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Animation and Blendshapes

Discussion in 'Animation' started by mrwilliams, Nov 4, 2015.

  1. mrwilliams

    mrwilliams

    Joined:
    Sep 23, 2015
    Posts:
    13
    Hi,
    I have some scripts running which modify specific blendshapes in my model - working great.
    I noticed that when I use an animation controller to run a looped animation from an FBX file, that the animation is also changing a lot of blendshape information - i.e applying the animation to the model.

    What I think is happening is that the animation controller is locking out my ability to also modify the blendshapes from scripts. Is there any advice on how I could do this?

    Any help or advice is much appreciated.

    Thanks.
     
  2. medhue

    medhue

    Joined:
    Aug 24, 2014
    Posts:
    176
    This is why you need an avatar mask. It should be a pretty simple mask. In Avatar Masks, the mesh is actually like another bone in the hierarchy.
     
    theANMATOR2b likes this.
  3. mrwilliams

    mrwilliams

    Joined:
    Sep 23, 2015
    Posts:
    13
    Thanks @medhue - this was the case before I started to use the blendtree to modify the blendshapes.
     
  4. medhue

    medhue

    Joined:
    Aug 24, 2014
    Posts:
    176
    I'm not sure I've actually done that. Although most of my animation work is on humanoid characters, the characters I have the most direct experience with blend shapes are animals, and those haven't required me to need a blendtree. I did do a job with facial expressions for a guy using UMA, but those used bones.
     
  5. mrwilliams

    mrwilliams

    Joined:
    Sep 23, 2015
    Posts:
    13
    It's all a bit strange to be honest. I import a FBX file with an animation and try to set the Rig to Humanoid.

    When I apply the animation, for some reason as soon as I click on the play button, the model just relocates to a new position, even though the animation has nothing in it that would move the model. I cant figure it out, hence the reason why I went to using the Generic type.

    I am sure this is going to come back and hurt me, so I need to figure it out.

    The blendtrees are working for me really well though.

    Cheers
     
  6. medhue

    medhue

    Joined:
    Aug 24, 2014
    Posts:
    176
    Technically, the only reason to use Humanoid is to have access to animations you didn't create, or have made. If you don't need those, then you have no reason to use Humanoid. You never know tho, it might be good to have access to those animations.