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DAZ morphs to Unity Blendshape issue

Discussion in 'General Discussion' started by jococo, Jun 14, 2018.

  1. jococo

    jococo

    Joined:
    Dec 15, 2012
    Posts:
    231
    Hello,

    When I import my DAZ figure (DAZ FBX export) with morphs into Unity I am noticing that the morphs that (in DAZ) that go from -100 to 100 only now allow blendshape range 0 to 100 in Unity.

    I am missing the -100 to o morph range which is needed.

    It's the neck length morph.

    Any ideas to fix this?

    DAZ 4.10, Unity2017, Unity 5.6

    FBX format 2013 ASCii

    Thanks,

    Joseph
     
  2. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    2,982
    I believe this feature will be added in Unity 2018.3
     
  3. jilt

    jilt

    Joined:
    Nov 7, 2014
    Posts:
    47
  4. jococo

    jococo

    Joined:
    Dec 15, 2012
    Posts:
    231
    Awesome! Thanks to both of you :)
     
  5. jococo

    jococo

    Joined:
    Dec 15, 2012
    Posts:
    231
    2018.3?!?

    Wow that seems like a long time given we on 2018.1.5
     
  6. SpookyCat

    SpookyCat

    Joined:
    Jan 25, 2010
    Posts:
    2,982
    Well you could use the asset listed above or my own MegaFiers asset supports negative values for morphs.
     
  7. ifayad

    ifayad

    Joined:
    Jun 15, 2017
    Posts:
    13
    If you have access to any 3D Design/Editing software (3ds Max, Maya, Blender, etc.) You can export the base mesh while locking the desired morph to -100, importing it along with the mesh that will hold all the morphs and then create a new morph that will go from 0 to 100 but have the same effect as the -100. it's a somewhat tedious process but requires no plugins.