Could someone please please put me out of my misery with this.
I’ve got loads of characters facial expressions I need to import into Unity. They were created in Zbrush and then put together into a animation sequence via max.
I’ve been trying for the last few days to get these into Unity with zero luck and a lot of swearing. I’m now beginning to suspect unity can’t even do vertex animation, which I suspect morphs essientially are?
Could someone tell me if this is the case or not? I’ve read year old posts saying it couldn’t but I’m hoping that’s changed now? If not (oh my!!:( ) is there any alternative way to get these animations in?? Basically it’s completely unrealistic to do these animations the old fashioned boned way, there’s hundreds of them!
We just took for granted Unity can do this… please help!! :shock:
MegaFiers gives you the option of morphs, vertex animation or point cache animation as well as a load of other effects. It has an exporter for Max and blender for morphs and supports the major point cache file formats such as .pc2 .mdd and .mc
Some videos of the system working are:
Thanks for the confirmation and suggestions Zyxil.
Ok well that sucks, big time…
Checking out the programs you mention I’m not sure which would work best. Basically we don’t need any fancy deformation modifiers or such like nor can we afford something like megafiers! Our maximum would probably be $80, we really thought this function was built into unity. Megafiers looks good but seems to offer simply too much and hence the (for us) very high price.
We just need to be able to load fbx files from 3dsmax which have vertex animation via the mopher modifier, that’s it. Oh and for it to work on ios devices.
Is the megafiers program available in a stripped down, cheaper version? If so I can’t find it.
Has anyone checked out a tool on the asset store called ‘Blendshapes’ by Morozov Aleksey? That seems to do what we want but I’d like some feedback on it before I commit to buying.
@Spookycat, thanks for the post! Man, that looks exactly what we need. Is there a cheaper version of your program? One that just includes the importing ability? $150 is just too much for me right now.
A cheaper morph only version would be fantastic and really help a lot. From what I’ve been able to find on the forums morphs are desperately needed so I’m sure a lot of people would be interested in it.
The current price is prohibitive for features which, though cool, we simply don’t need.
@gizmo1990
$150 is too much for you? you only have an $80 budget to take care of this? The price for this plugin is peanuts considering what it can do. If you were to spend the resources to headhunt for a developer to do this, then hire them, it would cost you thousands of dollars, minimum. This is being offered to you at an incredibly cheap $150- it’s basically being given away!
Are you working on commercial products or a hobbyist simply killing sometime and curiosity playing around with Unity? If not commercial then I could understand, but if you’re a pro developer publishing games on any marketplace, $150 should be an easy investment into something like Megafiers, which solves a huge production problem.
I appreciate what you’re saying and can understand that belief. However everything is relative isn’t it and money certainly is unfortunately.
Yes we’re aiming for a commercial release but when you take into account core software seats, for a small start up company depending on faith and hard work, $150 is a lot of money, for us at least. Especially for something we thought would be built into unity itself.
We’re all old time professionals but times are hard and when there’s no jobs around and you’re asking people to commit time to something in the hope of success, every little counts.
I’d like to point out, I’m not saying Megafiers is overpriced. Checking out it’s abilities it’s clear it solves a range of problems and offers a wealth of options. However we wouldn’t use any of those, we just need the function to import morphs and tbh I’m guessing that’s what the large majority would want too. Therefore on that basis, I would consider $150 too much money for that one element, imo (and wallet!) at least.
Anyway I hope I’ve clarified things. I wish I was in the position to just invest in stuff without a care but I’m just not right now.
Yeah I personally totally understand; I’m in a small business and yes, you do have to budget expenses accordingly and not spend wildly, but you understand that. Honestly, Unity Tech should have already added this feature as part of the FBX pipeline many versions of Unity back, at least since 2.0
FBX asset exchange format can handle lots of data, including morph targets/blend shapes, not to mention tons of other pieces of data that is critical to the pipeline and production of a game. I’m not sure why Unity still doesn’t support most, if not all of the advantages from FBX, eventhough the FBX integration is put out there as one of the main selling points of the engine; the ability to use FBX to quickly and easily import your assets. I’m confident it’s on their to do list somewhere, as Unity Tech has a great team of talented developers and leaders, and I’m sure that when they do get around to integrating all of these features they’re going to do it in an awesome and innovative way that will make everyone go “wow…”; this is typically the reaction from myself and others when a new version of Unity is released and the new features list is published. I can’t wait for when they do include full and true FBX support, the next Unity update is already looking really, really sick.
Anyways, we all hear ya, keep pushing and good luck with your game.