Blendshape Support

Also looking for an update. Did not see anything mentioned with V2.0 announcements but maybe I missed it?

This will be available in our next release which we expect to be released in the next couple of weeks. Thanks for your patience!

wait- just confirming - blend shape animations will work in the next release?

Will it be fully compatible? Are there any limitations or performance concerns?

Yes.

It should be fully compatible with Unity’s standard blend shape support. I don’t expect any particular limitations or performance concerns.

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Amazing… wait, i’ll believe it when i see it. >.>

BIG bump. Could you share an update on this please?

We expect to release it very soon. Note that it will require the 2.X packages, Unity 6000, and the visionOS 2.0 beta.

Blendshapes are now available on our 2.x packages, and we’ve also added a sample scene demonstrating a simple implementation. You can learn more about the latest release here, and don’t hesitate to leave any additional feedback on our roadmap.

The sample with the frog works nice, but if I import another object without a humanoid rig (eg. generic) it’s still reported as ā€œnot supportedā€ in the inspector. Maybe because there is no ā€œoptimizeā€ selection for Generic animation rigs in the import settings, and the inspectors thinks it’s automatically ā€œonā€?

Sounds plausible. Apart from the warning about being unsupported in the inspector, does it also not work in visionOS builds? Either way, if it’s possible to include the model/animations in a repro project and submit that as a bug report (and let us know the incident number: IN-#####), we can look into it.

We couldn’t even build with the blend shapes enabled. BUT… we found a workaround (I’m in a team). I added an armature with just one bone in the model as a parent in Blender, and suddenly Polyspatial liked it, while keeping the rig to Generic. I don’t know why. We will make an official bug report once we get the time.

That makes sense; the blend shape code currently expects the meshes used by SkinnedMeshRenderer to have at least one bone (weight). I believe this came up in an earlier post, here. Thanks for the update, and we’ll endeavor to fix this for the next version.

Just thought id join the convo as we’re a few months on from the last post. Am I right in thinking that blend shapes are still not working on the Vision Pro? :-/

Blend shapes are supported. If you have an example where they don’t work, please submit it as a bug report (and let us know the incident number: IN-#####) so that we can investigate.

Hi. Yeah we got them working eventually today. There were a few hurdles to get over. Firstly it seemed like we needed to skin out mesh to a bone for an ā€˜optimised mesh’ error to disappear (even though we didn’t need to use bones. Then we had to play with a few settings on the animator. But got it working eventually