Quick Overview

Quick Start

1. Load your Genesis (1,2,3,8) character or other prop with bones into the scene - only one at a time. (Note! With all clothing, drag all items and clothing in the scene tab on top of the tree - you must export all clothing items step by step).

2. Run the Universal Rename Node Tool for each item!

3. Start with the main character and give the .fbx file a name.

4. Import it in Unreal Engine by following the instructions for retargeting in this document.

5. Repeat the rename and export process for clothing and items.

6. Import it in Unreal Engine by following the tooltips for assigning clothing via Blueprint Scripts here in the documentation.

7. Delete hidden polygons in your character (can you do at) following the process described here in the documentation.


How to rename Nodes manually?



To start the export process, load your character and the clothes to be exported to the scene. There are a few things to consider for use in Unreal Engine. Unlike for purely rendering purposes, it is advisable to keep the number of vertices as small as possible. I therefore use a DAZ3D Genesis 2 character. But don't worry: The Yminus Universal Tool works with all figures from the Genesis family.

To keep the number of vertices and polygons low, it is recommended to use the base mesh and later delete unnecessary polygons. More on this later in the tutorial.

The same rule follows the first function in the main script - the main tool changes the resolution to the base resolution to decrease the number of vertices.

You select the base mesh by clicking on the subscript number one or by looking for the sub-item Mesh Resolution in the Parameter tab under General and selecting "Base" in the Resolution Level drop-down menu Resolution Level.

This functionality is included in the main script. You can apply this to all figures by selecting them all in the Scene tab and selecting the Base Resolution above.

If you change your character very much through morphing, it is also advisable to adapt the skeleton  to the changed mesh by using the Adjust Rigging function. This prevents unwanted effects when animating in Unreal Engine. Use it for the main character only, not for boots, hats or something similiar.

As this is your choice, this function has not been included in the universal tool.



For this example I only want to export four items of clothing here, so I delete some of them.

Now change the shaping of your figure according to your ideas.  For the sake of simplicity, I only use one morph to make the character a bit less portly.

If you select the Joint Editor in the Tool Setting tab, you can see the skeleton. Just click at the Adjust Rigging tool to adapt the skeleton to the new shape of your figure.

Make sure that you have selected only the main character. Dont use it for the clothing. This action is also optional.

As you can see, the rig is now adjusted.

Your figure is now almost ready. There is only one thing left to do.


Unreal Engine aborts the import process if it detects duplicate bone names in the fbx file.

We see in the scene tab that all clothing items are on a lower level of the main character. That means that if we exported the main character like this, we would have the bone name "Hip" and others  multiple times in there. You can easily check that with the Check Duplicates Tool.

We first have to bring all items to the main level by selecting them and dragging them to the top with the mouse.


Be sure that there are no items within another figure tree! (It could  cause root duplicates or bone name duplicates! You will be prompted by the unreal error log - duplicate bone names like "hip" prevent the importing process.)