


It seems, I have to go through MotionBuilder, which is available only as an expensive subscription, and that is not an option for a hobbyist who works on a project in free time (evenings, weekends). To compensate for less control of facial features in bone animation, I could use so called “wrinkle maps” (if only I could find how to control texture visibility based on facial bones).ĭoes Daz 3D software have clustered facial rig or do I have create it in some other software?ĭoes Daz 3D software have wrinkle maps for facial animations?īut the problem with Daz is that I’m not sure if this clustered facial animation approach will work if I import Daz FBX directly into UE4. It is more difficult to get accurate facial expressions and lipsync with bones than with morphs morphs are easier to tweak but they take more time to map to different characters and LOD levels, and also morphs consume more CPU resources (correct me if I’m wrong maybe latest UE4 versions have some options to solve this).

But there’s a catch - it seems, G3 and Daz Studio alone does not provide everything required for facial animations and there might be also some other animation issues in UE4 if I directly import G3 model (although it seems, UE4 compatibility with G3 gets better with each UE4 release).Īs I understand from FrankieV comments in other topics, clustered (essentially facial bones) approach for facial animation is optimal approach if multiple LOD levels are required and also for easier animation sharing between different characters. It seems a good starting point and FrankieV here on forums has explained a lot about this option. With distance, it is ok to reduce facial animation accurateness.

The characters will require LOD levels for close scenes and crowds (but no more than 50 simultaneous characters expected to appear).įacial animations is a must-have, at least for close LOD levels. I have a hobby project which needs fast and simple runtime generation and customization of somewhat generic NPC characters (no fancy creatures or clothes, just modern humans with common clothing).
