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Animated 3D model with blendshapes

Discussion in 'Animation' started by JensB, Mar 13, 2014.

  1. JensB

    JensB

    Joined:
    Mar 13, 2014
    Posts:
    1
    Hello!

    I have recently learned to use mecanim and everything works great. However, I want to use blendshapes on the mesh aswell. My animator claims that he can't export an animated .fbx file with a mesh that has a blendshape. And he claims that I should be able to apply animations to a separate rig that has a blendshape. (I don't know a lot about 3D graphics myself).

    The solution on this page (http://docs.unity3d.com/Documentation/Manual/Splittinganimations.html) (the "Adding animations to models that do not contain them"-headline) describes what I want to do, but the solution does not work.

    I have got the blendshape to work on the separate rigged mesh, but I haven't suceeded in finding out how I can apply an animation clip to the rigged mesh.

    So my question is how do I apply an animation clip to a rigged mesh?
    And is it possible to export an animated .fbx with blendshapes? In that case, how do you do that?
     
  2. OllyNicholson

    OllyNicholson

    Unity Technologies

    Joined:
    Jun 17, 2011
    Posts:
    142
    The Mecanim animation system in Unity requires that you set up your imported model with a rig type:

    Generic or Humanoid - if you select humanoid you can create an avatar with which to re-target any humanoid animations. So you would apply clips by either animating the rig and importing those animations from an external package or applying existing animations via a humanoid avatar:

    * Select model in project window
    * In inspector > Rig > Select Humanoid - Apply
    * Check your bone structure matches a humanoid setup (all green) or make adjustments
    * Select any animations in the project browser > and set up the Rig > Humanoid > Apply > repeat process
    * Now you can drag your Model onto the preview window of any of the animations, and build a state machine to play the animations

    Please read http://docs.unity3d.com/Documentation/Manual/MecanimAnimationSystem.html for more info

    The blendshapes, e.g. a head, can simply be animated in your source package or setup and exported without animation - either as an un-rigged child of a bone you wish to attach it to/follow, or the whole mesh as a blendshape.

    Please follow these instructions http://answers.unity3d.com/questions/574775/how-do-i-get-started-with-blend-shapes.html