1) Bake & Export Corrective Morphs from Daz before you go into UE5
- 在进入 UE5 之前,从 Daz 烘焙并导出修正型变形
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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).
加载你的 G8 头部,调整精确的混合(例如 Smile 1.0 + Eyes Closed 1.0)。
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Switch to Edit Mode , grab the vertices around the upper lid and sculpt out the crease so it sits nicely.
切换到编辑模式,抓取上眼睑周围的顶点,雕刻出褶皱使其看起来自然。
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In the Morph Loader Pro (or Create → Morph Asset), save that as a custom morph (e.g. "blink_smile_corrective").
在 Morph Loader Pro(或创建→形态资源)中,将其保存为自定义形态(例如"blink_smile_corrective")。
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Re-export to FBX 重新导出为 FBX
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Make sure in your FBX export settings you have "Include Morphs" on.
确保在您的 FBX 导出设置中已开启"包含变形目标"选项。
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That new "blink_smile_corrective" will now come over as a third morph target.
新的"blink_smile_corrective"将作为第三个变形目标导入。
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In UE5 在 UE5 中
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You'll now see three morphs:
您现在将看到三个变形目标:
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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.在您的动画蓝图或 Sequencer 中,当
eyesClosed
和smile
都高于,比如说 0.5 时,驱动修正目标。
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2) Use the Daz → Unreal "Bake Correctives" Option
- 使用 Daz → Unreal 的"烘焙修正"选项
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 桥接(版本 1.6+)在导出对话框的高级部分中有一个"将姿势空间变形器烘焙为形态目标"的选项。如果你启用它并重新导出,它会自动为你生成所有"眨眼 + X"和"微笑 + Y"修正目标。然后只需重新导入 UE5 并将你的形态混合逻辑切换为使用烘焙的修正,而不是纯 Daz 表情。
3) Control-Rig-Level Correctives in UE5
- UE5 中的控制 rigs 级别修正
If you prefer to keep all your face logic inside Unreal, you can:
如果您希望将所有面部逻辑保持在虚幻引擎内部,您可以:
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Set up a simple Control Rig for your G8 head.
为您的 G8 头部设置一个简单的控制 rig。
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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,添加一个姿势驱动器(或"姿势空间变形器")节点,该节点监视您的"微笑"控制和"闭眼"控制。
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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 内置的网格编辑器雕刻修正姿势(这需要更多手动操作,但可以避免返回 Daz)。
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That node will then drive your corrective shape whenever those two controls overlap.
那个节点将在那两个控制器重叠时驱动你的修正形状。
Quick Temporary Work-around
快速临时解决方案
If you just need a fast preview and don't have time to bake anything:
如果你只需要快速预览,没有时间烘焙任何东西:
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Lower your Blink weight slightly (say to 0.9 instead of 1.0) whenever you smile.
每当微笑时,稍微降低眨眼权重(比如从 1.0 降到 0.9)。
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Or reduce your Smile weight when your eyes are fully closed.
或者,当眼睛完全闭合时,减少微笑权重。
It won't look perfect , but it'll keep the lid from folding back on itself until you set up the proper corrective.
这看起来可能不完美,但它能防止眼睑在设置正确的修正之前折叠回自身。