Hi,
Me and my team are trying to get a workflow working which utilizes Daz to generate an FBX file with lip sync animation and 3dsMax 2012 to import this FBX and export a .mor file.
In unity we already have the same 3d model in the scene. We then apply “Modify Object” and “Morph” components to it, and pick aforementioned .mor file as the morph file for the Morph Component.
This all works, and the character gets all the morph targets, and also comes with an animation for that one sentence that we used in the initial FBX file. However, we’re pretty confused as to how this lip sync animation can be triggered at will with scripting (right now, we only get it to play if we have the “Animate” checkbox checked and press play, and we can either make it loop or play once.
In other words: (1) how do we control this “morph animation” through scripting? and (2) how can we add additional such animations through the same workflow, for each phrase that is supposed to have a lip sync animation for this character? we don’t need the morph targets to be imported again, just the animation.
These morph animations dont seem to work like a normal Unity animation. Just to make it clear, our goal is for instance, to have three separate lipsync animations (transferred all the way from Daz like described above) and be able to click 1, 2 or 3 with a mouse and get respective animation to play along with sound.
We spent quite a bit on this setup but are running into this stumbling block so any help would be appreciated! Thanks.
J