[BUG/Issue] Blendshape Values only go from 0 - 100

Hello,
i noticed a bug/issue with importing blend shapes. You can only adjust a blendshape with positive values from 0 to 100. The problem is that this forces me to do multiple blendshapes for the same effect, e.g. my character can only move his neck to the left to some degree but not to the right because Unity does not utilize negative values.

My neutral position for the blendshape is 0, a value of 100 is also too small. Is there any way i can configure/adjust those values inside Unity ? If not, should i file an additional bugreport for this ?

Best regards,
n.

What software are you creating your blend shapes in? Maya?

Maya should have an option (similar to Max) to set the morph range from (-100 thru 100) or greater/smaller.

So if you create a frown morph, setting the morph value to -100 would create a smile.

When imported into Unity -100=0, 0=50 and 100=100.

Interested additional question - why use blend shapes to bend a neck instead of an animation rig?

Yeah that’s what i did, but Unity only allows you to use a range of 0-100 - no matter if your blendshape has a different range.

The neck was an example, I have a blendshape for thick/thin body, where normal is 0, thin is negative, thick is positive. I had to change it from 1 blendshape into 2 blendshapes now. Basically this produces a lot of overhead as you are importing more blendshapes than actually needed.

1 Like

@netvortex_dc
Discussing blend shapes / morphs in another post @CrowPickle stated his morphs could blend from 100 to 0 or from
0 to -100.

@CrowPickle do you know how to alters Unity’s morph range to allow -100 to 0 to 100?
Essentially allowing a left morph to be used for a right morph, or a frown to be used for a smirk.