Current File: /Game/Genesis/Actors/Character/Animation,'WaIking,' Female/f_w Mesh Import Mesh Skeleton Animation Animation Length Transform D Import Translation D Import Rotation Import Uniform Scale D Miscellaneous Fbx File Information File Version File Creator File Creator Application File Units File Axis Direction File Frame Rate Animation Start Frame Animation End Frame Exported Time 740 skeleton_SkeIeton z -21 FBX SDK,'FBX Plugins version 201421 centimeter Y_UP (RH) 29 o In-won All Import Cancel

Looks good now. Let’s call this…

Done

Machine generated alternative text:
Perspective V Lit Show
Floor Height Offset g 0
Previewing Animation
LOD:O
-angles: 43,473
eitices: 24,159
Channels: 1
Notifies
Curves
Character
Add
Total Number O
Tracks
Additive Layer Tracks
Animation
f_wa Ik_fwd
12
15
18
LOD Auto
21
Percentage: 70 87% CurrentTime 0 697 / 0 983 (second(s)) Current Frame 41 81 / 59 Frame
51
571 < O Il