SALSA Lipsync Suite - lip-sync, emote, head, eye, and eyelid control system.

My animator contains animations that controls the jaw of my model,
how can I make Salsa override the transform rotation of the jaw?.

I think you’d need to set up an animation mask in your animator (not sure if you need a mask for just 1 joint, but that’s where I’d start).

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My character is well rigged but with facial bones not Blendshapes. Is it better than blendshapes ? Do you have some tutorial on how to animate it with Salsa ?

Thx in advance for your help

https://crazyminnowstudio.com/docs/salsa-lip-sync/modules/overview/#requirements

The requirements for bones are similar to the requirements for blendshapes, you will need to have “sufficient capability to individually manipulate the mouth (for lipsync), the face (for EmoteR), and the head/eyes for Eyes”. Our documentation and video tutorials are a good starting point.

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Hi there,
I’m trying to get Salsa to work with MakeHuman on HL2 with MRTK v2. Before I can even try to deploy, I’m getting following error in Unity-Editor (2019.2.3f1):

KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) (at <599589bf4ce248909b8a14cbe4a2034e>:0) CrazyMinnow.SALSA.QueueProcessor.ProcessQueue (System.Collections.Generic.List1[T] queue, System.Int32 hierarchyLevel) (at <9171104005e141b28996a0490f756eca>:0)
CrazyMinnow.SALSA.QueueProcessor.LateUpdate () (at <9171104005e141b28996a0490f756eca>:0)

I don’t set up Salsa on runtime or via scripts at all. Trying to configure everything from scratch again didn’t help

EDIT: What I forgot to mention: the error is not consistent, every few trys it simply vanishes for a few tests

It appears UMA 2.10 includes some breaking changes with our current integration. We’re looking into it.

Michael

Hi MATERNATMT,

Please send the following details to assetsupport@crazyminnow.com:

  • SALSA version number
  • SALSA invoice number
  • Unity version number
  • Screen shots of your entire SALSA configuration (Salsa, EmoteR, Eyes) with all collapsible sections expanded to show all configuration details.
  • Reference your Unity forum name so we know who the email is coming from.

Thanks,
Michael

I have SALSA working with IBM Watson Speech to Text and it’s very cool. Latency is long depending on how much text is being transcribed to speech. Would the group recommend a way to measure latency of downloading the speech wav file or otherwise describe your experience?

I can’t seem to get Salsa to work with the Asset Store version of UMA. It works perfectly with UMA 2.5, but anything above that it doesn’t seem to work. I think you guys need to update your UMA-Salsa integration to work with UMA 3. I used the One Click and the lips don’t move. When I edited the UepProxyScript myself, I got the eyebrows and eyes to blink but no mouth movements with the Salsa Mic Input script on the gameobject. I hear the microphone too and it says I am getting lip sync data. I saw other people are having the same issue, please look into fixing this. Thank you.

Hi troach06,

We’re aware of breaking changes with newer versions of UMA and our current integration, we’re looking into the issue.

Thanks,
Michael

Awesome, if you need me to test anything let me know, or if you have any quick fixes I can do to the current integration before the new integration is released that would be great too. Thanks for looking into it, Salsa is currently the best and only option for realtime lip sync in VR!

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A patch for our OneClick UMA DCS v2.3.1 add-on is now available in our downloads section:

OneClick UMA DCS - Patch v2.3.2
https://crazyminnowstudio.com/unity-3d/lip-sync-salsa/downloads/

  • Install UMA v2.10
  • Install SALSA v2.4.1.
  • Install OneClick Base v2.1.6
  • Install OneClick UMA DCS v2.3.1
  • Download OneClick UMA DCS - Patch v2.3.2, extract the zip and overwrite the existing UmaUepDriver.cs file found under the following path:

Assets/Crazy Minnow Studio/Addons/OneClickUMA/UmaUepDriver.cs

This is a temporary fix until we release SALSA v2.5.0, which contains tons of improvements that will require new releases of all of our one-click setups.

