Visemes to Unity
First question though. Is anyone still using Unity with Daz3d or has everyone gone over to UE5? I'd hate to be putting effort into something I'll never be able to get assistance with. Most of the online video tutorials are several years old at this point and don't take into accound the Daz - Unity bridge, so are pretty confusing to figure out.
Real question. I've bridged a character from Daz to Unity. Character shows up great, everything attached, and after several days of pulling my hair out, the materials are making the trip as well. But one thing that I can't find are all the visemes and other morphs I checked to go as well. I've tried to follow along in some tutorials but they always use keyboard shortcuts in Unity or something and don't explain how to get the the spot to see the blendshapes. Could someone point me in the right direction?
Thanks
Comments
There is some information on:
https://www.daz3d.com/unity-bridge
https://cdn.daz3d.com/file/dazcdn/media/sale-promo/2022/bridge-pdfs/how-to-unity.pdf
but not exactly, what you want.
After you have choosen which morphs you want to transfer in Daz to Unity bridge
and sent it to Unity, it is just a matter of expanding the prefab with Daz character in inspector
and under for example Genesis 8 Female you will find blendshapes in Unity.
I will try to make a screenshot of it from Unity, when I get a chance.
Thanks, I finally found it. That was an adventure.
Next question. In Daz3d for eye movement it goes negative for left/positive for right, then negative for down/positive for up. But Unity only allows positive values when exporting for VRMs. Can you use the Daz pose controls at all, or do you have to make new controls in unity for them?
EDIT - I just went ahead and created the new controls in Daz3d. Kind of a pain, but at least it's easier to figure out in Daz than in Unity.
Now just trying to get my materials optimized to import. Current workflow is to import with the iRay settings, which I don't use any of, then convert in Unity. Now working on importing with Daz default shaders to make everyting small and fast.
Great. Just continue with your exploration of Unity.
For anyone else having problems with finding the blendshapes, I post an example below.
So I'm making very slow but steady progress, fifteen almost usuable transfers so far. But tonight I think I broke something. I initially was sending everything as HDRP but I thought I would be slick and send stuff to the standard pipeline as well ad URP just to see what the difference was. Well now the difference is that when I send stuff via HDRP it doesn't autopopulate the scene and all my textures are embedded in the fbx. About 90% of that is not problem, because the transfers are blazing fast now, but the issue comes with the eye materials. Since everything is embedded and the default materials are locked. To change them out I create new materials and drag them onto the model. This becomes a problem with the eyes since anything I drag and drop just goes to the eye moisture layer.
Is there something I should be clicking to get me back to the old way of the HDRP transfer sending the materials sepratedly?
Hi,
What Unity version are you use?
I assume that you have created 3 different projects: one for HDRP, one for URP and one for the standard pipeline.
After started using official Daz to Unity bridge, I have never noticed problems with the eyes texture in Unity.
What Daz characters are you using?
Yep. Did all three. Going from Daz 4.10 to Unity 2021.3.21f1. Have used plain G3F, G8F and G3M.
I noticed the issue when going from G3F doing a standard pipeline export. I just thought it was the way the normal pipeline worked. Then is happened with URP, then HDRP. That's when I realized I broke something. That was after 10 transfers using HDRP settings with no issues.
Edit - so I guess I just needed to sleep and start over. Went back in after posting this. I reinstalled the plugin scripts and then sent over a G3M using the HDRP bridge and it worked as expected. I'm guessing that in one of my "oh I got this" transfers I didn't update the scripts or something and it made a mess of everything. Not sure, I haven't done a deep dive into the bridge script itself to see what the mechanics do. I'm just figuring a missed click somewhere reeks havoc until the scripts are re-installed. Question now is, do I got back and experiment with standard and URP? hmmm.
Below is a close up of Aldo - https://www.daz3d.com/aldo-hd-and-mustache-for-genesis-8-male
made in Unity 2022.2.12f1 with URP pipeline
Below are settings in Daz to Unity bridge in Daz Studio 4.21.0.5 Pro Edition (64-bit), while sending to URP pipeline in Unity.
Thanks. Seems to be behaving now. It really must have been a misplaced click. I've done a HDRP and a standard. Rigging another VRM for export now. Still have to figure out (after years of ignoring it) how to make a opacity jpg into an alpha channel. Going to start playing with spring bones next
Do you have any suggestions, how to handle pokethrough of clothes in Unity?
Like in the example below.
The other problem is with the clothes intersecting with the body.
Nowhere near the level of what you are doing yet. But, the first one though, since he's wearing full pants. I would just set the character leg textures to transparent. For the second one, I can't really see the poke through, unless there are suppose to be long hanging bits on the front of the thighs. Can you do spring bones in regular URP? I know VRMs use them alot.
On this end I thought I was ready to get something fully usable ready to go, then when I did the VRM export I saw my memory usage go above 20gig. Was panic closing everything but Unity to keep it from crashing. Found the problem. I had pokethrough problems too so I swapped the pants out on mine. I didn't check the new pants before using them. 200k faces. Ouch. Four times as many faces as the rest of the character combined, including hair. So off to start Project Sixteen.
Good luck!
Thanks for the answers.
Yes, I have put legs on Genesis 8 character to invisible (one of the shaders coming with Daz to Unity bridge),
but legs just ended below the pokethrough. Next part is torso, but I cannot make it invisible,
because the neck will disappear, as well. I guess making custom opacity map on the torso would help,
but I have not done anyone yet by myself.
For the second case spring bones would help - need to try it out.
I have a question I am able to export my charactar from daz to unity with visemes. however they are not the same visemes as the oculus ovr lipsyinc? the ovr lipsynic starts with sil exc. the dazs ones are different i can figure out how to change them or rename them or how to get this to work. im assuming there is a way to do it in daz before the import. if anyone can help thanks.