This ensures blendshapes are prefixed with "head" and that the OneClick processor can find them. Persistence does add overhead to the SALSA Suite however, it may be negligible in most situations.įor correct OneClick operation, it is necessary to export blendshapes from DAZ using the "head" search rule. Also, Enable persistence on all conflicting emotes. Try the experimental SALSA setting, enabling persistence mode. This will require editing the animation and removing the conflicting blendshapes. Only use animations with blendshapes not being used by SALSA, EmoteR, or Eyes. There are currently three options available to deal with this situation:ĭo not export animations using blendshapes - use the SALSA Suite to handle your character's facial animations. If you choose to create animations using blendshapes within the iClone/CC3 system, exported animations will interfere with SALSA, EmoteR, and Eyes. Standard/Game iClone/CC3 exported models should work.ĭAZ models imported with 3DExchange system and leveraging the CC3 animation system should work with the CC3 OneClick.
As new updates or use-cases evolve, we will assess the situation and attempt to update the OneClick to support models generated from the system when we are made aware and when possible or warranted. For most other instances, use the CC3 OneClick. Generally speaking, if you are specifically using iClone models, use the iClone OneClick. Reallusion is a very flexible system with varying ways to import and export models. As mentioned, you can manually setup a non-standard Fuse character and create your own OneClick for it (information on creating a custom OneClick solution). They can certainly be setup manually within the SALSA Suite system however, the available OneClick may not completely configure a character. NOTE: If you installed the core examples, the included Promo-male audio clip will be assigned - otherwise, add an AudioClip of your choice to the SALSA-linked AudioSource.Ĭurrently Available OneClicks (Mixamo) FuseĪdobe-specific models may not work due to inconsistent mesh/shape naming. Apply the OneClick - GameObject menu: Crazy Minnow Studio > SALSA LipSync > One-Clicks.If you are new to the process, please see this page. NOTE: Installation of unitypackage files is quite simple. Release notes for all OneClicks are located in the OneClick Editor scripts.
Download the appropriate model-specific OneClick unitypackage and install it.Release notes for OneClickBase are located in the script itself. Also ensure the appropriate version of the SALSA Suite is installed. Download and install the latest OneClick Base (REQUIRED for all OneClicks).If upgrading from previously-installed OneClicks prior to v2.1.0, first remove the existing OneClick directory located here:Īssets > Plugins > Crazy Minnow Studio > SALSA LipSync > Editor > OneClicks.Make sure SALSA LipSync Suite is installed.NOTE: Due to the complexity of the Autodesk and UMA OneClicks, they each have their own document page, linked below. You can also create your own custom OneClick to use your own custom settings or create a new custom OneClick supporting a completely different model or model system. However, nearly any model that uses blendshapes or bones (or both) for animation may be configured to work with SALSA LipSync Suite v2. OneClicks are only available for specific 3D character model systems as indicated below.
Please feel free to tweak and adjust any aspect that better suits your needs.įor a quick overview of how OneClicks are applied to character models, please see Part 4 (OneClicks), of our video tutorial series. We have spent a lot of time testing different settings and configurations and have come up with a current setup that we believe creates a great look-and-feel. Using a OneClick should be considered a starting point for setting up a character model. An Eyes module with head, eyes, and eyelids configurations.One EmoteR instance with SALSA-linked emphasis emotes.A SALSA module with visemes corresponding to our current recommendations.The application of a OneClick on a supported model will configure: All OneClicks generally operate the same way and produce similar results (as much as is possible considering the differences between model/character systems). OneClicks are the equivalent of presets for different (supported) model types.