I'm currently evaluating your products for inclusion into my pipeline. I currently use and have a lot of DAZ and Poser content and am interested in using iClone, 3dXchange and Character Creator to enhance and export UE4, 3ds Max, Substance, and zBrush. Your site indicates that you have an exporter...More
I cannot import a DAZ Genesis 2 or 3 character into 3DXchange I am able to convert the character to non-standard fine, however, while all the morphs come over to 3DXchange, none are "Set" in the Expression Editor (except for the head and eye movements that 3DXchange creates automatically)....More
Well the problem is simple. I drag the duf file into Daz 4.9, however when I export the expression editor does not allow me to move the mouth automatically (like it is suppose to in the tutorial). It has worked fine in the past. Not sure how to fix it. One suggested to use 4.8 however there...More
I very recently upgraded to the Pipeline version. I have a model that I have been working with for over a year on the non-Pipeline version. My model has a list of meshes in the Scene Tree. I have always been able to make a sub mesh of each item in the list prior to using "Apply to iClone...More
I'm not sure why this is happening, maybe I'm doing something wrong here. I created a character with Jeans and Boots only, when I choose to hide hidden this is what I'm coming out with. The reason why this is kinda annoying is that a large part of the Texture is being used up on pieces that...More
I have imported a CC Character (.iAvatar) to 3dXChange. Then I have runned the autosmooth for the CC_base_body. After this the body mesh was fully destroyed....More
A DAZ3D exported character based on Genesis 3 successfully imported into 3DXchange. The character will have a random area of skin or clothing, or multiples, showing completely black textures. As you zoom in toward the character the black disappears to be replaced by the proper colours...More
I'm not sure why this was listed as SOLVED in a previous issue (312) as the problem is not solved, and is a bit of a shocker to be still unresolved after months of being raised. We hit this recently, and were advised to add the root via Maya (major pain BTW) and then export with FBX2011 (not...More