Genesis 9 (DAZ3D) Import Guide
This guide summarizes the known issues with DAZ3D Genesis 9 characters imported into Unity and the recommended Crystal LipSync setup.
Important: This is not a Crystal LipSync defect. The eye/blendshape reliability problems described here are caused by DAZ3D Genesis 9 export/import behavior in Unity.
Why Genesis 9 needs special handling
Some Genesis 9 exports include blendshape data that is inconsistent or unreliable in Unity for eye movement and facial weighting. In practice, this can cause:
Eye look blendshapes that do not animate correctly or consistently
Combined eye-look blendshapes that appear mapped but do not produce reliable motion
Overdriven mouth motion if viseme weights are left at full strength
These limitations originate in the DAZ3D-to-Unity pipeline (exported morph behavior and naming/data consistency), not in Crystal LipSync's runtime logic.
Because of this, the recommended approach for Genesis 9 is to use bone rotation for eye movement and conservative profile values for lip/jaw motion.
Recommended Eye Blink / Eye Movement setup (Genesis 9)
Use this setup in CrystalEyeBlink:
Force Bone Rotation= OnLook Mesh= NoneEye Movement blendshape mapping:
Look Up (Left Eye)=NoneLook Up (Right Eye)=NoneLook Down (Left Eye)=NoneLook Down (Right Eye)=NoneLook Left (Left Eye)=NoneLook Left (Right Eye)=NoneLook Right (Left Eye)=NoneLook Right (Right Eye)=NoneLook Up (Both)=NoneLook Down (Both)=NoneLook Left (Both)=NoneLook Right (Both)=None
Notes:
Brow Sync still uses the
Target Mesh(body mesh), not theLook Mesh.Eye movement is driven by left/right eye bones, which avoids the Genesis 9 look-blendshape issues.
Recommended Blendshape Profile values (Genesis 9)
For smoother and less exaggerated lip motion on Genesis 9, use lower vowel strengths in your profile:
A= 0.3E= 0.3I= 0.3O= 0.3U= 0.3
This is a practical baseline; adjust slightly per character if needed.
Recommended jaw-bone value (Genesis 9)
For jaw-bone-driven mouth motion, use a conservative max jaw angle around:
Jaw Bone Max Angle≈ 4°
This generally avoids over-rotation on Genesis 9 imports while preserving articulation.
Setup Wizard behavior (Genesis 9)
When using Crystal LipSync Setup Wizard with Genesis 9:
Eye movement is configured for bone-driven mode
Look blendshape mapping is left empty (
None)Brow sync remains blendshape-based on the
Target Mesh
Quick validation checklist
After setup, verify:
Eyes follow movement targets via bone rotation (even with all look blendshape slots at
None)No combined look blendshape slots are used
Brows animate from
Target MeshmappingsMouth animation is not overdriven with vowel weights at
0.3Jaw motion looks natural around a
4°max angle
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