MY main problem - that the joint rotations are zeroed during import - are solved here (at least for the C4D version)įor teh other one - the subdivisions i found a solution and if You like i can put this together and send You - or post here in teh journal. Tried to get Genesis over to C4D for more than 2 years before giving up finally. It is not so bad for G8, but worse for G3, who seems to have a more simplified base mesh Here You can see a few examples showing it is not a ‘luxury problem’ but serious. This makes sense as all the basic stuff is done with the lowpoly model - and all the detials only added later.īut now outside DS nothing adds these details leading to horrible results The figure exported with the bridge only exports the base mesh - not the subdivisions!įirst i thought it was Daz not wanting the whole figure to be outside of DS, but then discovered it is maybe just because of the weightmap which only works for the low poly figure. The details are later added with subdivison and either displacement - or for DS with the HD-morphs. This means a rather lo poly model that can move easily in viewport (that’s where the idea comes from - in games it is important to have lopoly figures for fast calculations). Now for the bigger problem: The figure You get is LoRes onlyĭaz Studio works with Subdivision, which is a clever idea coming from game engines.