If you don't need bones for detailed toe animations cause you character wears shoes merge them as well.
Usually this is redundant so we merge them. Step 5Īfter import you will see that all clothing meshes have their own skeleton/armature. In Blender import the saved DAZ Studio scene file ( not the basic data file ). If you are missing this export option the DAZ Importer plugin wasn't installed properly. Step 3Įxport the basic scene data which creates a json file so your meshes are fitted and weighted to your character shape inside Blender. Step 2Īfter saving the scene as a DAZ studio file change the resolution level of all your meshes from "High Resolution" to "Base" for the export data ( or risk smoothing deforms in Blender ). If you overwrite your textures with just some plain and different colors to keep groups apart you will speed up both import/export processes significantly. You will have to set them manually inside Godot later. At best Godot will create a mess out of them. Don't bother to much about textures and Iray shaders.
Save the scene as a normal DAZ Studio file. In DAZ Studio prepare and equip your character how you see fit. Working with 3d models and many import/export steps is a constant mindfield with toolsets breaking left and right with each update. Make sure all tools work by following all their respective first-time setup and installation guides. Tools needed:īlender Addon - glTF 2.0 format exporter (build-in)
All legal responsibilities are yours.Ī basic knowledge how to navigate DAZ Studio, Blender and Godot or 3D space in general is assumed to follow along. This doesn't mean that you can use the 3d assets for a release game without purchasing licenses.
This guide shows the basic workflow how to get DAZ Studio characters with morphs and Mixamo animations inside the Godot Game Engine. When unchecked, the texture coordinates are transformed so they fit between 0 and 1.DAZ Studio to Blender to Godot Game Engine Guide When checked, the object's texture coordinates are imported without modification. When unchecked, the coordinates are imported without modification.Īssume UV Coordinates Are Between 0 and 1: In most cases, you shouldn't need to change this option. Map OBJ Y to Carrara Z axis: when checked, transforms the coordinates of the imported object so that its bottom is horizontal in Carrara. When unchecked, the imported object is scaled to fit in the default working box. When unchecked, the values from the file are used.ĭisable Auto-scaling: when checked, you can set the unit conversion factor between the imported file and Carrara. Here is a description of each OBJ import option and how to use them:ĪutoPosition: when checked, the imported object is centered on zero in X and Y, and its bottom is set to Z= 0. To import obj data, refer to To Import objects :, and choose an obj file.