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Let's Battle - Battle Animation Contest (2014.06).
Game Character Animation Contest (2015.04). Showcase Your Armor Knight Competition (2019.09). iClone Lip Sync Animation Contest (2021.07). Thus I have updated the routine eliminating extra steps for attaching/detaching accessory to neural base. Thanks for that! Morphs transfer inconsistency due to a non 0 rotation by any axis still stands though. UPDATE: Apparently iClone v8.2 is now taking morphs from FBX props import. I did not find any solution other than taking fbx to Blender and resetting it there. This is due to the fact that morphs do not correctly transfer from a prop after resetting 90 degrees X twist in CC or iClone (it has to come already with 0 transform). Compare to iClone 7/3DX routine, this one includes one more step - taking FBX with morphs through Blender. Importing morphs which involve bones deformation/scaling is not going to work right, as iClone only supports mesh morphing. In the video I have a G3 character exported from DAZ with 4 specific morphs attached.
You have to already know how to attach specific morphs to your character during export from DAZ (it is done by inserting morph keywords into morphs Export rules applet). Here is more or less polished workaround routine for importing multiple DAZ morphs for Humanoid DAZ characters into iClone8.