Advanced Conversion

The characteristics of ADVANCED conversion are:

  • This conversion method applies to character's Skin, Eyes, Eyelashes, Teeth, Nails, Hair, Clothes, Accessories, Gloves and Shoes.
  • The target textures include Diffuse, Opacity, Bump or Normal, AO, Displacement, Specular, Metallic, Roughness maps (or Roughness map converted from Specular map).
  • It automatically detects and loads the textures applied to the DAZ character by naming conventions.
  • If the textures' names do not follow the regulations, then the auto-loaded textures can be missing or wrong.
  • If the Skin, Eyes, Eyelashes, Teeth and Nails textures loaded by the Advanced Conversion are wrong or not ideal, then you can use the INI method to load the complete textures.
  • Not suitable for Poser contents. Utilize BASIC method, please.

In the following steps, the G8 character from DAZ 3D is taken as an example.

Exporting Character from Daz 3D

  1. Create a character in DAZ 3D, including the morphing and clothing.
  2. Drag and drop a DUF file, G8FemaleT_pose.duf, onto the character to set it to T pose.

    You can find the file in the path below after you have installed Character Creator 3 into the default path.
    C:\Users\Public\Documents\Reallusion\Template\Character Creator 3 Template\DazResource\T_Pose
  3. The character will act T-pose and be ready to be exported.
  4. Export FBX with the settings as shown in the illustration (FBX 2012 -- Binary is a must).

    * Keep in mind that you DO NOT activate the Embed Textures and Collect Textures to Folder boxes.
  5. Save the character as an FBX file.

Importing Character to Character Creator

  1. Launch Character Creator.
  2. Access the Create menu >> Transformer >> CC3 command.
  3. Select the file exported in the previous steps.
  4. When you encounter the dialog box, click on the ADVANCED button for auto-detecting and loading all textures the character ever be applied with in DAZ.
  5. In the Asset Import Status Report panel, activate the Bake Body Texture to adopt the DAZ textures for the converted character's Body skin, Eyes, Eyelashes, Teeth and Nails materials.

    You can also set the textures' sizes after being baked by choosing from the Bake Max Texture Size drop-down list.
  6. Identify the types of the contents of the character in the Asset Import Status Report panel.

  7. Click OK to import the character and the assets on it. The DAZ 3D character thus is converted successfully into Character Creator.
  8. All the textures ever applied to the character in DAZ will be auto-loaded. You can check out the channels in the Texture Settings section. The folder is by default in the path: C:\Users\Public\Documents\My Daz 3D Library\Runtime\Textures\...

Notifications

  • You must have installed DAZ 3D on your PC.
  • The names of the textures you have applied on the DAZ Character must have the strings listed below to make sure the textures can all be found and auto-loaded into corresponding channels in Character Creator.
    • For Normal channel: "normaldirectx", "normalmap", "normal01", "normals", "directx", "normalf", "normal", "nmrl", "norm", "nmap", "nrm", "nm", "n".
    • For Bump channel: "basebump", "bumpmap", "bump01", "bump", "bum", "bmp", "b"
    • For Roughness channel: "roughness", "rough", "ruff", "r"
    • For Specular channel: "shininess", "specular", "spec01", "spec", "spc", "gl", "sp", "s", "g"
    • For Metallic channel: "metroughness", "metalness", "metallic", "glossines", "gloss"
    • For Displacement channel: "displacement", "height", "displ", "disp", "h"
    • For AO channel: "ambientocclusion", "diffuseintensity", "occlusion", "lightmap", "ao"

Please refer to the Procedures After Conversion section for more information.