personGenesis 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.

Use this setup in CrystalEyeBlink:

  • Force Bone Rotation = On

  • Look Mesh = None

  • Eye Movement blendshape mapping:

    • Look Up (Left Eye) = None

    • Look Up (Right Eye) = None

    • Look Down (Left Eye) = None

    • Look Down (Right Eye) = None

    • Look Left (Left Eye) = None

    • Look Left (Right Eye) = None

    • Look Right (Left Eye) = None

    • Look Right (Right Eye) = None

    • Look Up (Both) = None

    • Look Down (Both) = None

    • Look Left (Both) = None

    • Look Right (Both) = None

Notes:

  • Brow Sync still uses the Target Mesh (body mesh), not the Look Mesh.

  • Eye movement is driven by left/right eye bones, which avoids the Genesis 9 look-blendshape issues.

For smoother and less exaggerated lip motion on Genesis 9, use lower vowel strengths in your profile:

  • A = 0.3

  • E = 0.3

  • I = 0.3

  • O = 0.3

  • U = 0.3

This is a practical baseline; adjust slightly per character if needed.

For jaw-bone-driven mouth motion, use a conservative max jaw angle around:

  • Jaw Bone Max Angle

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 Mesh mappings

  • Mouth animation is not overdriven with vowel weights at 0.3

  • Jaw motion looks natural around a max angle

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