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

Hi,

Glad you figured it out. Chris from Adventure Creator recommends using define symbols as a best practice when building add-ons for his system, so we use the define symbol “SALSAIsPresent”.

Michael

Hi, for visemes should I implement a bone for the jaw and lower teeth, and then use blendshapes (morph targets) for lip shape? I’m not sure if I can use both bone position and shape together. Or would it be better to only use blendshapes for everything? Thanks.

You can combine both, but if you’re already doing blend shapes I would not bother with the extra bone.

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Yeah, what wetcircuit said, if you include your jaw bone you’d need to include it and and capture the position you want it in for each viseme.

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I have not changed the scale. I have tried a bunch of different things and am getting the same results.

Update: I figured out my problem. The root was not set correctly. Manually set it and bam - everything is magic! Love this asset.

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That’s great, glad you figured it out.

Hey,

Any ETA for 2.5? Looking forward to the PUN integration

Thanks,
Nathan

It won’t be long now as long as we don’t find any more showstopper issues. 2.5 is functionally complete and we’re currently testing and debugging.

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@Crazy-Minnow-Studio I am receiving this error when I’m trying to import/reimport the SALSA-LipSync.dll file. Do you perhaps know what could be the cause of this issue?

@Crazy-Minnow-Studio I am having a serious workflow issue. I get my CC3 character into unity, I create a linked prefab so we easily import our animations later. When it comes to salsa - the one click basically destroys the prefab if I try to put salsa directly on it. I tried putting salsa on a parent object and get the weird head rotation - even if I manually setup the root again. Any idea on the best way to rig my characters?

can anyone let me know salsa only work with dissonance(Unet) Integration? How can I use salsa in Dissonance(Pun integration) .

Hello, just curious, will Salsa 2.5 include support for local avatar lipsync with Photon? I am currently doing remote lipsync and when I add the MicInput script it stops the remote lipsync from working.

Anybody else getting this in one click daz unity 2019.4 and mouth don’t move

@geniraal

For the locked jaw:
Select your base character model in the Project window,
In Inspector, select Rig,
Click Configure.
This will open a new scene. In the inspector there is a green figure with a column of buttons on the left click the second top button labelled Head. Underneath this there will be a list of Head bones, the bottom one being Jaw.
Select the transform next to Jaw and delete it. It now should say None (Transform)
Click Apply, then Done.
You have now successfully disabled the jaw bone.

@troach06 I believe this is the case. Also looking forward to it. Currently using Dissonance but would prefer to streamline the process a bit.

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Hello, is there a way to assign and read the SkinnedMeshRenderer and Blendshape Index values for Viseme Components through script? I’m looking at in the LipsyncExpression.expData and I can’t find it where I can do that. Are those variables exposed?

And is it also possible to duplicate a viseme? It’s quite time-consuming when I have to recreate and hook up all the viseme components data again whenever I create a new viseme.

Thanks!

Hello! Yes, we have many customers configuring their SALSA LipSync Suites at runtime (via script). Please read the Runtime Setup document under the Further Reading section for details.
https://crazyminnowstudio.com/docs/salsa-lip-sync/modules/further-reading/runtime-setup

[EDIT] Duplicating visemes: you can copy/paste from one component to another within your SALSA instance.

Thanks,
D

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I’m having a problem with the Timeline Salsa Audio Track. Basically it stops playing a few seconds before the end of the track. It seems to be incorrectly reading the length of the audio. It’s possible to work around this by forcing the timeline to continue past the end of the Salsa Audio Track by adding some other track to keep the timeline alive. Alternatively you can force the timeline to “hold” and thus it will not reset at the end.

Would be nice if a future update read the correct time of the audio track so these workarounds aren’t needed.

Send us an email with your Invoice number and project specifics (version numbers, etc.) and we can see if we can reproduce the problem. Please include video of the issue you are experiencing if possible. In our tests, the audio is spot on and no issues.

Thanks,
D.

Send us an email with your specifics (invoice and version numbers, etc.). Are you getting errors? What isn’t working? Screenshots please. Also, will probably be necessary to send us your model for testing.

Thanks,
D.

Hello,
That looks like you’re having a problem with your Asset database updating – several plugins and packages. Looks like you were updating Unity or something?

D.