A bit stuck right now in other projects, slow progress on "gaming" side.
1. Alternatively I'm working on a converter for G8F to G3F (and maybe vice versa). I think I've done the heavy lifting, but finalizing this is a bit exhausting. Still not sure if I should fork this into Daz plugin or keep it as a Blender plugin.
2. While doing some investigation I learned some tricks that should allow to export two levels of details for G3F characters:
-first one would be LOD1 (which should be exactly the base resolution)
-second one would be LOD0 (base resolution subdivided and smoothed)
This trick would allow me to have high quality characters, problem is I didn't implemented it yet, is just an idea, I know/I feel this will work, and it should work awesome, but problem is I haven't done this yet. I still might get stuck in some issues.
What I want to achieve is to enable game runtime loading of morphs at base resolution, for LOD1 this would be simple because of direct vertex matching, nothing complicated, for LOD0 it might be some averaging of neighbors vertices.
Now there might be another thing that appeared... and might make my efforts futile, and maybe I will have to rethink the workflow pipeline, maybe it will help and improve the quality of my work or it might scrap everything.
Those two videos I'm talking about, Nanite support for skeletal meshes with tessellation/displacement.
3. And at last I also think more and more about finishing the h5m project I had in Blender, so that h5m objects could be exported/imported using Blender, then implement h5m objects in Unreal.
I still don't know if this is important or not, it might be useful for sure, but can't decide on the viability of this, lol.
While the Blender could help people make their "rooms" in Blender for TK17 and Unreal projects don't know yet if this worth the effort or not.