Hi all!
I started to learn Unity 4 days ago, and actually I’m trying to use an animated model in blender, using shape keys, but it doesn’t work.
I’ve tried exporting .fbx from blender, but when I put into the assets folder and drag it into the scene, it doesnt show the model and btw it doesn’t “save” the animations:
There is a morph script in the wiki but it is very slow has no exporter has serious issues with vertex counts and normals get messed up. I started with that script but after a week or so trying to get it all to work properly I realised it was a flase economy and bought the system and have never looked back. Here is the free morph script http://wiki.unity3d.com/index.php?title=MeshMorpher
However, I have been unable to get it to work - not sure why (see below post). I have posted about it a couple of times but had no response except from MikeUpChat promoting Megafiers.
Yeah I do bang on about MF but that is only because I have spent weeks trying the other systems free and non free, most of them don’t work or break very easily, or lack animation support, or don’t work with meshes with smoothing groups or multiple materials and even the one other commercial system I tried completely messes up the smoothing and lighting, so just trying to help others avoid the same pain I went through
You are perfectly entitled to promote Megafiers - I’m not complaing about that. And I was impressed with the scroll creation video. But I’m just a hobbyist - and $150 just to create a few lipsync sequences is outside my budget.
I find it curious that there is such a poor response to questions about MetaMorph given that people claim it works.
Not quite sure why you would expect the exporter to show in the Object Data tab. You will find the exporter in User Preferences under Addons->Import/Export->Export_Metamorph_Diff_Map_Animation. Activate it. Then when ready File->Export->ExportDiff Maps and Animations
I can export the Diff Maps and the Animation text file - just can’t get it to work in Unity
I’ve used Metamorph, but I had to create my own exporter for the morph maps since I use Lightwave instead of Blender so I have no idea how to help on that end.
That said, you should be able to go about it in the same general way I did by using nodes to texture the model appropriately and then texture baking it.
I have gone to 3ds Max xD. I got it free since I’m an student so… It has the same problem but the script to export the vertex data just costs 5€. BTW i can’t get it working xD. I’ll test more in another moment.
I asked MegaFiers if they would ever consider putting MegaFiers in an Asset Madness sale and they said no. I don’t blame them that’s not a trivial piece of work.
It’d be perfect for me. I have a licensed set of characters and clothes and what-not. Very tightly and professionally done. Ideally I’d just import the entire set into Unity and create different characters with MegaFiers transforms and the usual texture and mesh swaps. Instead I create each character in a 3rd party program and export that.
What MegaFiers does is so fundamental to 3D model management and size control in games I think you can eventually count on Unity integrating something similar into their engine, undoubtably at the Pro Level.
I tried multiple versions of Blender on my windows vista system and kept getting errors. It finally worked with (blender-2.62-release-windows64) and the (io_export_diffmap) from http://rezzable.com/metamorph/downloads. I was able to export the diff maps and am now working on the Unity side of things.
Desimus, I could export the texture maps too, but could not get the animation to work in Unity. I posted about it earlier and think it has maybe something to do with the way the shape key drivers are set up
I have used your file and was able to get all the animations working. The shape key talk animation was not working not matter what I tried. Finally, with comparing to the Charon demo I seen that a Mesh Renderer was under the other scripts. I added that and it works great! I have attached a picture that I hope will help. I used the PlayMoon DEMO script and just changed it to (shapekeytest) script and swapped the animation and shape key files names to match yours for a test. I hope this helps. I did however notice that although I was able to export my own diff maps…they are all gray. There is no color on my maps as there are on Charon demo and yours. If you could help with what I may be doing wrong on the export, I would greatly appreciate it. I am not able to get any color on any diff maps from either my files, yours or the Charon demo.
Well I have figured that the reason I was getting the solid gray diff maps was just another Blender version issue along with being on a Vista system. I tried (blender-2.58-windows64) and it wasn’t working. Once I used (blender-2.58-release-windows32) voila! It appears that I have Blender shape keys and animations exported and imported to unity. Works great!