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When it comes to weight painting you should almost always avoid remove weights from a bone. The reason for this is you are not controlling where...
Have you tried the "Export Skin & Bones" is that working for you? When you tried the FBX Exporter, did you select the bones with the mesh when...
The lip sync from audio conversion uses an "exe" called rhubarb - I don't know if its possible to have this running live in game.
Not sure why that happened - but I can see from your last gif something - your character was in an A-Pose. But it should be in a T-pose. This...
Can you send me a grab of the character in its "T-Pose" with the guides (before clicking "AUTORIG")
I would need to know what way you're character is facing to give you exact transforms. What I probably wasn't being clear about in the last reply...
Your character should be looking down the Z axis when you rig it. (You're character is -z) Also the character should be in a Tpose for best results
Drop the iterations and the resolution. The coffee has viscosity on as well, which is also more performance intensive. You could try setting this...
Ha ha, fair enough. Fluid FX Factory renders out animated spite sheets.
It hasn't been specifically designed for 2D - but there are definitely ways to make it work. One way would be to setup the lipsync to scale up and...
I'm not sure what's causing that - Does it happen in a demo scene?
Ideally none of your meshes will be above 60k vertices for Puppet3D to handle them well. Otherwise you need to set the Index format of the model...
Puppet3D has been made as an editor tool. The code is open, so you could theoretically expose the skinning functions and use it runtime.
I recommend using the Unity FBX Exporter instead https://docs.unity3d.com/Packages/com.unity.formats.fbx@2.0/manual/index.html
If you rig it in the A-pose and want it to work with "control" animations made in a T-pose - you can take the hand IK control parent groups and...
Firstly you will need to export your character out (either using the export Skin&Bones button, or using Unity's FBX exporter). Then you will be...
Before export you have the spline controls which are stopping the tail animator stuff from working on the skinned bones. If you're not really...
What are you selecting when you click the button? (As a workaround - you can also use the Unity FBX Exporter to do this btw )
You then setup the phoneme shapes and then yes. [MEDIA]
The realtime (non-baked flipbook) fluidSim component can be animated in a clip. I should say though - the realtime feature is currently in beta -...