1) Bake & Export Corrective Morphs from Daz before you go into UE5
1) 在進入 UE5 之前,從 Daz 烘焙并導出修正型變形
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In Daz Studio??在 Daz Studio 中
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Load your G8 head, dial in the exact mix (e.g. Smile 1.0 + Eyes Closed 1.0).
加載你的 G8 頭部,調整精確的混合(例如 Smile 1.0 + Eyes Closed 1.0)。 -
Switch to Edit Mode, grab the vertices around the upper lid and sculpt out the crease so it sits nicely.
切換到編輯模式,抓取上眼瞼周圍的頂點,雕刻出褶皺使其看起來自然。 -
In the Morph Loader Pro (or Create → Morph Asset), save that as a custom morph (e.g. “blink_smile_corrective”).
在 Morph Loader Pro(或創建→形態資源)中,將其保存為自定義形態(例如“blink_smile_corrective”)。
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Re-export to FBX??重新導出為 FBX
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Make sure in your FBX export settings you have “Include Morphs” on.
確保在您的 FBX 導出設置中已開啟“包含變形目標”選項。 -
That new “blink_smile_corrective” will now come over as a third morph target.
新的“blink_smile_corrective”將作為第三個變形目標導入。
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In UE5??在 UE5 中
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You’ll now see three morphs:
您現在將看到三個變形目標:-
eyesClosed
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smile
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blink_smile_corrective
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In your Animation Blueprint or Sequencer, drive the corrective target whenever both
eyesClosed
andsmile
are above, say, 0.5.
在您的動畫藍圖或 Sequencer 中,當eyesClosed
和smile
都高于,比如說 0.5 時,驅動修正目標。
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2) Use the Daz → Unreal “Bake Correctives” Option
2) 使用 Daz → Unreal 的“烘焙修正”選項
The official Daz to Unreal bridge (version 1.6+) has an option under the Advanced section of the export dialog to “Bake Pose-Space Deformers as Morph Targets.” If you turn that on and re-export, it automatically generates all your “blink + X” and “smile + Y” corrective targets for you. Then just re-import into UE5 and swap your morph-blend logic to use the baked corrections instead of pure Daz expressions.
官方的 Daz 到 Unreal 橋接(版本 1.6+)在導出對話框的高級部分中有一個“將姿勢空間變形器烘焙為形態目標”的選項。如果你啟用它并重新導出,它會自動為你生成所有“眨眼 + X”和“微笑 + Y”修正目標。然后只需重新導入 UE5 并將你的形態混合邏輯切換為使用烘焙的修正,而不是純 Daz 表情。
3) Control-Rig-Level Correctives in UE5
3) UE5 中的控制 rigs 級別修正
If you prefer to keep all your face logic inside Unreal, you can:
如果您希望將所有面部邏輯保持在虛幻引擎內部,您可以:
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Set up a simple Control Rig for your G8 head.
為您的 G8 頭部設置一個簡單的控制 rig。 -
In the Control Rig, add a Pose Driver (or “Pose Space Deformer”) node that watches your “Smile” control and your “Eye Close” control.
在控制 rig 中,添加一個姿勢驅動器(或“姿勢空間變形器”)節點,該節點監視您的“微笑”控制和“閉眼”控制。 -
Sculpt the corrective pose in UE with the built-in mesh editor (it’s a little more manual, but you avoid going back to Daz).
使用 UE 內置的網格編輯器雕刻修正姿勢(這需要更多手動操作,但可以避免返回 Daz)。 -
That node will then drive your corrective shape whenever those two controls overlap.
那個節點將在那兩個控制器重疊時驅動你的修正形狀。
Quick Temporary Work-around
快速臨時解決方案
If you just need a fast preview and don’t have time to bake anything:
如果你只需要快速預覽,沒有時間烘焙任何東西:
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Lower your Blink weight slightly (say to 0.9 instead of 1.0) whenever you smile.
每當微笑時,稍微降低眨眼權重(比如從 1.0 降到 0.9)。 -
Or reduce your Smile weight when your eyes are fully closed.
或者,當眼睛完全閉合時,減少微笑權重。
It won’t look perfect, but it’ll keep the lid from folding back on itself until you set up the proper corrective.
這看起來可能不完美,但它能防止眼瞼在設置正確的修正之前折疊回自身。