DAZ Studio Animations to Unity 2018

Importing and Setting Up Animations

For references to this workflow:

  • DAZ Base Skeletons to Unity
  • 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 Unity 2018 in the folder of your choice….in this example we are using a Female Walk Cycle…

In the Genesis Framework:

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

Click on the imported file in the Project then click on the Rig button

Rig as shown then click on Apply

Click the Animation button then set up as shown. You can change the animation name here but we will be extracting this animation shortly and changing it there. Click Apply when done.

Machine generated alternative text: i' Project O Inspector f_walk_fwd Import Settings Warning(s) f und whil impovting rig Odel Animation " f Idout below for more details Animation Type Avatar Definition have already c With this option th Source Y Import Messages f walk fwd Assetaundle Materials Open "Import with a rig identical to f _ skeletonAvatar Revelt_ Apply Machine generated alternative text: Project O Inspector Animation Length Start 1Sjoo End Loop Time Loop Pose Cycle Offset Root Transform Rotation Bake Into Pose Based Upon Offset Root Transform position (Y) loop match Bake Into Pose Based upon (at Start) rig n a Offset Root Transform position (XZ) Bake Into Pose Based upon ( at Statt) e Mirror Additive Reference Pose Average velocity: (0.000, 0.000, 0.000) Average Angular V Speed: 0.0 deg'S Curves Events Mask Motion Impolt Messages Animation Asseteundle eve 1.00 .0

Now we will extract the animation into a .anim file in Unity by selecting the animation in the FBX file and pressing CTRL+D.

Machine generated alternative text: Assets srcset= Genesis > Actors > Charact
Genesis2FemaIe
Cornea
Ears
Eyelashes
EyeRefIection
Face
Feet
Fingernails
Forearms
Gums
Hands
Head
Hips
InnerMouth
Irises
Lacrimals
Legs
Lips
Neck
Nipples
Nostrils
Pupils
Sclera
Shoulders
Tear
Teeth
Toenails
Tongue
Torso
Genesis2FemaIe.Shape
Genesis2FemaIeGenitaIia.Shape
f nalk fad “>

We will test this animation on our Base Skeleton in a Testing Scene.

 Machine generated alternative text: — Hierarchy _ Testing* Ground SceneOata MainCamera skeleton Scene Console Project - Lighting • : Animator

Open up the Animator Tab and select your testing Animator Controller. Drag and drop this into the Animator Controller slot in the Base Skeleton in the scene.

Now drag the animation (f_walk_fwd) into the Animator Tab worksheet.

Machine generated alternative text: project f_skeleton select Tag untagged V Transform Position Rotation Scale V Animator Controller Avatar Apply Root Motion update Mode Culling Mode pptr: O Layer f _ skeletonAvatar cu.ves Pos, O Quat: O Euler: O count: 130 constant 47 (36.2%) Dense: les: 130 Generic: O 82 (63.1 Machine generated alternative text: - Lighting Animator Entry  

Press Play Mode and watch our success.

Machine generated alternative text: C Game O Inspector Console i. project - Lighting Animator

Done