Face Mojo for Daz Studio – Export Shapes Script

August 18, 2020 9 comments

Face Mojo – Export Shapes.tip zoom


Face Mojo – Export Shapes.tip
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$14.97 $11.97



This is a convenience script for those who want to easily export out all of the Face Mojo blend shapes to use them in other applications.

This script will work with all characters supported by Face Mojo (Genesis 3 Male & Female and Genesis 8 Male & Female).

  • Sets the character and eyelashes to the correct resolution level.
  • Adds all the shape names to the morph export rules.
  • Exports out eyelash blend shapes for Genesis 8 characters.
  • Ignores the redundant Strength Modifier morphs to keep things cleaner.
  • Brings up the FBX options before export so you can add extra rules, or change other settings.

*You may want to save your old morph export rules before running this script as it will overwrite them.

Usage Instructions

Extract the files somewhere convenient.

Navigate to the Face Mojo folders inside Daz Studio’s Content Library you would like to add the script to, right click and select ‘Browse to Folder Location…’

Drag and drop the files from where you extracted them to the newly opened Explorer (Finder if on Mac OS) window.

Right click in the Content Library again and select ‘Refresh.’

They should now appear in the folder you dropped them into.

Simply copy and paste the files in the other installed Face Mojo locations if desired.

Once it’s installed simply set up your character in Daz Studio and then double click the script’s icon to execute it which will bring up the export options dialog box. You can change some of the options if you need to, otherwise the options it sets should work well for most users. This will export an FBX file that can then be imported into your desired app.

9 Responses to “Face Mojo for Daz Studio – Export Shapes Script”

  1. Michael says:

    I bought the script and I exported to UE4 my genesis 8 female character. It seems like the eyelashes does not follow when character is blinking. Do you have any suggestion or I miss something?

    • LayLo says:

      They have to be set up to follow the character’s eye morphs.

      In the Event Graph you should be able to use a Get Property Value node attached to the Evaluate Live Link Frame node to get the values for the necessary eye morphs and then plug them into a Set Morph Target node to drive the applicable blend shapes for the eyelashes. Does that make sense?

  2. Val says:

    Hi! Thanks for the answer. Do you have an example of configuring morphs for export in UE4 without a script? I have been working on characters for more than 10 years, I create morphs myself, but this is the first time I’ve seen such a result. Morphs are not exported working. I tried different ways. I found a way out of this situation, overwritten morphs in zbrush. But this export result does not quite suit me. They work perfectly in the Daz program. Export to fbx doesn’t work.

    • LayLo says:

      Hi Val, I’m sorry, I forgot to mention that the morphs need to be set as overriding properties otherwise their effect doesn’t get exported out correctly.

  3. Val says:

    Hi! I bought mojo plugin from Daz store.
    The product description mentions the ability to export mojo morphs to game engines.The product description mentions the ability to export mojo morphs to game engines. When exporting model G8 F(fbx) morphs in UE4 do not work. Do I need an additional script for them to work in UE4? Thanks.

  4. movlab says:

    Thanks LayLo 3D, It worked great for me.
    With my other program for exporting the textures, it look great with these morphs :)))
    Great Work,

    • LayLo says:

      Awesome! Glad we got you back in business! What are you using for the textures if you don’t mind me asking?

      • movlab says:

        Hi, Daz to Unreal on the Unreal Marketplace. Needs a bit of work on exporting Morphs, But I figured the way as You know with the naming on the daz morphs. It uses 4 maps on the materials which makes the skin look much better. No Plastic skin 🙂
        If i could post the screen shot it would make better sense 🙂

        Thanks, MovLab

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