This all new workflow brings 1-click SALSA setup to DAZ3D characters, out-of-the-box support for Genesis, Genesis 2, Genesis 3, Genesis 8, 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:
- You're using one of the supported Daz character base classes (Genesis, Genesis 2, Genesis 3, Genesis 8, Dragon, Emotiguy)
- 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.
06/14/2018 - v3.7.2 - Genesis 8 models have a separated eyelashes object and SMR, this update addresses that and ensures the body and eyelashes SMR's are linked to the correct SMR properties in CM_DazSync.cs.
06/04/2018 - v3.7.1 - Tiny bug fix.
01/25/2018 - v3.7.0 - Requires SALSA 1.5.1+. 1-Click setup. Now supports Genesis, Genesis 2, Genesis 3, Genesis 8, Dragon, and Emotiguy character classes.
Daz Character Export Instructions
- Export your model by selecting [File] -> [Export].
- Name your file and select [FBX] as the file type.
- 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:
- Click [Accept] on the [FBX Morph Export Rules] window, then [Accept] on the [FBX Export Options] window to complete the export.
Design Time Instructions
- NOTE: Ensure you have downloaded and imported the 1-Click files into your Unity project.
- Add a Daz3D character, that contains BlendShapes, to your scene.
- Select 1-Click Setup from the following menu:
- [Component] -> [Crazy Minnow Studio] -> [DAZ3D] -> [SALSA 1-Click DAZ3D Setup]
- Add an AudioClip to the SALSA [Audio Clip] field, and play the scene.
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:
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;
instance = Instantiate(character, Vector3.zero, Quaternion.identity) as GameObject;
dazSync = instance.GetComponent<CM_DazSync>();
salsa = instance.GetComponent<Salsa3D>();
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.
Simple Automated Lip Sync Approximation
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~ We look forward to seeing what you create! ~