So I am just learning about lip syncing for my characters. I would like to use “Cheshire” to add lip syncing to my characters.
I have imported a “makehuman” character (mhx2 format) to blender. I know I need Shape keys for the script as well to make it work. I am struggling with trying to export shape keys from blender to unity (Exported character as fbx format from blender).
In blender it has the following:

However, these are not part of the actual shape keys on my character for export:

Does anyone know how to use the “Visemes” as the shape keys for my facial lip syncing? Is there a good tutorial that shows how to use these “visemes” correctly? Any direction/tutorials on this would be helpful.
EDIT: For a unity side setup of cheshire I go over that in detail here:
http://answers.unity3d.com/questions/1313992/cheshire-lip-sync-index-out-of-range-error.html#answer-1315255
I figured out part of it. I still am working on how to get these working with Cheshire.
I now get an error saying that index is outside of my array when I try to generate the animation. I will be researching how to fix this.
In Makehuman…
- Under Pose/Animate tab select the “Game engine” rig
- export as mhx2 formate (This is an external format that you have to import to make human. Google it)
In Blender…
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Add mxh2 files (Google how to do this)
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Enable mxh2
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File > Import > mxh2
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Select your mxh2 file generate from makehuman
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Add the following settings on your import
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Select Override Exported Data
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Under “Import Human Type:” select Base
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Select “Face Shapes”, Then “Face Drivers”
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Under Masking select “Apply” button
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Under Rigging select “Add Rig” and Rig Type = Exported
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Now open “MXH2 Runtime” (On Object Root)
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Select a face viseme (As seen in the picture on my question)
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In the explorer select the :Body object
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Select the object data (triangle looking picture, this is to add shape keys)
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In the black arrow dropdown for your shape keys select “New Shape From Mix”
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Adjust min and max data values to your liking
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Repeat selecting visemes and setting it as a shape key that you name until done
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Export as an FBX
In Unity…