Import Gen 2 and 3 in unity
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I have watched really good tutorials on this but when animating a genesis 2 and 3 model the mouth is constantly opened but when importing a genesis 1 it works fine. Can anyone please tell me how to fix this problem or has anyone had this type of problem. Sorry if this is the wrong place to ask. I have watched all the tutorials relating to this but it seems to work for that person. I have the latest daz 3d and unity.
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in animation view.JPG
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Is there anyone with this sort of problem because i have tried everything to get a gen2 and gen3 to work in unity.
do these
https://www.youtube.com/user/cgarossi
Na that still doesnt help i have watched all them tutorials and it still wont work. I have been trying for days.
This is a video to show what i mean.
http://youtu.be/J8RDDguSgIc
I'm not 100% sure but I believe that the Genesis character has no bones and all morphs for the face while the Genesis 2 characters has bones for the face and that's the cause of the mouth being open for Genesis 2.
You can adjust the position of the mouth in Unity after tou import to be closed when a rig skeleton using during a motion capture / animation doesn't quite match up with the way your rig is setup. You do that by selecting the original model once imported and then humanoid, create from model, and then select the 'configure' button and taken to a green outline of the humanoid with rig / one Mapping & Muscles & Settings. I think you just want to here go to Muscles & Settings and adjust the mouth to be closed.
Na that doesnt work at all but its really other people use gen2 or gen3 and yet it has worked as expected. Those tutorials are with gen3 and gen2 and he didnt have to adjust any bones.
I have noticed when an animation is playing on gen2 it is automatically rotating the lower jaw bone to 10.286 on the X rotation and have been fiddling around with rotations but nothing is working. Its funny i can import gen 2 in iclone with no hiccups but can't in unity. I have tried Daz to 3Dxchange to unity but it is still the same.
That's what is implicit in the prior post I made - your animation has a bone available in Genesis 2 that is not available in Genesis. You either edit your animation or you edit the rigging on Genesis 2 export to Unity to be like you like is the only fix.
So obvisously everyone changes this then because i can't find anythink about changing animations or changing the rig to make it work. So the games license is useless unless your using genesis.
Check out https://www.morph3d.com/ those are designed specifically for Unity. It's Daz's site.
No, there are many models, not just Genesis models that are DAZ Originals. And as you yourself saw the problem is really in your animation, not in Genesis 2. You can fix your animation by editing it.
I'm experiencing the same issue. My animation works with other Unity characters but not Gen 3 or 8 - it leaves the mouth open. When I go to configure the CC_Base_JawRoot to another bone - after I click Done & Apply - it reverts back to the CC_Base_JawRoot?! (see image) When I go to Muscles & Settings, I can use the Open close slide bar under Muscle Group Preview and but when I try to close the mouth using Jaw Close under the Per-Muscle Setting - nothing happens?! (see image). I've also tried closing the mouth using blendshapes but nothing there. Any ideas?
Do your imported Humanoid Animations play correctly? I have imported my G2 and G3 models to unity but they no longer animate right. Its like the bones are messed up but I cant figure out how to fix them. He walks but his arms are up in the air and move incorrectly. I have some olde fbx's I created a while back that work but nothing I do now will animate correctly using mechanim's humanoid animations. Im not sure what happened. I tried reinstalling an old version of Daz, playing with the rig in Unity, swapping avatars but something has changed and I dont know what it is...
Anyway I have figured out how to animate the face and close the mouth. Most animations do not have facial animations so from my experience you have to do them yourself. If there is no animation, for some reason the Daz default fatial expression is a wide open mouth. Generally I export my Daz character with all facial morphs. After that you import him into Unity. Use the unity Animator to close the mouth and make the eyes blink or whatever using the "blendshapes" you exported. In Unity your Daz "morphs" are referred to as "Blendshapes" in the Gameobject's "Skinned Mesh Renderer". Go through your list of Blendshapes and find the jaw and eyes. You should also have general expressions. Most are floats from 0-1.
After you animated the face the way you want, you can use the Avatar Mask to only apply the animation to the face/ head. Now you can use mechanim for thebody and the face will have its own animation layer.
You have to select and export your morphs when you export your character from Daz3d.
When you export your model go to "Edit Morph Export Rules". After that add all your head or face morphs to the list. Daz does not export these morphs by default.
Alot of useful info about a Daz studio to Unity/Unreal Pipeline here:
www.standsurestudio.com/gamedevmain/
Easy..Select model (asset) set Rig to Humanoid..configure..save...select musle &setting (al daz morphs are here)..select and open jaw close..set slider -10 <>10 ..move slider to right (visual in scene tab). have fun!