Attaching Hair with a Socket - Daz to Unreal

  Рет қаралды 5,840

The WP Guru

The WP Guru

Күн бұрын

In this episode I'll show you how to use a socket to attach a hair prop to your character. This is useful to swap out the hair at runtime with a different style and to isolate the hair from any morph targets that may deform it otherwise. You can bring in hair as part of the character too of course, and I'll show this in a later video.
Watch the full series here: • Create a playable Daz ...
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#DazToUnreal #DazStudio #UnrealEngine

Пікірлер: 27
@bluestacktest2097
@bluestacktest2097 11 ай бұрын
Thank you, Jay, for these tutorials. As always, you save us a lot of time and frustration by providing final solutions, sparing us from the trial and error process.
@user-PayWorld
@user-PayWorld 11 ай бұрын
Your videos are one of the few important things that connect Unreal Engine 5 and Daz. I had you make a video someday where you can use Daz characters in Unreal Engine. thank you.
@un4given868
@un4given868 3 ай бұрын
Thank you Jay, for sharing your knowledge with us. Your content is Always to the point and a Joy to watch.
@shaunbrown3806
@shaunbrown3806 25 күн бұрын
You are awesome I just subbed
@rejepyusupov9854
@rejepyusupov9854 5 ай бұрын
Thank you
@TheMadPatter
@TheMadPatter 11 ай бұрын
This has been very helpful. Tried using FE Gentle Hair which is amazing in DAZ and seems to fail to import as skeleton for Unreal while also looking very lackluster if pulled in as static mesh. Might attempt groom next to see if any success.
@hilaryalvarez4647
@hilaryalvarez4647 Ай бұрын
Love this! Worked for my hair but having issue applying the same process for weapon on hand socket. When I play the game, you can tell it's not fully attach to the hands. Any one had similar issue or solved this problem?
@hilaryalvarez4647
@hilaryalvarez4647 Ай бұрын
My parent socket that I created for weapon isn't showing up on details pane in blueprint either.
@WPguru
@WPguru 28 күн бұрын
You can move the socket with the preview mesh in place and preview what it looks like live in a second viewport. Make sure to create a socket on the hand bone, then save the skeletal mesh for it to show up in the blueprint.
@user-vu9lt2gd8s
@user-vu9lt2gd8s 3 ай бұрын
I'm having some trouble I do what you showed us and it still separates and flops around it doesn't seem to be working is there something in the settings I have to change to make this work
@XerraX
@XerraX 11 ай бұрын
hey. how to make the strands wobble while running?
@bennyweimer2345
@bennyweimer2345 6 ай бұрын
if they already have bones in the strands you should be able to add physics constraints to the bones
@squeaky_buddha
@squeaky_buddha 8 ай бұрын
Sorcery 🪄
@lucaseretti5221
@lucaseretti5221 4 ай бұрын
Why when importing my gen9 avatar into clo3d the hair are getting offset the body even though in dazstudio are perfectly placed? I also checked the pivot and it seems correct
@rodshelley1170
@rodshelley1170 11 ай бұрын
Gawd....... I feel like I'm so far behind sometimes, Jay. I'm not using sticks and cave walls anymore, but still.... I'd love to play with animating my TNA ladies, but I've got to get all this 💩dealt with first! LOL Very cool stuff, buddy!
@XerraX
@XerraX 8 ай бұрын
Carla Hair FBXImport: Error: Failed to find any bone hierarchy. Try disabling the "Import As Skeletal" option to import as a rigid mesh. FBXImport: Error: Import failed.
@arjaygames
@arjaygames 9 ай бұрын
Great tutorials, with shoes is there a way to set an offset so they don't clip through the floor? seems like the clipping is set to the bottom of the body. would there need to be seperate offsets for shoes of different heights if the character can switch shoes in game?
@WPguru
@WPguru 9 ай бұрын
You can change the position of the whole character in the player blueprint, this will move all attached meshes up. That should do the trick.
@matthewbrown3130
@matthewbrown3130 7 ай бұрын
If you would have used a hair designed for Genesis 9 would you have to go through this additional step?
@WPguru
@WPguru 7 ай бұрын
Depends on what you need in UE. You can send hair as part of the whole figure with both G8 and G9, but then you won't be able to swap out the hair in UE at runtime, unless you swap out the whole character mesh.
@AndroChimera
@AndroChimera 5 ай бұрын
the hair needs to be imported as an skeletal mesh?
@WPguru
@WPguru 5 ай бұрын
It'll depend on the hair, some hair products have adjustment bones, others do not. To be on the safe side, use the Skeletal Mesh option.
@AndroChimera
@AndroChimera 5 ай бұрын
@@WPguru yep i tried importing my assets as skeletal meshes and it worked just fine. i'm not using daz models tho now i'm trying to learn how to make a simple inventory system based on sockets...lets say i have 3 helmets, whill i need to create 3 sockets so when the bluprint system is done it will determine which helmet will be visible or i can make only one socket and the blueprint will just change the mesh in the socked depending on what i chose? sorry not even sure if you can help me with this.
@WPguru
@WPguru 5 ай бұрын
@@AndroChimera One socket will work fine, assuming all helmets load in the same place, then adjust in Blueprint much like I've shown.
@AndroChimera
@AndroChimera 5 ай бұрын
@@WPguru niiice cool thanks bro i'll keep working on my game
@starcityinc4388
@starcityinc4388 11 ай бұрын
Thank You Jay for all the tutorials you are making on Daz to unreal and giving all Important Tips, I use Daz character with Metahuman head in my projects. But the hairs and accessory gets invisible when you zoom in and zoom out. I also set LOD Sync, but didn't help..... may be i am missing something, please suggest to fix the problem.
@WPguru
@WPguru 11 ай бұрын
I'm thoroughly unfamiliar with Metahumans at this time, so I'm not sure if your issues are related. If you're using Daz hair, it could be a material issue. I've addressed how to tweak those shaders here: kzbin.info/www/bejne/gX65nqVoqbJ7pZI
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