![]() ![]() It will take A LOT of extra work to make it work.you will have to make a ton different body/head types since there are no 'Body Blends' in Unity. So CC3 or DAZ right? Since we are talking CC3 it can work very well in Unity. Here is my bitter rant on why.read after what I say below to tie it together. We are going through this right now.almost have this mess solved. I have a suspicion why but I will leave it that. I cannot understand why RL does not have blendshapes other than Phonemes exportable.even a list of 10-25 to select from. Lip Sync Pro makes audio voice to mouth movement (including the Jaw bone) work well. With some scripting you can get the facial emotion/expressions from those. Which is borderline insane if you ask me Thanksįrom all the testing in Beta and up to current only the Phonemes are exported and the names are changed a bit so you have to figure out which one does what. From what I can tell, since baking or exporting has no effect when I export the figure to Unity I assume that the only morphs exported are the ones from CC3? Which as mentioned above, lack the expressions morphs sadly so to use them in Unity I have to write down ALL the single morphs for "happy" and modify the CC3 exported morphs in Unity one by one. Is this expected or a bug? Also for DAZ figures imported in CC3, there is no way to export actual morphs from DAZ figures. ![]() The exported figure has blendshapes but there is nothing that set multiple parameters to make an expression and this is confusing because I can set an expression in CC3 but the blendshapes exported do not have those. I can't find a way to do the same with the CC exported figures. In DAZ studio I can simply export the morphs I have for the various expressions (happy, sad, scared, angry and so on) and in Unity they are available at runtime, so I can code them in the application logic and make changes at runtime. Hi, Still in a quest to figure out if I can use CC3 for Unity and I did get another roadblock.
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