Logo - Crazy Minnow Studio - game, asset, tool development

Welcome to Crazy Minnow Studio! We are a small indie software development team primarily focused on game development using the Unity engine. Our pipeline includes: games, game development tools and assets, and video tutorial production. Check out our Unity lip sync asset, SALSA Lip-Sync, available on the Unity Asset Store. Follow our blog for updates on our Unity asset and game development, as well as other happenings in indie game development.

Using Daz3D Characters with SALSA Lipsync

Daz 3D logoThis all new workflow brings 1-click SALSA setup to DAZ3D characters, out-of-the-box support for Genesis, Genesis 2, Genesis 3, Dragon, and Emotiguy character classes, and introduces new default shape groups that produce great looking results. We leveraged features in 1.3.3 to create our new CM_DazSync script, along with a custom inspector, that provides a unique shape group capability that creates a great default setup, while also extending full shape group customization.

PLEASE NOTE: These instructions require you to download and install the appropriate 1-Click asset scripts in your Unity project. If you skip this step, you will not find the option for 1-Click in the menu.


Warning: Unity has a vertex limit of 65,536 vertices. If you import a model with more vertices than this, Unity will split the mesh, a process that destroys the included BlendShapes. Before purchasing SALSA, verify two things first:

  1. You're using one of the supported Daz character base classes (Genesis, Genesis2, Genesis3, Dragon, Emotiguy)
  2. You have imported your model into Unity first to verify that unity has not split the mesh because it exceeds Unity's vertex limit. You can verify the BlendShape are intact by adding the character to a scene, and checking the Unity SkinnedMeshRenderer component to verify the BlendShapes are still listed.

10/22/2017 - Requires SALSA with RandomEyes 1.5.1 or above. 1-Click setup. Support for Genesis, Genesis 2, Genesis 3, Dragon, and Emotiguy character classes. Moved component menus to better organize for future releases.


 

Daz Character Export Instructions

  1. Export your model by selecting [File] -> [Export].
    • DAZ3D and SALSA lip-sync plate3
  2. Name your file and select [FBX] as the file type.
    • DAZ3D and SALSA lip-sync plate4
  3. Verify your export selections match those specified in the following image, then click [Edit Morph Export Rules...] to either add a single rule to export all head BlendShapes, or specify the each shape manually to reduce the total number of shapes.
    • Single rule to include all head BlendShapes: 
  4. Click [Accept] on the [FBX Morph Export Rules] window, then [Accept] on the [FBX Export Options] window to complete the export.

 

Daz Character Unity Import and Material Setup Instructions

  1. Drag your new FBX export file into Unity. This will create folders named [{FILENAME}_base.fbm], and [Materials] in the same location where you import the FBX model.
  2. Open the [{FILENAME}_base.fbm] folder and select the eyelashes texture, my file is called [V5BreeLashes1.jpg]. Check the boxes next to [Alpha from Grayscale] and [Alpha Is Transparency], then click [Apply].
    • ​​DAZ3D and SALSA lip-sync plate7
  3. Add the Daz character to a scene, expand the character until you find the child object that contains the SkinnedMeshRenderer with all your BlendShapes, and all the materials for the model. For my character, this was found under [DazGirl] -> [Genesis2Female] -> [Genesis2Female.Shape].
  4. Now we'll setup the following materials.
    • DAZ3D and SALSA lip-sync plate8 Eyelashes
    • DAZ3D and SALSA lip-sync plate9 EyeReflection
    • DAZ3D and SALSA lip-sync plate10 V5BreeInMouthM
    • DAZ3D and SALSA lip-sync plate11 Cornea

 

Design Time Instructions

  1. NOTE: Ensure you have downloaded and imported the 1-Click files into your Unity project.
  2. Add a Daz3D character, that contains BlendShapes, to your scene.
  3. Select 1-Click Setup from the following menu:
    • [Component] -> [Crazy Minnow Studio] -> [DAZ3D] -> [SALSA 1-Click DAZ3D Setup]
  4. Add an AudioClip to the SALSA [Audio Clip] field, and play the scene.

 

Runtime Instructions

There are two ways to instantiate runtime SALSA powered Daz characters.

  • Setup a prefab of your fully configured character at design time, then instantiate the prefab.
  • Use the code below:

using UnityEngine;
using CrazyMinnow.SALSA;
using CrazyMinnow.SALSA.Daz;

public class DazRuntime : MonoBehaviour
{
	public GameObject character;
	public CM_DazSync.DazType characterType = CM_DazSync.DazType.Genesis_Genesis2;
	public AudioClip audioClip;

	private GameObject instance;
	private CM_DazSync dazSync;
	private Salsa3D salsa;

	void Start()
	{
		instance = Instantiate(character, Vector3.zero, Quaternion.identity) as GameObject;
		if (instance)
		{
			instance.AddComponent<CM_DazSetup>();
			dazSync = instance.GetComponent<CM_DazSync>();
			dazSync.SetCharacterType(characterType);
			salsa = instance.GetComponent<Salsa3D>();
			salsa.SetAudioClip(audioClip);
			salsa.Play();
		}
	}
}


NOTE: While every attempt has been made to ensure the safe content and operation of these files, they are provided as-is, without warranty or guarantee of any kind. By downloading and using these files you are accepting any and all risks associated and release Crazy Minnow Studio, LLC of any and all liability.

Download Files

Simple Automated Lip Sync Approximation
~ We look forward to seeing what you create! ~

Buy SALSA on the Asset Store

Categories:SALSA

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