animations morphs

I model on Lightwave 10, and I would animate in it too (unless you may suggest me something “better”?).

Let’s suppose that I have a model; the face has 3 morphs (normal, grin and smile). I have to animate a walk, a run, and a kick: 'cause of the above’s morphs, should I make 9 animations in total? (walk&normal, walk&grin, walk&smile // run&normal, run&grin, run&smile // kick&normal, kick&grin, kick&smile) Or what?

If by morphs you mean vertex deformations(as opposed to skeletal animation), that’s not supported by Unity I think. But you could use skeletal animation for facial expressions, and you wouldn’t need to make duplicates of your animations for each expression - just use additive blending for facial animation so you can mix them with any other animation you have going on.

If you actually need morphing on top of you animated character then have a look at MegaFiers http://forum.unity3d.com/threads/89750-Mega-Fiers.-A-mesh-deformation-system-RELEASE?p=623740&viewfull=1#post623740
There is a 3rd party add on to export morphs from Lightwave to MegaFiers as well http://35.vincent.newtek.com/showpost.php?p=1165538&postcount=1 as well as exporters for Max and blender.

Uhm… I don’t understand. Maybe technical language bareer? Or perhaps it is better if I recruit a team also for animation/hardcoding (well, er, who?)… I’m just a modeler… Perhaps there’s need of some hard tutorials for certain specific issues.

To answer your question if you have a model and it is all bone driven then yes you would do 9 animations to cover the permutations you need. But you can also do it with blended animations if you face animations are also bone driven, so that would give you 6 anims and at runtime you mix them together.

If your face animations are not bone driven then you will need a morph system to play back the face animations, so then you would have 3 character animations of walk run and kick, and a morph system where you can set face expressions.
Chris

Ok Chris, you was explaniatory. My morphs are the usual morphs made with Lightwave, that is point move. I guess I need other people to over animation, unless the app you hinted were easy to use.

If you are looking for a morphing solution to use with Lightwave then MegaFiers will do all you need and has a third party addon to make working with lightwave easier, that can be found at http://35.vincent.newtek.com/showthread.php?t=120941 and imformation on MegaFiers can be found in its thread http://forum.unity3d.com/threads/89750-Mega-Fiers.-A-mesh-deformation-system-RELEASE, or click the ‘My Unity Videos’ in my signature to see videos of the system and the morphing side in use.
Chris

Ok Chris: so, if I’ve understood right, I could even make the vertex morphs as usual in LW, then MF will deal with the rest?

Yes :slight_smile:

Well, I guess that I have to buy it and to give to some animator, 'cause I’m just a modeler, so each thing to each department.

I don’t know if this is what you need but check, this out http://forum.unity3d.com/threads/15424-Morph-Target-Script?highlight=model+morphs It’s on morphs.