# 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` = **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.

### Recommended Blendshape Profile values (Genesis 9)

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

* `A` = **0.3**
* `E` = **0.3**
* `I` = **0.3**
* `O` = **0.3**
* `U` = **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 Mesh` mappings
* Mouth animation is not overdriven with vowel weights at `0.3`
* Jaw motion looks natural around a `4°` max angle
