I have been working with blend shapes in maya 8. Now i want to make them interactive by putting them into unity, but unity doesn’t work well with blend shapes.
I tried to keyframe the the vertices instead but it didn’t work. It seems like unity can only read one mesh position, and not the morphing made by the blend shapes.
Is it possible to import changing vertex position, in one mesh, into unity?
It could be nice to be able to make changing facial expression etc…
Sorry, its not possible with Unity at this point, The only way to do it is with bones I believe. Try searching the forum for meshmorpher, and youll find some threads about the unity rolled version-Its been hit and miss, due to its complexity(Verts have to be laid out in a uniform order I think) but you could try that approach. (Set Normal angle to 180 degress if trying that btw)
I remember finding some good facial bone animation tutorials on highend3d.com and anotherone somewhere by a guy called dirty old toon…So Google that too.
But Keep it comin, Unity is a great place to work and play!
Technically it is possible but in practice it is not.
There is a morph script on the Unity wiki which will handle this. However the reason it does not work in practice is because 3D modeling packages reorder their triangle soups with each new blended shape.
The morph script needs all the triangles to be in the same order in each of the meshes.
Facial bone animation is the best way to go about this. Setting up the rig isn’t that hard - sometimes setting the weight maps in the area of the mouth can be a bit tricky though, due to the close proximity of the verts. Nothing that a little skill can’t solve.