Added: 1 year ago
From: MaxRealmsCom
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  • I agree. That's why we created iSpeech - iongfx.com/ispeech.html

  • thanks for the answer! but I think a bone based system is easer to use in unity

  • You have to use some scripts in unity that 1) allow the use of vertex data in Unity and 2) tell the Unity script what phoneme to display, when and for how long. We dropped morph target lipsync in Unity several months ago in favor of our own bone-based system that is more accurate and has less overhead.

  • as davihoff says, have you actually managed to get the morph targets working in UNITY from 3dsmax?

  • But how do you export those morphs? When you export through fbx, the model and the skin works properly, but the morphs dont.

  • @davihoff MegaFiers for Unity has a custom max exporter for getting morph data and animations into Unity. Search for MegaFiers on youtube and you will see a video on it.

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