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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 MakeHuman Characters with SALSA Lipsync

We're very excited to announce SALSA support for MakeHuman characters using our free SalsaSync add-on. This free add-on allows you to create a custom map to link SALSA and RandomEyes output to MakeHuman exported characters using the workflow outlined below. If you're not familiar with MakeHuman, check the website for more information. There are multiple programs used to achieve this workflow, and they are all documented below.

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


10/14/2017 - Initial release. SALSA support for MakeHuman characters using SalsaSync.


Setup | MakeHuman | Blender | Unity3D | SALSA

 

This workflow was developed using the following systems with help from ranaUK from our Unity forum:

  • SALSA with RandomEyes v1.5.1
  • SalsaSync v2.4.0
  • MakeHuman v1.1.1
  • Thomas@MakeHuman's MHX2 file exchange format v0.27
  • Unity Rig export configuration for MakeHuman (05/12/2016)
  • Blender v2.7.9
  • Unity v2017.1.0f3

 

Getting setup for the workflow

  1. Download and install MakeHuman v1.1.1.
  2. Download and install Blender v2.7.9.
  3. Download and install Thomas@MakeHuman's MHX2 file exchange format v0.27 into MakeHuman and Blender using the instructions included in the download from his website.
  4. To export MakeHuman characters with a game optimized rig that also includes eyelid control compatible with SalsaSync, download and install the Unity Rig export option from the MakeHuman community website. Once installed, you will see a [Unity] rig preset on the [Pose/Animate] tab inside the MakeHuman interface.

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MakeHuman Create and Export Character Instructions

  1. Select the [Modelling] tab to design a character.
  2. Select the [Geometries] tab to select your characters clothes, eyes, hair, teeth, topologies, eyebrrowws, eyelashes, and tongue.
  3. Select the [Materials] tab, and select your characters skin texture.
  4. Select the [Pose/Animate] tab, and select the [Unity] rig preset. This is only available if you've installed the preset described above in the [Getting setup for the workflow] section.
  5. Select the [Files] tab, then the [Export] tab, and set the following options:
    • Mesh Format: MakeHuman Exchange (mhx2)
    • Options: Feet on ground
    • Scale units: meter

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Import MakeHuman export into Blender for FBX file conversion

  1. Launch Blender, and select [File] -> [Import] -> [MakeHuman (.mhx2)...].
  2. Use the following MHX2 import options:
    • ​Override Exported Data: Checked
    • Import Human Type: Base, Offset, Face Shapes
    • Masking: Apply, Conservation Masks
    • Rigging: Add Rig, Rig Type - Exported, Custom Shapes
  3. With the character imported, select [File] -> [Export] -> [FBX (.fbx)].
  4. Use the following FBX export options:
    • Version: FBX 7.4 binary
    • Main
    • Scale 1.00
    • Apply Scalings: All Local
    • Forward: Z Forard
    • Up: Y Up

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Import the FBX into Unity and setup materials

  1. In your Unity project, create a folder to hold the texture folder MakeHuman exported during the MHX2 export, and the FBX file you exported from Blender.
  2. Once imported, and any normal maps automatically converted by Unity, select your character in the [Project] folder, select the [Rig] tab in the [Inspector] window, and change the [Animation Type] from [Generic] to [Humanoid] and the [Avatar Definition] to [Create From This Model], and click [Apply]. This will make the rig compatible with Unity's Mecanim animation system.
  3. Drag the character into your scene, expand the characters hierarchy and setup the following material properties. (These are recommendations only, tune to your own preference).
    • Body:
      • Shader: Standard
      • Rendering Mode: Opaque
      • Smoothness: 0.1
    • Eyebrow:
      • Shader: Standard
      • Rendering Mode: Fade
      • Smoothness: 0.1
    • Eyelashes:
      • Shader: Standard
      • Rendering Mode: Fade
      • Smoothness: 0.1
    • Famale_casualsuit02 (or whichever clothing you selected when building your character):
      • Shader: Standard
      • Rendering Mode: Opaque
      • Smoothness: 0.1
    • Low-poly (eyes):
      • Shader: Standard
      • Rendering Mode: Opaque
      • Smoothness: 0.5
    • Ponytail (or whichever hair you selected when building your character):
      • Shader: Standard
      • Rendering Mode: Fade
      • Smoothness: 0.1
    • Teeth:
      • Shader: Standard
      • Rendering Mode: Opaque
      • Albedo color: white with no transparancy
      • Smoothness: 0.5
    • Tongue:
      • Shader: Standard
      • Rendering Mode: Opaque
      • Smoothness: 0.5

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SALSA setup using SalsaSync for character linkage

  1. Download and install SALSA from the Unity Asset Store and our SalsaSync add-on from our download page into your project.
  2. Select your character in the Unity [Hierarchy], and add the following components:
    • ​Salsa3D
    • Config:
      • Add an audio clip
    • RandomEyes3D (for eye control)
    • Config:
      • None
    • RandomEyes3D (for facial expressions)
    • Config:
      • Link your characters body to the [Skinned Mesh Renderer] field.
      • Check the [Use Custom Shapes Only] box.
      • Click [Auto-Link] to link all the body BlendShapes.
      • Uncheck [Random Custom Shapes].
      • Add any [Group] expressions you wish.
    • CM_SalsaSync
    • Config:
      • Add SaySmall shapes:
        • mouth_open, 10
      • Add SayMedim shapes:
        • lips_lower_in, 60
        • lips_mid_upper_up_left, 50
        • lips_mid_upper_up_right, 50
        • lips_upper_in, 60
        • mouth_corner_up_left, 60
        • mouth_corner_up_right, 60
        • mouth_up_left, 30
        • mouth_up_right, 30
        • mouth_wide_left, 50
        • mouth_wide_right, 50
      • Add SayLarge shapes:
        • mouth_down_left, 30
        • mouth_down_right, 30
        • mouth_narrow_left, 75
        • mouth_narrow_right 75
      • Jaw Local Rotation Axis: X_negative
      • Jaw Bone: Link to your characters jaw transform
      • Jaw Range of Motion: 1
      • Add Jaw shapes:
        • SMR: Teeth, Shape: mouth_open, 100
      • Eyelid Control: Bones
      • Eyelid Local Down Roation: X_negative
      • Eyelid Bone Left: uplid.L
      • Eyelid Bone Right: uplid.R
      • Eyelid Range of Motion: 1
      • Eye Control: Bones
      • Eye Local Up Rotation Axis: X_positive
      • Eye Local Right Rotation Axis: Z_positive
      • Eye Bone Left: eye.L
      • Eye Bone Right: eye.R
      • RandomEyes3D Expressions: Link to RandomEyes3D instance with [Use Custom Shapes Only] option checked
      • Add other SkinnedMeshRenderers to be synchonized:
        • Eyebrow
        • Eyelashes
        • Teeth
        • Tongue

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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, Blender, MakeHuman

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