Daz3d To Unity

We're using Daz3D 4.6 and Unity 4.2.2 (March 2014 Pro release for WiiU). We're also using iClone 5.5 with 3DExchange for animation, but this post is notes on exporting a Daz3D character and importing it direct into Unity and applying standard animations from Unity utilizing the in-built Mecanim animation engine.
  • Hey everyone, we are back with the second part of our video series on how to model, export, import, and animate human models involving Daz3D and Unity. This video coves the exporting and importing methods of Daz3D into Unity.
  • Transfer thousands of Daz 3D assets to Unity quickly, simply, and easily. Drag and Drop Simplicity Daz Studio is ready to mix, match, blend, and pose. Render in Studio or transfer to Unity for the final touch.

Get the Mega Daz package from Chris West and speed up your game development process. Find this & other Modeling options on the Unity Asset Store. Sprint into Spring Sale ends soon: save 50% on top assets before time runs out! The Daz to Unity Bridge plugin from Daz neatly converts the functional rigging, polygons, textures and materials into Unity to help you create animations, games and more with game-engine ready 3D Assets from Daz. Get the Daz to Unity Bridge and start cross-platform creating today! Oct 09, 2020 The Daz to Unity Bridge plugin from Daz neatly converts the functional rigging, polygons, textures and materials into Unity to help you create animations, games and more with game-engine ready 3D Assets from Daz. Get the Daz to Unity Bridge and start cross-platform creating today! What can you build with the Unity Bridge?

You can get Daz3D for free from here: https://www.daz3d.com/get_studio
Buy Michael 6 Pro Bundle in the Content Marketplace: http://www.daz3d.com/michael-6-pro-bundle
You can get the regular version of Unity here: http://unity3d.com/unity/download
You can get iClone here: http://www.reallusion.com/iclone/
Daz3dAnd 3DExchange is here: http://www.reallusion.com/iclone/3dx/
OK, so these notes start with Daz3D where you've created your character (we've used Michael 6 with Newport shoes, pants and sweater, blue eyes and MicahHairG2M).
Click 'File > Export'.

Choose a location for the exported model and name it (make sure the file type is 'Autodesk FBX (*.fbx)'.
Make sure the following items are selected (there have been no animations applied to the model in this case, but if there are then make sure that 'Animations' is selected):
  • Figures
  • Props
  • Morphs
  • Embed Textures
  • Merge Clothing into Figure Skeleton
  • Allow Degraded Skinning
  • Allow Degraded Scaling

Then click 'Accept'.
Note: Make sure that 'Convert Clothing to Static Geometry' is NOT selected. This option was selected by default in my installation. If this option is selected and you animate the model, then only the Michael (or whichever model you are using) character moves; the clothes stay exactly where they were when you exported them. This results in some very amusing, if not frustrating, problems.
You'll see a progress bar as the model is exported. The bar disappears when the export is complete.

Now go to Unity and go to the 'Project' view. I have a folder called 'Models' (or Model for some odd reason in this screenshot!) where I store all the models I import just to keep everything neat.
Open an Explorer Window, browse to the location the model was exported to, and then just drag and drop the FBX file into the Model folder in Unity. You will see a progress bar in Unity while it imports your model.

Don't worry if you see anything like this message:
It's just Unity warning you that it found too many meshes and has corrected the issue for you. Unity is awesome like that.
OK, so now the model is in the 'Models' folder, but DON'T ADD IT YET! You have to edit the model first so that Unity knows how to treat it. I keep forgetting about this, then wonder why my models do crazy things when I apply Mecanim (like sink half way through the floor, or move 5 miles away in game space, or go into some bizarre bear-hug-like pose, etc., etc.). Anyway, enough of 'helping you learn via my mistakes'. :)
Click on the new model and then look at your 'Inspector'. You should see 3 buttons/tabs:
  1. Model
  2. Rig
  3. Animation

Click on 'Rig' (you should be there already) and click on the drop-down list next to 'Animation Type' and select 'Humanoid' instead of 'Generic'.

Click 'Apply'.
You can click on the 'Configure' button and make sure that the bones all line up (right thumb maps to right thumb, left leg maps to left leg, etc.) but the Daz3D models export so well that you won't need to do that.
If your character had no animations, or you chose not to export them from Daz3D, then click on the 'Animations' tab and clear the check mark for 'Import Animation' and click 'Apply'.

You'll see the 'Hold On' status bar for a minute, so let Unity do its thing. Once the status bar goes away, you can add your model to your Unity Scene simply by dragging and dropping from the Project window into the Scene window.
Daz3d to unity gamesI have a folder called 'Controllers' that I put my Animation Controllers in. I created an Animation Controller called 'Michael6_6' and it only contains an 'Idle' state which maps to the 'Idles' animation from the Unity 4 Macanim tutorial (the tutorial is here: http://youtu.be/Xx21y9eJq1U, and the assets (which include the animations) can be downloaded from here: http://files.unity3d.com/will/MecanimTute.zip).
Click on the instance of your model in the 'Hierarchy' pane, then drag and drop the controller into the 'Controller' slot of your model.
Now hit 'Play' to test and you should see your character run through the Idles animation.

My scene is badly lit as I'm testing some light effects, so don't be put off by how my model looks in this screenshot. Here is our character again and he's in a brand new scene with only a floor plane and a directional light and you can see how much better he looks (also, the FPS is a lot higher).

Daz3d To Unity Software

So there you go, that's how to add a Daz3D character to Unity and use the Mecanim functionality (in Unity 4.x) to apply animation.


Tafi, the avatar company and developer of the Daz 3D character system, has worked with Unity to bring Daz 3D’s massive library of diverse products to the Unity Asset Store.

Unity, one of the world’s leading 3D platforms and engines, is used in multitude global industries from apps and game studios to auto manufacturers. Products created with or operated by Unity reach 2.5 billion monthly active-end users.

“We’re thrilled to be able to offer Unity users our high-quality content,” said Ty Duperron, COO of Tafi. “Now everybody who works in Unity has access to amazing 3D models from Daz that are unique to the Unity platform, and is perfect for hobbyists and independent designers to top animators and game studios alike.”

Tafi noted a growing need for independent game designers who work in Unity. Peter O’Reilly, Unity’s Director of Commercialization, concurred with the need saying, “We are very excited to add Tafi’s diverse, game-ready content to the Unity asset store. We aim to empower creators around the world, and Tafi’s addition opens the door for even more innovative 3D outputs.”

To support this need, Tafi converted popular content from the Tafi/Daz ecosystem to game engine ready content with presets for Unity’s ever growing user base. The unique conversion brings popular and dynamic 3D characters, outfits, and hair to Unity’s Asset Store complete with rigging and full material support.

The initial conversion of hundreds Daz 3D character-based assets will soon be followed by thousands of other products including environments, props, and accessories from the Daz catalog, all streamlined for games, apps, and other 3D projects developed in Unity.


This collaboration gives Unity users access to high quality, detailed, and dynamic 3D characters and outfits, and serves Tafi’s goal of bringing highly functional and dynamic 3D characters and content to artists, designers and hobbyists everywhere. Tafi continues to forge partnerships and collaborations with major platforms, including 3D content bridges to major 3D software engines, a partnership with Samsung Galaxy, and VR Chat.

About Tafi

Founded in 2019, Tafi’s mission is to make personalized avatars and branded digital content available to anyone to everyone who wants to level-up their digital personality. Partnering with mobile phone platforms and software applications, Tafi puts its world-class avatar content engine at your fingertips. Learn more at MakeTafi.com

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