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

Visemes to Unity

GazzalodiGazzalodi Posts: 50
March 22 in Unity Discussion

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

  • ArtiniArtini Posts: 7,711
    March 23 edited March 23

    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.

     

    Post edited by Artini on March 23
  • GazzalodiGazzalodi Posts: 50
    March 23 edited March 23

    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.

    Post edited by Gazzalodi on March 23
  • ArtiniArtini Posts: 7,711
    March 23 edited March 23

    Great. Just continue with your exploration of Unity.

    For anyone else having problems with finding the blendshapes, I post an example below.

    image

    Agma02vIY.jpg
    1985 x 883 - 371K
    Post edited by Artini on March 23
  • GazzalodiGazzalodi Posts: 50
    March 25 edited March 25

    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?

    Post edited by Gazzalodi on March 25
  • ArtiniArtini Posts: 7,711
    March 25

    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?

  • GazzalodiGazzalodi Posts: 50
    March 25 edited March 25

    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.

    Post edited by Gazzalodi on March 25
  • ArtiniArtini Posts: 7,711
    March 25 edited March 25

    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

    image

    Aldo01pic01.jpg
    1920 x 1080 - 190K
    Post edited by Artini on March 25
  • ArtiniArtini Posts: 7,711
    March 25 edited March 25

    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.

    image

    AldoExport1.jpg
    660 x 337 - 44K
    Post edited by Artini on March 25
  • GazzalodiGazzalodi Posts: 50
    March 25 edited March 25

    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

    Post edited by Gazzalodi on March 25
  • ArtiniArtini Posts: 7,711
    March 25 edited March 25

    Do you have any suggestions, how to handle pokethrough of clothes in Unity?

    Like in the example below.

    image

    Aldo03pic02.jpg
    1039 x 1075 - 165K
    Post edited by Artini on March 25
  • ArtiniArtini Posts: 7,711
    March 25 edited March 25

    The other problem is with the clothes intersecting with the body.

    image

    Aldo04pic02.jpg
    971 x 1075 - 150K
    Post edited by Artini on March 25
  • GazzalodiGazzalodi Posts: 50
    March 25

    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!

  • ArtiniArtini Posts: 7,711
    March 25 edited March 25

    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.

     

     

    Post edited by Artini on March 25
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