Face Mojo for Daz Studio – Export Shapes Script

August 18, 2020 17 comments

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Description

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.

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

  1. Kain says:

    Would this scrip allow me to export the shapes for use in other programs such as Cinema 4, currently the Daz bridge refuses to export animations, so I can assume this may assist with that pipeline?

  2. Michael says:

    Thanks for your help with eyelashes, it is working well. Now I have another question. Is there a way to use / re-target the facial animation created with UE4 live link face using your script on daz character to other daz character? I just want to use the animation files created on the same character but exported to UE4 using daz to unreal bridge and the morph export rules from your script. For the moment I cannot figure out what is wrong since both characters are the same and imported with same morphs. Thank you in advance!

    • LayLo says:

      I’m glad you got the eyelashes working.

      I’m sorry, but I’ve never tried to retarget animation in UE4 and not sure if I could be much help. πŸ™

  3. 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?

  4. 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.

      • LayLo says:

        Why are you saying the morphs can’t be exported? They absolutely can. I don’t know why Daz’s tool doesn’t seem to export them, but I think if you run this export script, cancel the export when the export options come up, and then use the Daz to Unreal bridge with the same morph export rules the script sets up, or by selecting all the Face Mojo morphs they should export using the bridge. Please let me know.

        • lalalaring says:

          It has been resolved. This is a BUG of the old version of DazToUnreal. The UE4 store version has been resolved. The specific situation seems to be that the export option filter does not select the expression MorphTarget. Because I haven’t reproduced this problem again, I can’t test whether using Mojo script first and then cancel the export, choosing DazToUnreal export to solve the problem. I also request to delete my previous comments, because I don’t want to leave my real name on the Internet. Thanks a lot.

  5. Val says:

    Hi! I bought mojo plugin from Daz store.
    https://www.daz3d.com/face-mojo-facial-mocap-retargeting-for-genesis-8-females
    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.

  6. 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,
    MovLab

    • LayLo says:

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

      • 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 πŸ™‚
        If i could post the screen shot it would make better sense πŸ™‚

        Thanks, MovLab

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