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 Genesis Framework:

  • Folder => Content/Genesis/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