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![daz 3d morphs daz 3d morphs](https://cdn.renderguide.com/bpKGiTU.Zxeg~589d8/w:1280/h:985/q:90/https://renderguide.com/wp-content/uploads/daz-studio-ej-face-morphs-and-details.png)
*Disclaimer* Yes we have the necessary licensing from DAZ to use these in a game. Is the changed skeleton supposed to be exported as part of the morph data? or is there something I'm missing in DAZ to make this possible in Unity without excessive customization? I feel like this could theoretically work, however I was hoping for something that would probably be a bit less taxing resource wise.
![daz 3d morphs daz 3d morphs](https://4.bp.blogspot.com/-RitAao8Y0vQ/WqI0p9yL3jI/AAAAAAACRyM/Gt-3zKwVGI4F72Sxtj4V1qu9UWljcYUoACLcBGAs/s1600/00-main-ultra-morphs--60-essential-faces-for-genesis-8-female-daz3d_1.jpg)
DAZ 3D MORPHS FULL
The only thing I've thought of so far (and am about to test) is to export "TargetBones" from DAZ where I use the Adjust rigging to shape feature to bake the rigging plus full body morph at 100% into the model, and do a Vector3Lerp between the base skeleton and the 'TargetSkeleton' bone transforms in LateUpdate(). Similar to the "Adjust Rigging to Shape" functionality of DAZ, only done in Unity, and done at runtime. What I'm wondering here is if there is some step I'm missing in DAZ that will cause the character skeleton to adjust itself to a morphed mesh. I've used MotionBuilder to retarget the source animations to the G3M skeleton model and have tried with both humanoid and generic animation rigs with the same issue. Now, I know the reason for this is because the animation mesh deformation and animations are running on the BASE G3M skeleton structure, however it's applying it to a morphed mesh. So come animation time, I get graphic issues that I can only liken to a "Salad Fingers" effect with the character hands and the deformations of the mesh from the animations. Several of the FBM's from DAZ make the character mesh considerably larger, but the bone structure does not adjust to reflect this change in physiology. If I put the directive in the script I can adjust the blendshape value on the G3M model and the 'attached' clothing will conform and change also.
![daz 3d morphs daz 3d morphs](https://www.daz3d.com/forums/uploads/FileUpload/9a/71b10142025848ec07f4fa8886a66c.jpg)
In this case the target for clothing bones and blendshapes is the G3M model. The blendshapes also conform to the associated values on the target SkinnedMeshRenderer. The clothing confirms via a Linq script that copies the clothing bones to the target SkinnedMeshRenderer bones. Along with these models I exported the relevant full body morph files.
![daz 3d morphs daz 3d morphs](https://i2.wp.com/mooncraftrp.com/wp-content/uploads/2020/05/Photo-Background-Cinco-de-Mayo-Wishes-Instagram-1.png)
What I've accomplished so far is to bring the models into Unity from DAZ (both G3M and clothing rigged FOR G3M). My goal is to be able to use full body morphs in DAZ as blendshapes in Unity to modify the same model into different races. I'm using the Genesis 3 model available from DAZ as a universal character model. Or I'm just not doing something right, which is equally possible. Okay, So a bit of a tricky situation here.