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.
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.
Here we deleted and imported the animation file again with a Z Offset of -2.0
Looks good now. Let’s call this…