Animation using parallel blend shape in Unity

Hey everyone!

The project I’m working on uses Cache files as way of animating an object.

The cache files were recorded on moving animations but now we need to make them local so that we can loop the cache files together with rigged bodies.
The way we’ve made them local includes an object skinned to a skeleton (which has the animation) and a copied instance of that object, which isn’t skinned, which has a cache file containing the specific movements of the object. We then combine the two via a parallel blend shape so that the skinned object includes the corrections of the cache file.

However we’ve not got it working with unity. Because of the fact that Unity can’t handle cache files very well we’ve gotten the plugin Megafiers to see if that could help us out, but so far we’ve had no success so decided to ask it on the forums.
If you have any feedback for using parallel blend shapes in Unity or an other game-engine I’d definitely appreciate it.

Thanks in advance!

Kind regards,

Rioly

Ps: We use Maya to create and export these cache files.

bump, i have same problem

Max animator responding -
Have you searched around the forum for similar issues and resolutions?
I’ve seen this mentioned more than once in the past and it seems to be a maya animation process unsupported by Unity, however I seem to remember one person solving the problem, though I can’t remember the dev posting the solution to help others.
If you solve - please update this post so others who run into the same problem will know the solution - if one does exist.

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