Import and Export Rigged Characters
Converting Models to Non-Standard Human Characters
About the Convert to Non-Standard Character Mode
Full Conversion for DAZ Genesis Characters
Auto Setting T-Pose
Auto Bone-mapping Method
Adjusting Posture of Standard Character
Setting Floor Contact Planes for the Hands and Feet
Converting Standard or Non-Standard Characters with Motions
Export Settings for Unity
The Advanced Settings for Exporting an FBX File
Converting Bone-Skinned Models to Non-Human Characters
Adding Spring Effects to Non-Human Characters
Spring Section
Setting Spring Effects
Mixing Spring Types
Managing Spring Groups
Setting Extended Bones for Auto Spring Effects
Mapping Facial and Extended Bones
Setting Extend Bones - Auto Spring
Setting Extended Bones for IK / FK Editing
Setting Extend Bones - IK / FK Editing