Genesis 9 to Metahuman
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anyone have experience with importing any genesis 9 to Metahuman successfully?
I tired many times but it is not letting me, I am tryung ti avoid Retopology
please let me know thanks!
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anyone have experience with importing any genesis 9 to Metahuman successfully?
I tired many times but it is not letting me, I am tryung ti avoid Retopology
please let me know thanks!
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Personally, I've abandoned trying to convert figures to Metahuman because of the limitation of the Metahuman system. I got a good face conversion or two, but you have so little control over the body shape that it wasn't worth pursuing to me.
Here's an example of a character I tried to convert:
Which turned out like this:
It's a pretty good face conversion, but it loses some details that are, for me, critical.
As far as retopologizing, Metahuman is its own mesh, so I don't know if it's possible to avoid it.
There are actually quite a few tools now that can assist in converting DAZ characters to Metahuman (Mesh Morpher, Loading Tools, Lucky Rig, Tuna Rig), including body shapes. Most of these tools are in Maya, but there is one, Poly Hammer, that is for Blender (and is going to be relatively inexpensive). Some, like Loading Tools, are planning on having templates specific for Daz characters to make it relatively easy.
The biggest draw for me is the facial animation tools (like Metahuman Animator) either for iphone or stereo HMC, that once recorded, can be used on basically ANY metahuman, regardless on what it looks like. I'd love to see Daz come out with their own version of these tools (either by them or some vendor), that could leverage the versatility of the Genesis system. This would require a rigging system that is the same across DCC's (Maya, Blender) and duplicated in UE.
sadly all affordable Metahuman facial animations rely on Apple products which why I dont use them
I have transfered faces and fitted clothing too (made a metahuman clone shape and use Blender to weightmap it)
but not a lot of use to me TBH
@WendyLuvsCatz
Actually... there's a new plugin, really cheap, that doesn't rely at all on any apple products, but uses any camera https://xlipdev.com/shop
Works great, as I tested here: https://www.linkedin.com/posts/bryan-steagall-kks_so-i-did-another-test-of-my-toon-mha-process-activity-7301335026703441922-cXMO?utm_source=share&utm_medium=member_desktop&rcm=ACoAAAAPB-MBdjCljVoaxrP9_Q1SBdlC5P9cslU
Ii may check it out, I did use a Russian audio lipsync one once but then things happened
Just find other options using DAZ or other figures easier
I am on iClone6 and 3DX6 still but can animate most figures facially in that too but Metahumans have far too many facial bones, I can make all the Paragon characters and Echo Windwalker speak for example with expression editor
I realise iC8 will do Metahumans too but again too costly
DAZ just offers so much more with less complications, my workflow actually uses Genesis 3-9 and my own facial bone profiles I manually created in 3DX6 using expression editor
I liked the DAZ2Unreal plugin when it worked but manually now still use aspects of it, it's FBX files are quite clean without duplicate nodes and will load on my hybrid retargetted skeleton
use my iMotion animations with spring bones etc too
Bryan Steagall not sure I wanted to join Linkedin but I did
animation looks cool
I am not thrilled at having to add my former workplace of 35 years
don't really want to stay in contact with that lot