Daz To Unreal engine 5.2 Full walkthrough To Get The Character In The Game

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welcome back it's been a while since I did a Daz to Unreal bridge video the last one was on Unreal Engine 4.26 I believe with all the new features in unreal and asz updating their bridge I thought I'd do one for UE 5.2 I'm starting to see tutorials come out that either give bad information or don't really go through how to set up your character properly to actually use in a game with this video I hope to show you how to get the character in set up its Rigs and retargeter retarget some animations and create a blueprint to use for the character as well as fixing a common problem some seem to overlook so let's get on with it for this example I think I'll used as Genesis 8 model reptilia once I have her looking the way I'd like I click file send to then Das to Unreal since I am going to do this in UE 5.2 I select the correct UEI version from install plugin here is where I hear some bad information do not put the Dazz to Unreal bridge in the program files epic version engine plugins folder it will work but if you want to compile and share your game it will probably cause the compiler to crash it has happened to me way too many times so the best advice I can give you is to place the plug-in in your Project's root directory the same directory as your content folder I've never had the compiler crash this way at least not because of that issue after you've installed the plugin T your Project's rout directory you'll need to tell the bridge where to place the files for your character so go back to your root directory and this is where you'll select the content folder and click select folder you'll need to close your editor down and restart it to have the plugin activated once it is back up you can go to plugins and make sure it is installed and activated Before The Next Step you can choose different options here if you'd like I won't be going through them in this video though if you'd like to explore it more let me know I'll see what what I can do now just click accept and enjoy a cup of coffee it may take a while it will go through and Export everything that's needed to get your character in the game the features in the new version of this plug-in are incredible compared to what I was used to it has all the rigs and retire Getters you'll need for the common characters Genesis 3 8 8.1 and 9 which we will go through here in a little while once the bridge finishes exporting the files you can go over to Unreal and make sure you have the engine and plugins folders in the content browser if not click on settings in in the upper right corner of the content browser and tick the boxes beside show engine content and show plug-in content you'll need them drag your character in to see if it came over correctly if so we can now get her ready to get moving this message comes after your transfer is through it is nothing to worry about just close it our plugin is there and activated so we should be good go to the plugins folder and find DZ to Unreal content select retire get and here are the rigs we'll need to get everything up and running shift click to select crore G8 baor foot ik control rig the g81 fix rot zero rout ik rear getter and G8 ikore rig ik rig and copy them to your characters folder we can now create a couple folders one called Rigs and another called animations drag the files we just copied here to the rigs folder and select move rename each file to match your character's name leaving the naming conventions about the same I change the RAR get her to RT _ reptilia _ fix r0o and the ik rig to ikore reptilia rig it's a good idea to save your work in case of a crash open the reard get her and the ik rig in the ik rig select your character I like to click reset but this is totally optional save this and go to the rear get her select the source ik rig as the ue5 mannequin and the target as your characters ik rig adjust the scene so you can click and see if the animations will come over correctly checking them randomly until you are happy with them I can see the jump animations are a little messed up but I'll look into that a little later for now let's save this and move on now we need to open the characters control rig and change some things selecting the preview mesh as our character whoo that's new it should be fine in the end we have to find every instance where there are names that don't match our rigs changing them from ikore foore uppercase L2 ik _ lowercase L for faster searches just type ik in the drop- down menu and select the correct joint there are six spots we need to do this just look for the red letters and change them one last check around then compile and Save let's head over to the mannequins animations and find the Quinn anim blueprint rightclick and select duplicate and retarget animations when the rarg get window comes up select your characters RAR get in the search bar type Quin and in replace type your character's name I like to change the folder to an animations folder under my character and make a new ue5 folder for these animations and select retarget okay almost there let's create a blueprints folder under our character and go over to the third person's blueprints folder drag the third person blueprint to our characters blueprint folder and select copy open it and head over to the viewport tab select the mesh changing the mesh to your character and adding your characters newly created anbp you might see some crazy things here once it is all finished compile and save the character's blueprint head over to the map and in the World settings change from the third person blueprint to your character's blueprint it might be a good idea to rename your characters blueprint to a more recognizable name though then test it out I intentionally left this here so that we can fix this instead of looking around for hours to find the solution find your characters animation blueprint because we used Quinn's anbp which is a child of the Manny BP we'll open the Manny BP next to our characters once it's opened go to the anim graph where you'll see see a control rig node with a yellow warning across it click on the control rig node and on the right scroll down looking for a section called control rig in the drop-down box select your characters for ik rig compile and save then go back to testing it should be working right at this point like always I hope you got something out of this and that it helped that's all for now have a great day and remember to have fun
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Channel: Doc Rebel
Views: 647
Rating: undefined out of 5
Keywords: Daz, studio, Rephtilia, Unreal, Engine, Bridge, Game, Creation
Id: yUeJHh4UdJs
Channel Id: undefined
Length: 14min 44sec (884 seconds)
Published: Sun Nov 05 2023
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