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Daz 3D Forums > 3rd Party Software > Unity Discussion

Daz to Unity/Salsa ... Blend Shapes!!!

jwhjwh Posts: 5
December 2020 in Unity Discussion

I am new to Daz, as Fuse has vaporized ... ugh.

So I am trying to understand how to get facial blend shapes on the Daz character.

I see how to do the export to FBX etc.

But how do I get the Blend Shapes on to the character to start with????

Thanks ....

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,953
    December 2020

    Are you wanting to create new shapes or use existing ones?

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,051
    December 2020

    what app are you trying to get into?

  • jwhjwh Posts: 5
    December 2020

    I am exporting to FBX with the intent of ending up in Unity.

    But I just cant seem to figure out how you all get the Phonemes/Visemes/Morph Targets for facial animation on

      the Daz character before export to FBX.

    Thanks

  • Richard HaseltineRichard Haseltine Posts: 107,953
    December 2020

    The expressions count as poses, rather than shapes, so they appear in the Parameters pane under Pose Controls and in the Posing pane. Many of them are not in fact blend shapes, rather they are controllers that drive one or more of the facial bones. Which you have available will depend on what content you have installed.

  • jwhjwh Posts: 5
    December 2020 edited December 2020

    I have tried both the Gen8 and Gen3 Male.

    They both have the morph sliders in the Parameters panel and I have tested them.

    But when I EXPORT and then Morph Export Rules and select the option provided (.CTRLVS  Export) none of them turn up with a Yes for export in the Staging(assets to be exported) window below.

    What am I missing????

    Thanks

     

    Post edited by jwh on December 2020
  • Richard HaseltineRichard Haseltine Posts: 107,953
    December 2020

    That probably indicates that they are controllers for bones (or other blend shapes). You can check that in DS by finding the slider in the Parameters pane, clicking the gear icon on the right-hand end, and openign Parameter Settings; the SubComponents tab shows what, if anything, the slider is driving.

  • jwhjwh Posts: 5
    December 2020

    Thanks for sticking with me here ... that all checks out.

    I didn't mention that there is no Head Rule available in the export interface.

    That has got to be it.

    Any idea how I can get that included?

    Screenshot 2020-12-22 153926.jpg
    578 x 772 - 72K
  • jwhjwh Posts: 5
    December 2020

    I figured out how to get a Head rule in.

    But it appears that is not enough, as there are multiple morphs for the mouth etc.

    I noticed in the Parameters tab that Pose Controls and the sub dir Head among some others appear to be not White colored.

    Suggests that they aren't available?

    Although I can drill down into them and see the character face change as expect when playing with sliders.

    Maybe an issue??

    Screenshot 2020-12-22 163412.jpg
    151 x 120 - 6K
  • Richard HaseltineRichard Haseltine Posts: 107,953
    December 2020

    Grey just means that that group doesn't have any matches, I think (I'm not quite sure where you are here). The contnols for morphs are actually on the figure, regardless of where the shape is, as it's the figure that owns the geometry - there are controls on the head bone but they are clones of the figure controls.

  • jwhjwh Posts: 5
    December 2020 edited December 2020

    Ok, well I got it ....

    I made a rule for .eCTRL and what I wanted went Yes in the export/Staging (to be exported)

    Yay ....

    Ok, off to the races, awesome .... Thanks so much for hangin with me through that Richard Haseltine!!

    Post edited by jwh on December 2020
  • firethorne1firethorne1 Posts: 0
    December 2020

    This is a tricky one, but there is a realtively straigforward answer. You need to open the file with all the blendshapes in it. There are hundreds, then you need to select the blendshapes you want. Vowels, and MouthOpen for example.

     

    After you export to Unity and have imported Salsa you will now be driven to distraction with 2 seemingly insoluble problems. They took me a day to sort out by glueing myself to the screen and watching endless Youthube vids. The problems are:

    1. How to fix the eyes.

     2 Once aninmated, how to close the mouth, so your beautiful figure doesn't look like a deranged zombie that's about to bite a chunk out of your face.

     

    The best solution to the second problem is ironically to be found in a non-Daz forum. To get both fixed, is on first attempt, a seemingly torturous path and learning curve. I couldn't begin to explain how to do it.

    These niggles can be fixed, I now know how, but they should be sorted out by DAZ!

  • cybermyndcybermynd Posts: 5
    January 2021 edited January 2021

    Wish I'd seen this sooner. All easy fixes for the most part - depending on the generation being exported. Now I'm just trying to find someone with a csv file that lists only the specific head. morphs that Salsa wants for its one-click Daz import feature. I have way too many head morphs to just export them all.

    Post edited by cybermynd on January 2021
  • MadStuntmanMadStuntman Posts: 2
    March 2021

    1. How to fix the eyes.

    2 Once aninmated, how to close the mouth, so your beautiful figure doesn't look like a deranged zombie that's about to bite a chunk out of your face.

    1. Set EyeMoisture, Pulpils, Sclera materias Transparent (opacity of color must be 0 too). Only Irises material must be Opaque. Play with Metallic / Smoothness in Irises to get the best result. Then slightly increase opacity from 0 in EyeMoisture, Pupils and Sclera and again play with with Metallic / Smoothness. After some tries you can get realistic (or stylized) eyes with moistured Sclera.



    2. Configure Avatar. Select Head part, then click on lowerJaw and set X rotation to -10.286 (G8F, G8.1F)

    Sometimes this value can be other than -10.286. You can see your exact value in runtime by searching LowerJaw bone in your model skeleton BEFORE you changed the Avatar. This value but negative (with minus) must be used to correct Avatar.

     

     

  • plj1225plj1225 Posts: 32
    August 2022

    Just wanted to say TY for all the help in this thread.. after lots of trial and error, all you really need for blend shapes for Unity / Salsa are expression control

    ".eCTRLv","Export"
    "Anything","Bake"

    Head is not necessary yes

     

  • bhoffman67bhoffman67 Posts: 39
    September 2022

    @plj1225   huh?  I think I understand everything else in this thread, but what can you explain what you mean a bit further?

     

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