Thanks for the patch guys, works perfectly! Now I can continue development. Much appreciated, looking forward to Salsa 2.5 :slight_smile:

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Hello Crazy Minnow Studio,

thanks for Salsa, it is working perfect in our game Biotopia 3D :sunglasses:

Our new game will be a kind of space shooter. We would like to have our own heads in it talking, some kind of “voice radio”. We would like to use Salsa for the animation of the heads.

  • Any idea how we get our “real” heads into the game, or something that comes close?

And we need talking enemies, aliens or maybe monsters of whatevery. Heads would be enough.

  • Any idea were to get Salsa compatible alien heads or something like that?

Thanks :smile:

Hi again!

While oneclick already makes everything much faster to re-import, we are often required to still perform some adjustments afterwards. Is there a way to export an existing SALSA setup as a ‘new’ oneclick? Or some other way to export a SALSA setup?

Thanks! :slight_smile:

Hello! We do have a script that we utilize internally to initially create OneClicks and sometimes to tune existing OneClicks. We have been considering release of the script to the public as a means for customers to grab snapshots of their configurations. The script only captures SALSA and EmoteR configurations (it does not capture Eyes module configurations). And, it does not capture all SALSA and EmoteR settings, only the primary viseme and emote setups – basically the same options that are configured with a OneClick. There are no current plans to update the script beyond its current implementation and it would certainly be a “use at your own discretion” deal. If there is interest, let us know.

Thanks,
D.

That would be great! We are totally fine with the ‘use at your own risk’ :slight_smile: We often have to tweak the lipsync visemes and some other settings to match new character voices and it’s a bit of a pain having to manually update the oneclicks each time that happens. Grabbing a snapshot of the current configuration is exactly what we are looking for!

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@Crazy-Minnow-Studio Hello. I am trying to get things properly setup. I am using CC3 characters exported as GameBase. I used your one click setup. I can’t really get the head to work right. If I just leave it as the one click did its always favoring looking down. If I add a look target - it doesn’t work at all. This is screenshot where I put a transform right out in front of him. I did have this working before but am unsure how I messed it up.

6049394--654104--Annotation 2020-07-02 163212c.jpg

Howdy, just thought i’d mention that the current integration for Adventure Creator seems to be busted, as there’s a great deal of eyes errors.
“Assets\Crazy Minnow Studio\Addons\AdventureCreator\Actions\Eyes_SetAffinity.cs(81,21): error CS0103: The name ‘eyes’ does not exist in the current context”
Assets\Crazy Minnow Studio\Addons\AdventureCreator\Actions\Eyes_EnableAll.cs(133,8): error CS0103: The name ‘eyes’ does not exist in the current context
Assets\Crazy Minnow Studio\Addons\AdventureCreator\Actions\Eyes_SetRandom.cs(108,8): error CS0103: The name ‘eyes’ does not exist in the current context
ect

I know ya’ll are in the middle of a big update for the eyes system so names and stuff are likely changing, is there a hotfix i could apply to this?

EDIT:
it looks like the error is that the “#if SALSA is present, enables these parts of the code” stuff isn’t actually triggering so the eyes/handler variables never actually get created. I solved it by forcing SALSA to exist at the top of the namespaces instead of depending on an if, and commented out the “if exists” parts of private Eyes eyes and ect, and the error seem to be gone.

I have no clue if this will cause issues, but it’s the best i got atm, so just a headsup about that.

editedit: Or maybe i should have read the manual closer and seen you gotta add a scripting define symbol. yup, that would do it. aaaaa. my bad.

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Hi,

It sounds like maybe you changed the scale of the character using the transform scale? If you change the model scale, it should to be done in the Scale Factor field, on the Model tab of the character file in the project. The character transform scale should always be 1,1,1. Also, the one-click would need to be applied after this change, and some default values may not be valid if you change the scale.

Michael